Miasma Chronicles

Miasma Chronicles

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TF is with the cool downs?
So it seems cooldowns don't reset after combat has ended, why? Seriously, it makes no sense.
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Showing 1-15 of 23 comments
KirGeo May 23, 2023 @ 9:30pm 
I think its for balancing purpose. If it resets after every stealth take down would be pretty OP. Maybe have it reset when you move to a different zone.
drusca May 23, 2023 @ 9:37pm 
This is how it was in MYZ also and it makes sense.
Originally posted by KirGeo:
I think its for balancing purpose. If it resets after every stealth take down would be pretty OP. Maybe have it reset when you move to a different zone.

Then the devs should have made it so the cooldown checks if combat started or not, as it gimps the player not being able to use their ability during an actual fight for 2 or three turns because it was used in an earlier battle in the same level.

So lets say if (stealth kill) then (+1 to cool-down of all abilities)
if (combat alert triggers) then (cool down reset to ready)
else, (cool-down remains the same).

The code would be much more complex, but the principle would work better. As stealth kill would counter normal cool-down time by adding +1 to counter the -1 cool-down. Though if a combat alert is triggered, then it would cause a cool-down reset if cool-down isn't at max so it isn't abused for stealth kills.

Alternatively, the cooldowns can act as normal during stealth. As such a turn in stealth still only counts as one turn. So if you use an ability, it will take 4 turns to get it back instead of not at all unless in a fire fight.
Last edited by The Seraph of Tomorrow; May 23, 2023 @ 9:56pm
KasparL May 24, 2023 @ 12:30pm 
they don't want you to spam abilities
some are pretty OP so I can understand that
storm.bringer May 24, 2023 @ 1:08pm 
Originally posted by KasparL:
they don't want you to spam abilities
some are pretty OP so I can understand that
This.
With more level progress and selected active skills, you'll have way to many skills, if not somehow "nerfed" ;)
ELDEN LORD May 24, 2023 @ 1:18pm 
People always gotta find something to complain about. We finally get a pretty well polished good game can we just be happy for once
VaultKid May 24, 2023 @ 2:59pm 
Originally posted by blinkninja1:
People always gotta find something to complain about. We finally get a pretty well polished good game can we just be happy for once
What the hell are you saying

A tactical rpg where you are forced to use auto pathing, making your char choosing to run into ennemies overwatch or getting trap behind his cover, when he could literally walk the other way safely.

A tactical rpg where you get 0 bonus from taking heigh to shoot

A tactical rpg where you have a ridiculously small skill tree and some skill who need 5 fking point to unlock.

And a tactical rpg where your skill don't reset after a fight.

it feel like the game is challenging only because most of the tactical dimension of the game is failed.

yeah yeah, well polished.

Are you from the dev team ?
Last edited by VaultKid; May 24, 2023 @ 3:17pm
Originally posted by Vault Kid:
Originally posted by blinkninja1:
People always gotta find something to complain about. We finally get a pretty well polished good game can we just be happy for once
What the hell are you saying

A tactical rpg where you are forced to use auto pathing, making your char choosing to run into ennemies overwatch or getting trap behind his cover, when he could literally walk the other way safely.

A tactical rpg where you get 0 bonus from taking heigh to shoot

A tactical rpg where you have a ridiculously small skill tree and some skill who need 5 fking point to unlock.

And a tactical rpg where your skill don't reset after a fight.

it feel like the game is challenging only because most of the tactical dimension of the game is failed.

yeah yeah, well polished.

Are you from the dev team ?

Simping for games has become the norm, because steam policy doesn't allow for people to be critical since being critical is bad for their business.
Skipper May 25, 2023 @ 2:21am 
As others have mentioned already: allowing people to constantly spam certain abilities and/or ability combinations every single fight just leads to cheese tactics that turn every game into Easy mode eventually once you figure them out or unlock them.

One might argue that they should just nerf the individual abilities instead, but the fine line between a spell becoming OP and useless can be really hard to balance, if not sometimes impossible. Mutant: Year Zero became a cake walk because a lot of the abilities were very broken so the studio had to come up with a solution.

IMO the devs settled for the best compromise: allow people to cheese, but force them to be more strategic about when and how instead
Last edited by Skipper; May 25, 2023 @ 2:22am
MeldinX2 May 25, 2023 @ 7:31am 
Originally posted by Skipper:
As others have mentioned already: allowing people to constantly spam certain abilities and/or ability combinations every single fight just leads to cheese tactics that turn every game into Easy mode eventually once you figure them out or unlock them.

One might argue that they should just nerf the individual abilities instead, but the fine line between a spell becoming OP and useless can be really hard to balance, if not sometimes impossible. Mutant: Year Zero became a cake walk because a lot of the abilities were very broken so the studio had to come up with a solution.

IMO the devs settled for the best compromise: allow people to cheese, but force them to be more strategic about when and how instead

I think the talk should be more about how it feels to play. Balance is balance but sometimes having fun is more important. And losing because your skills is on Cooldown at the start of a fight is not that fun since it feels abit cheap. Also this is not the first tactical Rpg ever released and some do reset cooldowns between fights and are still balanced properly and are challenging. So i don't think that's a great argument.
Originally posted by MeldinX2:
Originally posted by Skipper:
As others have mentioned already: allowing people to constantly spam certain abilities and/or ability combinations every single fight just leads to cheese tactics that turn every game into Easy mode eventually once you figure them out or unlock them.

One might argue that they should just nerf the individual abilities instead, but the fine line between a spell becoming OP and useless can be really hard to balance, if not sometimes impossible. Mutant: Year Zero became a cake walk because a lot of the abilities were very broken so the studio had to come up with a solution.

IMO the devs settled for the best compromise: allow people to cheese, but force them to be more strategic about when and how instead

I think the talk should be more about how it feels to play. Balance is balance but sometimes having fun is more important. And losing because your skills is on Cooldown at the start of a fight is not that fun since it feels abit cheap. Also this is not the first tactical Rpg ever released and some do reset cooldowns between fights and are still balanced properly and are challenging. So i don't think that's a great argument.

More or less, I was suggesting a better way to balance it. As is, it makes the game feel unbalanced against the player which sucks some of the fun out of it.
Zaris May 25, 2023 @ 4:33pm 
The cooldowns are not to necessary to be honest. For example Jades turret does 2x 70-100 dmg but enemies get up to 2-5 armor around lvl18 which reduces its usefulness a lot. The other single target shots also aren't to powerful either for enemy groups. On the other hand the Miasma Shock does 20 dmg + 40 dot fire or 30 acid and the Miasma Barrel does around 120 explosive dmg + 20 fire dot ignoring any amor.

In the last few bigger fights after clearing out all possible low hp enemies in stealth mode i went over to use heavily miasma skils which were more useful:

1) Barrels / Shock: Group with enemies like 4 bots each 1x200hp, 2x 300hp, 1x 350hp and massive armor, startet the fight with placing 2 miasma barrels (no ap cost upgrade) and 2 miasma shocks (acid, no ap mod), then exploded the barrels and let Diggs rush in with shotgun and finished them off at the start of the second round while they were still stunned.

2) Wind / Shotgun: pushed together 2-3 enemies with wind miasma and let 2 people with shotgun run in and pump them full, if you're lucky you get AP back for crit kills to get another hit in
Predator May 25, 2023 @ 4:39pm 
So I think what th developers intended is for your to constantly swap your loadout, at least that's what I've been doing, since ability cooldowns still tick even if you refund and ability.

So for example, I'll use armor shredder on Elvis one fight, then refund it for the glove shock between fights, then refund that and get crit abilities for the third fight and cycle back.

Oddly enough it made the game for fun, trying to balance which abilities are on cooldown because another way to manage resources.

Another one is the rage shout ability Jade gets. I've literally never used it in a fight. I just buy the ability, use it during ambush (The rage shout is somehow silent, IDK) then immediately refund it.

This way you basically have at least one long CD ability and one short CD ability per characters in every fight from like level 5 on.

Also, if everything is on CD, you're always free to spec into passives.

I don't think I've ever gone more than one fight without swapping abilities on Elvis. Diggs is a bit more consistent since his abilities are 2-3 turn CD, but for the other party members it's basically a must.
Last edited by Predator; May 25, 2023 @ 4:49pm
ELDEN LORD May 25, 2023 @ 5:14pm 
Originally posted by Vault Kid:
Originally posted by blinkninja1:
People always gotta find something to complain about. We finally get a pretty well polished good game can we just be happy for once
What the hell are you saying

A tactical rpg where you are forced to use auto pathing, making your char choosing to run into ennemies overwatch or getting trap behind his cover, when he could literally walk the other way safely.

A tactical rpg where you get 0 bonus from taking heigh to shoot

A tactical rpg where you have a ridiculously small skill tree and some skill who need 5 fking point to unlock.

And a tactical rpg where your skill don't reset after a fight.

it feel like the game is challenging only because most of the tactical dimension of the game is failed.

yeah yeah, well polished.

Are you from the dev team ?
itsa not a rpg idiot, its a strategy game, and u do get bonuses for shooting from height, sounds like u jsut dont know how to play.
Last edited by ELDEN LORD; May 25, 2023 @ 5:15pm
ELDEN LORD May 25, 2023 @ 5:16pm 
Originally posted by MeldinX2:
Originally posted by Skipper:
As others have mentioned already: allowing people to constantly spam certain abilities and/or ability combinations every single fight just leads to cheese tactics that turn every game into Easy mode eventually once you figure them out or unlock them.

One might argue that they should just nerf the individual abilities instead, but the fine line between a spell becoming OP and useless can be really hard to balance, if not sometimes impossible. Mutant: Year Zero became a cake walk because a lot of the abilities were very broken so the studio had to come up with a solution.

IMO the devs settled for the best compromise: allow people to cheese, but force them to be more strategic about when and how instead

I think the talk should be more about how it feels to play. Balance is balance but sometimes having fun is more important. And losing because your skills is on Cooldown at the start of a fight is not that fun since it feels abit cheap. Also this is not the first tactical Rpg ever released and some do reset cooldowns between fights and are still balanced properly and are challenging. So i don't think that's a great argument.
u know u can just use up some turns to get better positions etc right? not everyone turn needs to be bang bang bang. use ur brain guys jesus.
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Date Posted: May 23, 2023 @ 8:53pm
Posts: 23