DRL > Discussion
0.9.9.4 Inital thoughts. Add your own. Plus your own pwnage etc....
GrimmC:
--- Quote from: Ander Hammer on September 09, 2011, 08:48 ---And no ability to berserk on hit or damage, losing out on extra 75% resist-all time.
--- End quote ---
Actually, I find Malicious Knives to be quite nice. Since Berserk has been dropped to 60%, you have just 10% less than Berserk--ALL the time. Plus 75% at melee means monsters are basically pacified once you get up close (which is the only way you can kill them anyway). And again, since Berserk has been nerfed slightly, that means you're actually doing better than the other two Master traits at that point.
Throw in some E-Z to assemble fireproof armor and Revenants & Mancubi will be doing a pathetic 2 damage per hit. The only problem is Archviles....why do they have to do plasma damage??!!!! Here I thought my fireproofing was going to make me invincible...
DeathDealer:
Very disappointed that scavenger doesn't prioritize the disassembling of higher quality mods over lessers. I.e. A basic mod is just as likely to be returned from a dissassmbled weapon as a unique mod if it has one of each.
Ander Hammer:
--- Quote from: GrimmC on September 10, 2011, 18:57 ---Actually, I find Malicious Knives to be quite nice. Since Berserk has been dropped to 60%, you have just 10% less than Berserk--ALL the time. Plus 75% at melee means monsters are basically pacified once you get up close (which is the only way you can kill them anyway). And again, since Berserk has been nerfed slightly, that means you're actually doing better than the other two Master traits at that point.
Throw in some E-Z to assemble fireproof armor and Revenants & Mancubi will be doing a pathetic 2 damage per hit. The only problem is Archviles....why do they have to do plasma damage??!!!! Here I thought my fireproofing was going to make me invincible...
--- End quote ---
Which is why you assemble Cerberus armor instead of fireproof armor!
Solarn:
I'm not sure I like the class system. I liked the generic Doom marine that could have any master trait. Also, how does the speed-based class not having Fireangel make sense?
Ander Hammer:
Because avoiding splash damage doesn't really have anything to do with being speedy, and the speed-based class gets a master trait that makes him actually do something faster.
I think of the Technician as someone able to fashion some additional protection or use his armor in a way other people can't.
What's not to like about the class system? Different Doomguys get different useful bonuses, and there's even more traits and possible builds now.
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