Originally Posted by Samael187
Originally Posted by Rhidian
Late-game players will likely be able to heal via increasing Elemental defences above 100%. I probably won't do anything to stop this since that's only really effective late-game.

Well, at level 13 my backstabber with a shield had Poison, Earth, Air res slightly above 100%... Fire 75%, Water 85%, Tenebrium 65%... HP 600+, armor 100+, defence 130+... could easily kill any non-boss 16lvl monster one on one in combat (not with Charm in real-time with Ctrl, which also can be done) without any healing at all (including from Leech)...
Only late-game you say?;)


Not anymore... not with Part 2 of the mod -An Elementalist's Bane-, which I was in the middle of releasing as you posted this laugh

I put the details of what's been changed so far in An Elementalist's Bane in the Opening Post (I also reduced the cooldowns for the healing spells, now noted in Part 1).

Let's just say that the amount of effort required to have a 100% Elemental resistances has increased.

Full disclosure- All changes made in this mod are fairly (read- completely) arbitrary on my part, so things might be a bit too Unfair.

Regarding what was asked earlier (why I focus on the healing spells rather than damage dealing spells), the answer is twofold- there are far fewer healing spells to overwrite, and because the overabundance of effectively infinite healing removed the tension from fights later on.

That being said, I'm not quite sure yet what Part 3 should entail. Any thoughts?

Last edited by Rhidian; 24/07/14 04:21 PM.