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Messages - dis astranagant

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1
Don't bother using area spells against it, just use energy orb or ball lightning from about half normal range.

2
Hit detection on the brimstone guys seems really buggy.  I just had one in the overlord's keep take no damage in 5 minutes of hitting it with fire touch (it was air weak earth resistant)

E:  Oh, I just realized that the force field shenanigans does fuck all against the best spells in the game: Energy Orb and Ball Lightning.  Energy Orb especially, since I can't recall the last time I saw an enemy that resists it in any meaningful way.

E2:  Looks like your new broken up continents could use some work.  My continent 2's only ports are on tiny islands in the middle of nowhere.

3
Seems to.  Ocean Shallows don't really have much water, though.

4
Swarms of nightmare octopi are bad enough when I'm not rapidly dying from the wind

5
I guess there's no way to get the wind off of this.  I tried surrounding it with buoys and building a shelter on a relatively close bit of shallows but nothing has worked.


6
Think you could make the dense carpets of fireball spewing assholes in the evergreen forests a bit less so?  Seems like any time I go into one I'm immediately pelted by a dozen shots and lit on fire.

7
...with nothing but ball lightning 5 on my loot goals and not a single charred amber showed up.  FTGE

8
Instead you have enemies making leaps of faith on you  >:(

9
A Valley Without Wind 1 & 2 / Re: Poll: LEAST favorite mission type
« on: April 30, 2012, 11:11:13 PM »
I voted meteor swarm but JtP also makes me want to rip someone's head off and shit down their neck.  Half the time I'm dead before the game even gives me control combined with problems I've had with enemies clipping through walls or bats generally being a pain to see if it happens to be night.

10
A Valley Without Wind 1 & 2 / Re: Getting players to use more spells.
« on: April 30, 2012, 05:02:30 PM »
While we're griping about spells, it would be nice if upgrading them was less of a bore.  The only thing that ever changes is some numbers getting bigger.  They behave the same at all levels, which contributes to the samey feeling one gets as they move up through game.  Maybe the rapid fire spells could shoot multiple projectiles and things like ball lightning pierce a few enemies and the whips get longer and wider.  Just something to make it feel like you're progressing in ways besides just numbers getting bigger.  Leveling storm dash could let you cause air damage to anything you run into, perhaps becoming a small aoe around you as it gets higher.

E: use this to differentiate the spells.  Forest rage can get extra projectiles while plasma bolt pierces and so on.

11
Yeah, chunk map is fine but the dungeon map is mostly worthless.

12
I'm on 1920x1080 and the dungeon map is this tiny, useless bit in the corner that is basically impossible to read.

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