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    posted a message on Chrono Agents (Official Thread)

    But, 10 HP when you have 300 isn't same as when you have 500 is all I'm saying.

    "[...] because in a team your support skills should come first."

    Or you can do both. His skills have almost no cast time (save for revive) and there's a cooldown on heal. Plenty of time to help with the offense (I get 300 to 400 kills each game with elder), and on that note I take back the "elder's boring to play" part. Much to do, and because he moves slowly you have to think about how you position yourself. That's also why I'm not quite sure he needs another skill ... Btw, with lower gfx settings you can't see who's encouraged. Is there a way to change that?

    EDIT: And if I get you right, exp for sage should be 128 000 right? It's 12 800 atm, so any master get the sage rank after one kill (outside tutorial mode).

    Posted in: Project Workplace
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    posted a message on Chrono Agents (Official Thread)

    "Well kills is not all that matters. You can't tell from the score screen: [...]"

    I agree of course and I think you got me wrong. All I meant is the foreseer usefulness doesn't show in kills and I feel his tools aren't powerful enough to make up for this lack of DPS in the party. Like, when he saves the day with a time skip, wouldn't some well aimed shots do as good if not better? Even when he feeds a specialist with energy, what about another specialist instead? Especially during the survival part, I mean, you can slow their movements down with foreseer but what really matters (to me) is how fast they reach a critical mass that can walk over everything. Then again, I didn't play foreseer much so I'm probably wrong.

    "The damage bonus is % [...]"

    Once again, of course! But same reasoning applies to HP and energy imho, that was my point.

    "I will hide the Game World and show you the stash and crafting UI."

    Awesome!

    "I can tell you it's annother supporter. ^^"

    Sentry-like? :P

    "I have no plans for any changes to him right now."

    I agree, I like the warrior as it is now. He needs support and that's fine ... It doesn't mean only heals, the agents with AoE damages should clean things around him as often as possible, and you'd be surprised to see how effective is an elder with max zap at it (of course not the only option).

    Posted in: Project Workplace
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    posted a message on Chrono Agents (Official Thread)

    A 7th agent? Can't wait :) Could you give us a little spoiler? Like its theme, role or model? I'd wild guess a summoner :P

    Also about items, higher quality would indeed be great ... But I'd rather see more choices for a same quality and slot first. I'd save the higher quality for the (hopefully) next map.

    Said that already but about specialist nerf, I'd really like if scan had limited range (same as basic attack).

    About foreseer I agree that time skip and chrono sphere are quite nice, I just didn't play foreseer a lot so probably can't tell. Most foreseer I played with didn't really stand out and when watching score screen, them having less than 50 kills, I couldn't help but to think another damage dealer instead would have helped more.

    Ranks are a nice addition. I'm sage (7), and can tell noone will reach 8 any time soon (256 000 exp if I recall correctly) :P I'm not sure tho fixed life and energy bonus is the way to go, I'd rather see a % here too.

    You made it easier too, didn't you? Just won it 3 times in a row with rather "bad" teams. The two times I was elder I got the second higher number of kills without even trying (I was too busy healing and buffing). Last one I was specialist, and the elder refused to revive the dead (let alone buff) leaving me to do some solo work and no time machine energy for the last part.

    Posted in: Project Workplace
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    posted a message on Chrono Agents (Official Thread)

    Hey Xelaran, you answered my review via PM. I thought I'd continue here now :) On a side note, I played your map so much I have now over 2k skill points left after getting all upgrades to max right from the start. I play mainly as spec, strider, elder or warrior. By the way, if you guyz would like to have me in your games, feel free to add me (cppHalfMoon.400, EU server) ... I won't play foreseer or assa but anything else is fine (with maxed skills and eq) I'll follow your strategy.

    Nice update.

    • The ability to use recall and reset during the survival part helps the map in two ways. Makes it important to save energy before you get back to base and makes the survival part a bit easier.
    • No key press required ... I forgot to mention that in my review but glad you changed that!
    • Automatical revival during the tutorial really helps too.
    • Subtitles are good during tutorial, but annoying during the rest of the game (to me). Makes it harder to communicate especially during the survival part.
    • The team status UI is good to have when selecting your agent, kind of useless later tho but doesn't hurt much to have it I guess.

    There are still things needing to be fixed, like when recalling a soul can spawn north of the time machine at times (and be stuck here if can't jump over cliffs), but looks more and more polished.

    About agents ... I have mainly 2 complains.

    • As S3rius said, Elder is kind of boring to play but as you designed the map he's also the more useful agent so you have to get one. Hell, if he could only buff that'd be already true. 30% attack speed on 4 ppl that's 120% total (20% more dps than your average agent), not to mention +6 to armor (huge). But he can also heal, revive and deal some damages. I understand that's intented (the usefulness part), but feels a bit too much anyhow.
    • Foreseer on the other hand isn't as boring to play, but lacks usefulness imho.

    I don't really have any good idea to fix elder, I have some about foreseer though.

    • Limit the range of specialists scans (to same as basic attack) so the vision skill from foreseer can really become useful. As it is, with good skills and eq (or even without) a spec can do as good as the foreseer but it lasts forever and he doesn't have to focus on the skill.
    • Increase the damages taken by ennemies in the area slow by a %. Maybe could make the area a bit wider too.
    • Could give them a revive-like skill instead of the vision one. It would have a duration and cooldown, allowing for one dead ally to act as alive for a limited time (maybe 2 with max skills). This one would be instant and have decent range to be used as emergency during tough fights. Fits the time manipulation theme and would make it easier to play without elder (that can be troublesome to get at times).
    • Or even crazier, give unlimited range to ALL the foreseer skills. He'd be able to stay at base while helping the group from afar even if, and that's the awesome part, they decide to split. Hey, he's a foreseer afterall.

    Oh and a last suggestion, I'd like a way to spend the extra exp I don't need. Something not worth it if you don't have maxed skills at start already, like 100 pts for 1 hp or something like that.

    Posted in: Project Workplace
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