Peppermaster

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Peppermaster
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  • Change list: 1. Buff) Immolate, fire wall, ring of fire2. Add) Magnetize3. max skill is up from 8 to 124. Added Items(ring and staff)
  • Author's Note: You may be wondering "k, what is this project sg anyway". It is basically a mod/fangame project that some of the members of Solomon discord including me will be working on to make an improved and complete version of Solomon Dark. This…
  • Weld Magic1.Ball of lightning->Thunderbolt2. Burning Bolt->Hellfire Barrage3. Ethereal Boulder->Cosmic Orbit4. Crawling Shock->Sandstorm5. Meteor Swarm->Meteor Fist6. Weld Magic is now available when you have two maxed out primary spe…
  • Change#2 1. Life Tap got reworked to Mana Tap.2. Siege Mage now gives cooldown reduction instead of mana cost increase to secondaries3. harden max level bonus added(armor persists for 3 seconds after firing)4. removed potion mania's penalty5. Refrac…
  • For blood mana, if you looked at the changes i've made, you can see that as long as you lower your health to 25% or lower, you get free 3 level channel mana. Considering that mage do have varieties to defensive abilities to survive while at low heal…
  • if you look closely, the only real change with mana is that nearly all of the mana skill that you had to spend your precious skill points on does not require skill points anymore, thus allowing you to put more points on other skills. The only mana s…
  • Change #1 1. Blood mana also gives 75% mana regen when your health is lower than 25%.2. Battle Mage also gives 15% attack speed when your mana is at 50% or lower.3. All level 15 perks have been reworked 
  • First of all double your mana generation is equal to getting a level 4 channel mana (based on dark). Considering how channel mana can level up to level 5 and new channel mana has synergies with other mana regen boosts such as magic circle or other p…
  • I think you are right on the fact that smart missile coming out a bit too late. I am moving the level 17 perks to level 10 and vice versa. The level 15 perks are actually quite powerful than you may think. In fact I kind of fear that some might be a…
  • Let me explain on the removal of mind discipline and smart missile being on perks. The point of perks was to separate  these high impact one skill point only skills from skill tree so that you can put more points on your more skill point requiring s…
  • It would be nice to be more specific on first two response. First of all what are the typos that needs to be fixed? Second in which part of channel mana rework did you not like(tbh its more like channel mana got deleted)?
  • Here is my solution on trap-disabling skill. I forgot to add anti-mage grenade so I added it with an ability to disable traps as well. so here is how it looks: Magibane: Temporarily disable traps for 5/7/10 seconds and reduce enemy shield by 10%/25%…
  • This is where you can get the updates on what raptisoft is working on. The problem is, there won't be any updates anytime soon because he is working hard on Hamsterball 2 right now and doesn't have time to put weekly updates and such. Because there …
  • Sentry was a bit rushed cuz I was so tired and I just realized that repeater's build is a bit bland compared to other weapon's build so I made sentry just for that. modifying to make it more distinct is easy. Sentry can be more of a support role tha…
  • I forgot to mention it but when you cast Cryostasis, you can't move.
  • Well its good thing to know that he is alive and in the groove. I sincerely hope that his work practice doesn't cost his health too much though. I know that the burden on having to do Hamsterball 2 and SKUME asap is immense and I think it is best fo…
  • A change on this post There will be another skill category called Weapons which will have all the stuff related to weapons. As I design how the weapons will differ, I think it would be best to separate them because there are quite a lot of skills th…
  • that's why i am doing this bunch of speculation posts and rework ideas in hopes of sparking conversations about solomon games
  • I didn't went into items yet but of course those won't be as powerful as in original games to make sure that firing for at least half an hour never happens.
  • It is true that it stops the growth of harden and the arrow deflection but I think it is a bit too overpowered to have harden and arrow deflection active infinitely (John agrees with me on the fact that frost jet's defensive capability is a bit too …
  • Having to stop firing your primary skill is intentional. I don't want players to be literally holding attack button for ages without using brain. I want to make sure that players have to think carefully about the timing of attack and making most use…
  • I first thought about that few years before but I don't think its a good way to make mana up viable. Sure it will make it viable, but it just replaces it with channel mana. What I did in some of the mana generating skills in previous rework stuff is…
  • I totally agree and that is one of the purpose of these reworks that I was doing.
  • Well actually I also love earth. Of course the reason is obviously my love of weird and unorthodox builds. I just hope that it gets better so that people don't treat earth as meme.
  • Don't forget that your mana regen bonus from channel mana gets halved when you attack. That is the reason why channel mana's value seems higher than it should. Also, I made level 1 of channel mana to be slightly better than previous version to lesse…
  •  I don't think the main damage source must be solely on direct impact considering that immolate+ember has been the main late-game damage source of fire-only build in solomon games. For your comment on Explosive Rune, you have to remember that explos…
  • Immolate and Burning Halo may be overdone, i suppose. I think just making Burning Halo's damage from  fireball's 100%/150%/200%/300%/400% damage to 20%/40%/60%/80%/100% (pushing away enemies and projectile itself is already makes the skill strong en…
  • Comment: Main feel for Air build was ranged dps carries in AOS genres. It has high dps and sustains by constantly dealing damage(life steal). Force shield and siphon served as a way to implement life steal without feeling like a necromancer. To make…
  • Revision on change in Burn skill: Burn deals 40/50/60/70/80% damage of fireball's damage. It requires fireball skill to get it. Revision on change in Eclipse skill:Requires fireball skill to get it.