![]() ![]() This is not OP, nor does the low damage make the merc immortal. So let’s say you build a runeword for your act 1 mercenary that increases his life by 35, his resistances by 10 and gives him 4% HP leech for his armor. ![]() In no case should it cause everything else to be useless, or too strong.īut there are so a few small bonuses that would improve the life and the whole also still in the sense of the game by using the rune words mechanics. These new rune words for chars from level 3 - 23 should adapt well to the corresponding difficulties. The game should work on its own, but not overdo it. It would be important, however, that these runes are also found quite well, so that you do not need a high char again, which then farms runes. How do you think it would feel to find runes as early as level 3 that allow you to build simple rune words that have a purpose, so to speak, to help yourself rpg-wise. This is where the rune words come into play. Not that I don’t appreciate a certain amount of progression, but you’re still busy trying not to struggle quite as much and the game doesn’t offer the atmospheric calm world density of a D1 to move tactically through the stages in survival mode. Since this game is heavily based on items as a supporting force and many skills you play towards only take effect at 24/30 and with increasing EQ, you have a lot of problems with new chars. You know what always strikes me when we go into a new season and you start with nothing? ![]()
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