[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 120: preg_filter(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 120: preg_filter(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 120: preg_filter(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 120: preg_filter(): The /e modifier is no longer supported, use preg_replace_callback instead
QCF Design Community • View topic - Damage Control
Page 1 of 4

Damage Control

PostPosted: Fri Mar 01, 2013 11:31 am
by GoatBot
Discussion - Damage Control

Re: Damage Control

PostPosted: Fri Mar 01, 2013 4:35 pm
by Darvin

Re: Damage Control

PostPosted: Fri Mar 01, 2013 4:55 pm
by Lujo
Like the bloodless thing on undead, in my experience Drac and sanguine were jarringly good, and my Drac worshipers were not really taking either the prep or undead killing penalties seriously.

I do have an UI suggestion - what would help IMO would be if the different buildings had visible labels that needed no mouseover. So you could see where the "Blackmith" preps are, and where the "elf", "dwarf" "guild" and so forth preps are without mousing over, selecting anything or having to know them by art (especially for race/class combos which change artworks depending on when you select what).

EDIT: Somtehing like this:

Image

Image

EDIT2: And obviously moving the blacsmith preps a little bit top and right to not have a cluster of preps right next to each other wold help as well...

Re: Damage Control

PostPosted: Fri Mar 01, 2013 5:15 pm
by harfatum
Lujo, I had suggested that in another thread and am very happy that you thought of it as well and mocked it up!

I think there should be a checkbox for "show labels" to enable that permanently/at any time.

Re: Damage Control

PostPosted: Fri Mar 01, 2013 5:18 pm
by Lujo
Cool and ty! Should be pretty handy for touchscreen interfaces as well. Nice balance between the old and new, and all that...

Re: Damage Control

PostPosted: Fri Mar 01, 2013 5:40 pm
by Darvin

Re: Damage Control

PostPosted: Fri Mar 01, 2013 6:02 pm
by Ach Wheesht
The new assassin gold is...interesting. Having binlor is great. Having Draugr spawn undead monsters isn't, especially when Dracul's about.

I guess the focus is now less on draculs blood abilities and more on binlors knockback boon?

Re: Damage Control

PostPosted: Fri Mar 01, 2013 6:12 pm
by Naoya

Re: Damage Control

PostPosted: Fri Mar 01, 2013 6:13 pm
by Lujo

Re: Damage Control

PostPosted: Fri Mar 01, 2013 7:08 pm
by The Avatar
Agreed. It's very interesting, and a long needed vampire nerf. Not sure what they did with assassin gold, but as long as those berserkers aren't both bloodless AND no exp.