Berserk + Raging Whirlwind = Defense 0. Oh, my God, I will die! Clicking Hold th Line and the defense = 0!
http://nadirim.com/forum/post/10065
So, let me share with you my first impressions.
+ I'm totally agree with the new colors helping those who need them. Brilliant idea.
Very good implementation that the centered abilities don't need to click on the character. Yes, times,aving, but you can think twice which ability are you wanna to you use because there is no way back.
- But c'mon guys the character moves on his OWN???!? With the Focused Strike I give up my good position among the mobs hoping that after FS a Trample will do the trick. Moving a wrong position ruins all my opportunity to strike more enemy in a round. And that's not enough, two steps from the starting point I can't do anything I mean striking just buffing myself or the whole party. So C'mon.
I think the last point needs a modification, a good one.
Best Regards with no offens,
Tim
http://nadirim.com/forum/post/10072
New Battle movement made Trample totally useless... Ragin Whilwing decreasing defense 85%??... c'mon
http://nadirim.com/forum/post/10074
Originally Posted by Steele »As it stands, Rouges are having a tough time now since some of their skills have become nearly useless after the combat system was changed. The inability to move after using a skill made the Speed stat also nearly useless. What is the use of an extra chance to act in a turn when u can't do anything?
>>
(Source)
Cowardice (cow·ard·ice \ noun \ˈkau̇(-ə)r-dəs) :
Using multiple pseudonyms in forum posts to inflate the number of similar view or to conceal one's true identity.
Synonyms:
Pathetic, Fake, Duplicitous, Conviction-less, Just-Plain-Sad.
http://nadirim.com/forum/post/10077
Blue quests too hard to distinguish from greeen quests on the map and combat changes make the game uncomfortable.
http://nadirim.com/forum/post/10078
I like the changes except I'm not sure about the change in combat movement or not. So far it doesn't seem to be affecting me, and I'm using my sage. But I can see how as some have said it would be a problem against certain foes, like bloodthirsty rhinos and storm riders.
What I have to say, again, is that I think, and now more than ever, that the rogue is the weak class here. For instance the rogue only has one hit with any real punch--devastate. I'm saying this after having now played all three classes: rogue and warrior to level 25, and sage to level 20.
Some suggestions:
--Restore the shadowguard to three round recharge and toughen it up a bit, seems like most everything kills it in one round now.
--Give another shot more power, maybe tainted strike, and more healing for rogue accordingly. This is the only way the rogue can heal.
--With Path of Shadows, allow the rogue to attack without being seen. The enemy could still make a pretty good guess, especially with an area damage attack, unless the rogue used one of its two ranged attacks.
I would recommend all three to at least get the rogue close to the level of the sage and the warrior.
Finally, like many others, I am really eager about the prospect of new cities and quests, and I hope we see it soon. Not to mention those new character classes.
Overall though, I say good job with this patch. Movement is faster and hopefully the freezing and reloading is improved too soon to tell yet.
And I do like the improvements for the sage.
http://nadirim.com/forum/post/10079
i can't control my click well enough to assure the right move. will the game now be only for peeps with excellent motor skills? i have issues with my hands guys. gimmee a break.
several times that i didn't want o move at all, i moved anyhow. need something to keep me stationary.
the extra care needed in trying to click precisely will mean i will lose my round entirely in group fights, now that i have almost no time at all to make a move. i'm supposed to figure a strategy, steady my shaking hands, click precisely all in 20 sec? in a lag situation that sometimes starts the counter at under 10?
and often i can't see the grid well enough to tell which tile to move to: mobs and obstacles block the hexagons. how am i ever gonna see an edge of grid to click it?
well it's not quite the nightmare i had feared in solo, but i don't see doing groups now. pretty much hating the change. maybe see you guys tomorrow. maybe not.
Lost? That's my middle name.
http://nadirim.com/forum/post/10084

I am a level 12 rogue and I was in a battle with Sepek. Everytime I attacked with melee it automatically moved me to a hexagon I did not want to move to. Just as we almost had Sepek killed, I clicked on him to attack and I was automatically sent to the hexagon with a flag on it. I was therefore booted out of the fight with no credit for it when he was killed. That was not fun
or cool.
What's with this new automatic moving thing when you attack? If I wanted to move there, I would have moved there on my own.
On a more positive note, I like beeing able to see the HP bar of the monsters on the top hexagons. That's nice.
http://nadirim.com/forum/post/10087
I miss being able to move after using a skill. The leeches always seem to appear on the same 3 hexagons surrounding me when I summon them. Depending on where the monster/boss is standing I usually cast and then move out of the way so the leeches have a better chance of reaching the monster/boss without wasting a turn by going all the way around me and so that I have a chance to get away while the leeches attack. I also miss being able to swap places with enemies using teleport and then move out of the way.
I haven't tried any of the other new patch items out yet. I will leave some feedback after I check them out.
http://nadirim.com/forum/post/10089
The game is totally ruined. Thanks great job
Game over
http://nadirim.com/forum/post/10090
Ok.. I'm speaking to general public here...
Instead of giving a general "this sux" comment, how about identifying
specifically what
you don't like. Twisted Tribe has been opened to players' feedback, in the short time I play here.
After you identified that bad element you dislike, then ask yourself: will you return to play if the bad element is removed?
(And remember to also give credit to TT when it's due

)
Cowardice (cow·ard·ice \ noun \ˈkau̇(-ə)r-dəs) :
Using multiple pseudonyms in forum posts to inflate the number of similar view or to conceal one's true identity.
Synonyms:
Pathetic, Fake, Duplicitous, Conviction-less, Just-Plain-Sad.
http://nadirim.com/forum/post/10092
Same with me, the battle is worse now;
-Stop the moving on his own of my character! It ruins my strategy!
-Let me click on my character again for spells etc. I use on myself. I started some without thinking and now I cannot go back!
-Let me move after using my spell again! As a rogue it was an important part of my strategy!
You read it before, so I hope you will think about our points and change them!
Greeting!
CaraL
http://nadirim.com/forum/post/10096
Afternoon I joind a battle againt AlphaDog to test the battle (again). Few thoughts about that combat:
- Now that I knew how to avoid moving befire attacking movement I was still able to mess up.
- As you know, there's no much free spece among the little dogs, but it was really frustrating, when you finally make a way out, but you can't get out beacuse you can't move. Next turn the dogs blocks the way out.
- Finally a subjective viewpoint, it wasnt even entertaing. It was annoying and frustrating for me

...oh, and I almost forgot. Guess what,
it takes much more time than before. Please reconsider this "move or attack" part.
http://nadirim.com/forum/post/10097
"-Let me click on my character again for spells etc. I use on myself"
Don't plz!
Auto selfbuff is one of the best thing in this patch. Dont remove!
Last modified by Meriel at February 11, 2012 12:27 AM.
http://nadirim.com/forum/post/10098
After playing some more, I am seeing the problem with getting moved when you make a hit. Was this part of the patch or is it a bug?
Also, I can see not being able to move after a hit as being very problematic that could negate the advantages given particularly for the sage. Not to mention the rogue which as I mentioned earlier is already, IMO, at a significant disadvantage. Maybe movement after attacking could be restored but in accordance with player speed, more speed giving more chance to move after attacking. Since the rogue is the weaker class and the warrior the stronger one, as I see it, that seems fair.
The time to move in group combat seems a bit short, though I do like hurrying the combat up a bit. Especially hard if you have two or more characters in the same battle.
However I too like the auto self buff that does save some time. Along with the other stuff I said earlier that I liked.
And so far, only minor reloading and not one freeze today.
http://nadirim.com/forum/post/10101
Not a bug GE. That's a new feature. We now attack and move at the same time. But,
be careful where you click. Pay attention to the
highlighted tile.
Sage got a much needed, long overdue boost. It has been lame for the past couple of months since December. As for those "boost", I don't want to sound ungrateful. But, they are not that major either, imho, in case those who don't play sage want to know.
As for your thought on rogue, I like them. We can try bringing this topic up in the future. But, one battle at the time. Now, let's focus first on defeating this cursed ending-turn-after-using-skill

.
*picks up the protest sign and reenters picket line*
Cowardice (cow·ard·ice \ noun \ˈkau̇(-ə)r-dəs) :
Using multiple pseudonyms in forum posts to inflate the number of similar view or to conceal one's true identity.
Synonyms:
Pathetic, Fake, Duplicitous, Conviction-less, Just-Plain-Sad.
http://nadirim.com/forum/post/10103
The more I play without the freedom to move after the attack, the less I like it. It counteracts the advances made for the sage though its not as noticeable for the warrior. My rogue will now be at a horrible disadvantage.
I don't like the movement with the attack. It doesn't happen all the time so you don't know when it is going to happen. Also, if you are supposed to be able to see where you are going to move when you attack, I can't see it. So I don't really know what you mean IA.
I attacked and got put on the flee tile, so I had to flee. Fortunately my other character in combat was able to win anyway.
I really don't like the changes in combat movement I think it should be put back to the way it was. it hasn't taken me long to figure out that it really puts you at a disadvantage and I really don't like it.
Please, devs, this is a great game. Let's not ruin it.
Bloodthirsty Rhino aka Tebat Scorpion aka Golden Eagle.
Caution: Rhino Crossing
http://nadirim.com/forum/post/10104
Okay it just happened again. Bloodthirsty rhino hit unnameable from one side, got flipped to the other side of him onto flee.
This time it cost my sage the fight against Unnameable that he needed for a quest, not to mention the precious energy.
I don't care about some highlighted tile. You have to be able to hit even when a foe is next to the flee flag.
I always figured it would take a lot to get me to leave this game.
This might be that thing.
Please either take away this move with the attack thing, or allow the player to be able to choose which tile to move to and not have it done automatically. The idea should be to have the player attack and move to where the player wants to go within the range of movement, not to attack and get penalized by being moved into a crowd or onto a flee flag.
http://nadirim.com/forum/post/10105
Originally Posted by Irrational Abstract »Now, for the positive note: combat is now faster. Thanks for speeding up those battle text pop up.
. The extra damage for sage is deeply appreciated..
It's really true, but the reason of this much more the terminated extra skill of the mobs and not really
the changes in the moving (or the automatic end of the turn).
But the change of the self-used skills're really an appreciated thing
and I also like the new colours
"All men can see these tactics whereby I conquer, but what none can see is the strategy out of which victory is evolved." -Sun Tzu-
http://nadirim.com/forum/post/10108
Originally Posted by Tebat Scorpion »Please either take away this move with the attack thing, or allow the player to be able to choose which tile to move to and not have it done automatically. The idea should be to have the player attack and move to where the player wants to go within the range of movement, not to attack and get penalized by being moved into a crowd or onto a flee flag.

You ARE able to chose where you will move. It depends on which side of the enemy's position hexagon you click. The path your character will take to attack is highlighted in a brighter green color when you hover your mouse on the enemy's tile. I agree however that the difference in color is
not nearly enough. It should be white for example. See post #316 for a screenshot please.
http://nadirim.com/forum/post/10116
I have to agree...shoud have to use an other colour.
Very bad the visibility of the current one and sometimes really coud be pretty annoying
if you're trying to click on the enemy too fastly.
"All men can see these tactics whereby I conquer, but what none can see is the strategy out of which victory is evolved." -Sun Tzu-
http://nadirim.com/forum/post/10118
If you get an extra turn, it should register as a new turn where you'd be able to move and attack. (if you haven't moved before)
For example, an enemy comes up to you and you kill it with a single strike.. you get an extra turn but you're unable to move to kill the other one behind him. This should change in my opinion. You should be able to move to attack in your extra turn when you haven't moved at all in your first hit.
Same should apply to focused strike with warriors.
Everything else is fine, but should've been explained properly before the patch.
The game is faster, fewer loading, faster movements in map and combat is also fast. (You just plan ahead for what you want to do in next round)
Maybe, the 'faster' way of attacking should be put in options page since not many like it. In the slower version, you choose where you go and then attack.. like old times.
Cheers.
http://nadirim.com/forum/post/10120
1.Movement skills such as warrior's Intervene and Rogue's dark path definitely have lost most of their strategic value when they are applicable only in next turn.
2..Killing oneself out of a circle of enemies is now impossible, since the gap you make is filled during the enemies' turn.
3.The options of moving and then attacking, attacking then moving, are OBVIOUSLY twice as strategically interesting as just having the one option. What little gain in speed is achieved at the expense of the player's choice is probably lost in the player's needing more time to decide.
4. A turn-based game is often chosen by people who, due to age, illness, poor computer equipment, and a host of other reasons, cannot in 20 seconds adequately hover a mouse over various routes and make sure the correct part of an unmarked hex is chosen. Again, you have chosen speed over strategy.
These are my major objections to the patch. I can function under the new system, though I think the skills made useless or nearly useless should be replaced or repaired. But like my warriors and sage, I do not see a substantial advantage, not even to no longer having the drudgery of clicking on oneself for a self skill.
If all these bad movement changes are related to the goal of having the self skills apply automatically, I for one would gladly sacrifice that advantage.
The fun of the combat system here is related to the use of space, not just to the choice of action. Granted, there is no such freedom in other games. But why imitate what is inferior. Yes, we still have some freedom, if we are very careful about the divisions of the hexes. But it is LESS.
The speed of movement over the map is a clear improvement, and the quest list can be made to be useful. Nerfing the mobs' extra skills opportunities is an extreme but the actual effective way of making fights last less long. But I would add my voice to those who request strongly: 1) Old battle movement system and 2) New areas, quests, something. Oh, thanks for making vault items tradeable.
Last modified by Reddy at February 11, 2012 02:43 PM.
http://nadirim.com/forum/post/10121
Originally Posted by Reddy »4. A turn-based game is often chosen by people who, due to age, illness, poor computer equipment, and a host of other reasons, cannot in 20 seconds adequately hover a mouse over various routes and make sure the correct part of an unmarked hex is chosen. Again, you have chosen speed over strategy.
All of the above here (change illness to disability). i can't play this way! Not in team. Double the time limit please or i will be forced out of the game now. Or a full minute would make my playing more comfortable. This is far from enjoyable now that i have no time at all to check and to think before clicking. Mouseover at start of my turn is now entirely out of the question in Team btw. It takes half the time allowed me just to register stats on
one mob or player!
And better still, return the move option.
If we
must endure this, can you provide some division of the tiles on mobs? i mean, highlight the spot i'm about to click: something that will appear in front of the mobs and obstacles. i need this highlight also in many fights to show the available tiles. Can't tell ya how many times i tried to move up to a frog djinn, only to find i was a full tile away. Battle grid becomes invisible when mobs are large and obstacles added as well. And in some cases (rhinos for instance) the mob appears to be located on a tile adjacent to the one i must attack.
Also, the space thing for End Turn still haunts me. Twice yesterday i got killed while chatting during battle, simply due to typing "i (space)" just as my turn came up. Rather than staying on my chat, where i still want it, the change in turn always defaults my typing to battle command. Sure, other games did this change as well, and it always has been a problem for me. But other games didn't use Space Bar to End Turn. Must i close my chatbox during fights? If only you chose some seldom-used key, maybe Tab or tilde, it would not be an issue. Or a two-key command like shift+space?
Lost? That's my middle name.
http://nadirim.com/forum/post/10126
Originally Posted by Malcolm Reynolds »You ARE able to chose where you will move. It depends on which side of the enemy's position hexagon you click. The path your character will take to attack is highlighted in a brighter green color when you hover your mouse on the enemy's tile. I agree however that the difference in color is not nearly enough. It should be white for example. See post #316 for a screenshot please.
i insist i am
NOT able to choose. i repeat, i cannot SEE well enough to click accurately and i cannot hold steady enough to assure that i can click it. Shaky, numb hands need to be steadied. "Brighter green" is barely noticeable to me, and how am i gonna focus on it in time in a team situation? Way too much to do now in this 20 second limit. What happens when i play evenings in team: when my lag is so bad that "my turn" often doesn't even appear in that time? i'd be foreced to just random click and hope for the best, ruining the fight for all my team most times. "Green tiles" cannot be even seen in some fights with big mobs and obstacles.
Yeah i'm repeating myself here. i don't even care tho any more.
Lost? That's my middle name.
http://nadirim.com/forum/post/10127