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Feedback on Skelly(girl) Scoundrel

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11:28 am
December 20, 2010


Daemon

Member

posts 20

 

Hey folks,
I nearly killed Satan with Skellygirl, here are my thoughts on Skelly (WITHOUT working Smoke Bomb!)
The Skills
Skill tree is a bit flawed in logic and is missing one important part. The trees are too much non-thematic, and wrongly distributed.
What I would like to see are three ways (three trees) to build Skelly.
Tree one: Combat
Leap Attack -> Skelly Vengeance
-> Marksman
Tree two: Confusion
Smoke bomb -> Pick Pocket
-> Evade Up
Tree three: Brutality
Crit Up -> Blood Bask
Also, make Blood Bask and Evade multiple select options (or three max or something) not just one. Make it a viable build for a player to just go into one of those and specialize. Imagine having Smoke and Evade x3 – Lady Dodge This!
As the trees are setup now, they collide logically and thematically – you got Pick Pocket (skill obviously for close encounters) and after it Marksman (skill obviously for long distance).
The Weapons
Next, Skelly needs to be able to backstab with Sword type of weapons. As it is now, the game limits you to Dagger as only weapon if you want to do any decent damage. 
However, what developers should do is make Quick Switch option where a player can have TWO sets of weapons (and/or shields) and put that icon somewhere on the screen. Then, with a press of a button, we can swap weapons. This would make it easy for Skelly, and others, to have for example Dagger in one set, and Bow in another set, and quickly swap them. Curretly, User Interface is too bad to support quick weapon exchange and players will in most cases just not swap weapons and go with one all the time (until they find better single weapon). All three classes need this simple quick-swap.
Here is the super fast sketch of how this should look like:
Now get back to fixing errors, I want my bombs to explode!

1:39 pm
December 20, 2010


GBudee

New Member

posts 1

I would have to agree with the quick weapon switching setup Daemon has proposed. If a character specializes in Bows and Daggers, it should be able to use both. I do not believe it would remove any significant part of the challenge of 100 rogues, but rather add another layer of preparation. Which two weapon sets complement each other best? Speaking as one who just found a buckler of health, a dagger of poisoning, and a +3 bow in the first two levels, this feature would remove some of the frustration of 100 rogues, and improve the strategy.

 

On a side note, I love your game.

7:35 pm
December 20, 2010


psycochiken

Member

posts 34

Quick switch is my #1 wish in 100 rogues after a crafting system. 

As to the skill tree, I feel like you could greatly improve it by switching pick pocket and smoke bomb, giving the player a ranged tree, a blood tree,and a close combat tree.

 

p.s. pick pocket needs to get items more often

p.p.s. I also love your game, and want everyone to buy it, thus the feedback.

 

 

 

 

 

2:26 am
December 21, 2010


xxJ6xx

Member

posts 30

psycochiken said:

Quick switch is my #1 wish in 100 rogues after a crafting system. 

As to the skill tree, I feel like you could greatly improve it by switching pick pocket and smoke bomb, giving the player a ranged tree, a blood tree,and a close combat tree.

 


 

Both of these. Skill trees seem to be laid out in a somewhat unrelated maner. Quick change on hands would be nice too.

8:40 pm
March 1, 2011


Raiyne

Member

posts 3

Post edited 3:23 am – March 3, 2011 by Raiyne


I'm bumping this because I think many of the points in this thread are still applicable and the scoundrel is definitely in need of a buff.

 

Firstly, I feel she is really gear dependant, and her starting stats are way to weak. The evasion doesn't hold up it's end, and it's really a struggle to get past the initial stages comfortably, as compared to my experience with the fairy and the crusader. They certainly can get by with stock equipment, but the scoundrel really needs more defense if she wants to survive later on. So that really sucks when you get to the first dungeon level 3 and you still don't have anything decent.

 

Secondly, pickpocket really sucks. I think the loot table should be expanded to at least small chances of equipment as well. I mean, as it is, the rate of success is terrible, even against sleeping mobs. It's a real waste of food and health, and after a while, it fails to be useful. Why do I need all this gold when there's a limited number of useful items I can buy?

 

And sometimes you don't even survive long enough anyway, because you sustain so much damage trying to pickpocket the energy potions etc.

 

I think their ideas of revamping the skill trees should definitely be taken into consideration, at least with the rearranging of skills.

 

So I'm just wondering… are there plans to work on her?

1:55 am
April 6, 2011


Nero

Member

posts 8

I was actually coming on to comment on how wrong the trees for the skellyman scoundrel are, and I find someone already has! But my corrections to the problem are a bit different I think- Here they go!

First thing is more than just organization of the stats, it's the fact that only 2 of the abilities take mana, unlike the multitude that both the crusader and wizard tout. And off the bat the skellyman has only 1 option to spend mana, unlike the 2 options for the other 2 classes. And to top it off, the smokebomb doesnt actually prevent anyone from shooting you! What's with that? As a solution to the problem, I would say make pickpocket a mana skill with 100% success rate. Right there we got 2 birds with one stone.

As for tree layout I would do this-

Leap Attack -> Skelly Vengence

Smoke Bomb -> Pick Pocket

     -> Marksman

Crit Up -> Blood Bask

Evade Up

 

Reasoning behind these changes are

  • Leap attack is necessary to fight beetles from the beginning, especially on Rogue difficulty
  • Smoke Bomb makes so much more sense with marksman
  • Pick pocket works well too, because with the fix above, you could pick pocket the enemy without fear of the accuracy being 0 in the smoke
  • Crit up and blood bask make sense as they are.
  • Evade up should by no means have a pre requisite. It is important with all skellyman classes, so it should be available whenever deemed necessary. Also the other classes have their stat upgrades available without prereqs. Only fair skelly should too.

Anyway, these are my thoughts, hope someone read this.

5:02 am
May 26, 2011


Justine

Member

posts 28

I agree that Grace Skelly would need some skill tree rearrangements.

+1 vote for Evade Up not having prereq.

+1 vote for Leap Attack being the first skilll it its branch as it is essential for any melee scoundrels.

+1 vote for Nero's Smoke/PP/MM rehash.

I am full aware that 100 Rogues is not a democracy, but it's a game I love so I hope it's not averse to suggestios for improvements. =)

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