QUOTE(Tenboro @ Jan 23 2012, 21:32)

Like I said last patch, I won't be commenting specifically on patch feedback anymore. People blew it by being overly negative and only focusing on specific changes. So yeah, all that leaves you with is ponies.
So next patch you'll just lock the patch thread for comments so you won't have to deal with any of the whining coming from people playing your game.
After all, it is your game and and these players are just annoyances that should be ignored?
QUOTE(Madprank @ Jan 24 2012, 03:43)

I found chaining to be overly cumbersome. Why should I waste turns and OC on two almost useless skills (DW tier 1 and 2)? Onehand has better skills, but evade and mana cost hit in this patch for that style murdered all of its redeeming qualities (WTB ethereal tower shield of the barrier). (IMG:[
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Heh.
WTB ethereal shield armor of the barrier.... (IMG:[
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QUOTE(RajaNagaSoz @ Jan 24 2012, 11:21)

>shit self at cure's mana cost (22->34)
>play a few rounds anyway
>Cure heals for 920~ instead of 740~
>Everything went better than expected
I'll just continue rocking my horrendous 99.2 interference.
>Spark costs 80+ now
>Haste is 50 mp now
Never cast them unless i got channeling anyway~
>Regen heals for 100+ instead of 80, lasts 27 rounds instead of 20
what the fuck is going on, where's the nerf or strange change ruining everyone plans, this was a patch for HV right, why does my full power-armor melee-ing not just feel "alright", it feels better than before?! what kind of crazy bizarro world have i come around to?!
Before the patch interference decreased magic proficiency (which decides amount healed and duration for supportive, curative and deprecating spells) and after the patch interference increases mana cost but leaves proficiency unchanged.
With heavy interference, this probably was beneficial to melees in heavy armor, since increased proficiency means more effective and longer-lasting spells and the increased mana cost is somewhat negated by the change to spirit stance (which now decreases mana cost, instead of increasing spell damage, something that benefits melees).
So really, this patch included some nice melee-candy, and I do think the changes to spirit stance and interference was nice.
But changes to burden and the HP increase of monsters was not so nice.
The burden thing could probably be fixed by tweaking it a little, like changing it from 4/3 of a percent per burden into 1 percent (effectively decreasing the evade kill with 33%).
But the monster HP increase doesn't have anything good to it. At all.
And I really think spirit stance should be renamed to charged stance, offensive mode, berserker rage or something like that and no longer cost spirit points.
(Ooh, or how about a berserker rage spell, short duration and low cost, but increases damage output and damage taken, as well as lowering evade, parry, block and resist, berserk FTW).
QUOTE(Ichy @ Jan 24 2012, 11:22)

Is this for Chrome?
Ad is it possible to use another Button? Q is on a bad position on my keyboard layout.
With changes to combat skills, they really should be moved from innate skills to spells, and have both those things combined into one, with the "magic menu" having three tabs, offensive, tactical and skills, which of course also should give skills an icon and be able to be put into the spell hotbar.
This post has been edited by Randommember: Jan 24 2012, 12:47