![]() If you’re wondering how i even managed it … I’ll try exiting then restarting … but wouldn’t expect that to fix it, as she’d just respawn. If you kill Andariel in the pit before you get the quest to do so the quest is not fulfilled. That was always something that bugged me about the whole thing, it could be so much more interesting than just being a basic stat booster.Īpologies for mentioning it, but I might’ve found a bug … Since the mod uses the same devotion tree as the base game, I guess altering it is not an option? Cause in it’s current state it doesn’t change gameplay in any meaningful way. Since AR benefits melee, ranged and spellcasters (even dot builds) alike and it’s difficult to get a high enough crit chance through gear alone, I normally spend at least half my dev points on AR/crit.Then I spend the rest on my prefered damage type and that’s pretty much it. Regarding devotions, I realized I pick very similar ones every time, no matter what char I play (except maybe pure summoners). That’s a lot, even if you’re speedleveling. And you don’t have to do it once but thrice for any char. I really enjoy leveling new chars, but I kind of dread this act by now for how long it takes to complete in relation to the other acts (even Act5, which also could be shortened a bit). ![]() This is not the case here, all of D1 is just an additional act. Devs often had to stretch content out to make it look like more than what it actually was. I get that you want to stay as close as possible to the original, but D1’s design stems from a point in time, when it was generally accepted to waste the player’s time on purpose. ![]() ![]() I also feel like the Fungal Tome quest in Act6 could be streamlined: you have to get the tome, run to Adria, just to be told to get a mushroom, run back to her, run to Pepin, do two seperate dialogs for the brain and finally run back to Adria for the reward, which is “just” 3 attribute points. In the preview they look fine.Īnd one tiny spelling error (javalins) on Radament’s Sphere: ![]()
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