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Moon metal Filigree - When this accessory is replaced by another, upgrade the replacing accessory to legendary.
I get that it would be considerable work to implement a legendary version of all other accessories, but some of them like the 5sp regen blue or the returning knife (upgrade just +3 hit +1 crit since it is already pretty good as a purple) would be nice to have a Legendary version without filling the loot tables with 40 new accessories. Either of the teleporting accessories could upgrade to the same one that is just both combined, as another example.
Plz do feel free to hijack. That was the point of posting this here.
Also, just realized one line disappeared in my C/Paste : Some story bosses are also really squishy. Early ones feel fine/balanced, and should stay so to appeal for new players. However after the bandit king, story bosses really die too quickly. Despite being on absolute max difficulty, my Vorathax did not even get a 2nd turn :-(. I'd just suggest granting the following HP bonuses : Icefang 6* : +50% HP, Witch 7* +100% HP, Champion 8* +200% HP, Vorathax 10* +300% HP, Emperor 9* +400%HP. While nerfing any %-based regen ability to keep them at flat value. Toggable option if needed, but even on my 1st run they didn't feel as difficult/threatening as they should have felt imho. They all died in less than 1 turn (per "form") once I got close.
I'd love to see upgrade recipes for the 'Crimson' weapons. They look too nifty not to get the full treatment other weapons get. Obviously for story reasons you can't get multiple of the original component, but maybe some other option could be used instead.
#2 - Endgame. World scaling would naturally lead to a possible end game. A way to see how far you can take your guild before something breaks. Maybe your adventurers lag behind in combat ability, maybe the guild goes bankrupt from salaries and costs.
Regarding world scaling: I do have already implemented a system to increase enemy level for every x days that have passed. It just isn't active yet. It might be enough to help with the difficulty of later enemies.
I need to test it a bit first and then in one of the future updates I'll add it to the custom difficulty settings.
buff guardian(maybe an aoe of missile mitigation since enemy can just shoot past you,also the 1 we have is 1 target cover only the other aoe redirect damage to you never tried it cause at that point it's better to just buff up all and kill enemy fast); a lot of the time i would prefer dps over tanking or even paladin cause either i can take enemy out faster or paladin get better cc(aoe blind) + also have aoe taunt,can heal self
Glad to read this !
Some quick examples would be things like the elemental ring you posted as a mage who actually uses all 4 elements they are just innately gimped compared to a mage who heavily specializes 1 element. Another would be some type of lifesteal to give to units who would want one and another would be % bonuses to hp and resist. Some game altering ones in the sense of breaking the hit cap so you dont need to use the difficulty option and only certain units would use it or want too i.e dodge champions.
Something that could be tied in with post game content that's connected to items. Special events that give legendary items like readjusting the ifrit event to where it gives a legendary fire staff but you have a really hard fight that you have to win for it. Same thing could be applied to other maps like tundra for ice, cave for earth, forest for lightning, and Old fortress for dark/holy. Then maybe after gathering all of the elements a final event or even quest that pops up to get the all elemental staff. This type of event/quest could be continued for almost all master classes and even titles that could have a special item associated with them.
I'll first start off with saying that point 4 is on point and would definitely be really good to see. Now with that being said I do disagree with bard changes as they are already very strong and letting their songs effect them would just be overkill as they are already a perfect candidate for free item usage to drink mp pots as needed or bp pots if needed for self sustain. If I remember correctly you stated they are also respectable support dps with magic even if its not as good as just being a song bot. If there was one issue bards have that would be their early game but its perfectly reasonable to have a slow early for such a strong support in the mid game +.
2. Not much to add for the angel summon outside of it should honestly already be controllable as its the saint ultimate that cost 40 BP to use. They don't have great bp generation so to spam it without a bard party member is very unrealistic and its the saint ultimate so why not be able to control it.
3. Is another I disagree with personally because scouted units are a thing and they by far cover like 90% if not more of the power of a lottery talented unit. For non scouted runs they are also not necessary but I would argue though the more your reputation goes up the more talented units should appear for the guild. This can also be a very good add on to what you suggested above as if you do find a perfect talented unit then the carry over feature for NG+ would feel even more impactful. You then can start building legendary adventurers for future playthroughs. To have a similar example if anyone has ever played Wildermyth. They have a feature where you can after beating a scenario take 1 of the adventurers and make them a legend. Then you can bring them for future scenarios and they keep all of their traits and feature changes they gained over the course of the journey.
1. I'm not opposed to it but at the same time once you add if greenguy adds more true sight mobs in the game whether through modifiers for a doomclock or just in general then it's an issue that will get solved on its own. As personally if your doing solo challenge runs on max difficulty then rogue lvl 1 stealth cheese is the go to to get everything set up and farming your traits before switching classes and promoting then leveling up.
2. Im not sure if I understand this exactly as you do have an AoE taunt already but I'm not sure if it hits hidden enemies or not but it should still hit the other 2 if its in range and they end up wasting their turn if they can't make it to you or attack you.
3. I do agree but it would definitely make solo challenge runs more annoying but meh it still makes sense and would give more importance to rogue camp skills to reduce ambush early.
4. It's the perk of a bard and tbh if your going to spend the time and effort to min/max then that's the players choice imo.
5. Mana core imo shouldn't be touched its perfect the way it is as most units don't even want it outside of a select few units. I'll break it down a bit as if you use a bard in a party its completely not needed for starters. A bishop/saint healing gives the SP needed for most front line units anyway and they can use HP to cast skills. Mages just meditate on turns that can fit it in, Arcane Knights just use more physical skills or basic slash for free SP. Grabbing the free item skill lets you chug mana pots if you really need too without it. Now for the cases imo where you would use it: any stance base user who uses multiple stances, spamming skills, solo challenges, and bards. Might be missing a few but that's what comes to the top of my mind.
6. I'm not sure about this as I've barely used any consumables in my party playthroughs as they are just not needed mostly. Solo playthroughs though well my reaper didnt need any outside of Vorathaxx fight for fire resist but my solo mage playthrough has been a consumable hog to try and squeeze everything I can out of the free consumable a turn.
This might be a good time to mention my solo playthroughs are all max difficulty so when im speaking on these challenges its coming from a 100% boost to dmg and health, +50 ACC, -30 ACC to adventurers, -50% on all rewards and +100% on enemy encounters from day 1. With lower settings things will be even easier so min/maxing might not be as needed. While some other people have different opinions I'm just talking from personal experience here and would love to hear from others on how they handle things.
For the final section for me the biggest things would be the bestiary and item log as it would be nice too see everything and their stats for information and knowing I didn't miss anything as some of the blue items are really rare like the scout armor from the merchant. The other points would be bonuses and nice little additions though. A misc suggestion from me though would also include more diverse gems to socket on the gear as sometimes they dont really add too much depending on the unit.
Thanks for your detailed input. I personally appreciate.
Despite you disagreeing on some items, it seems we converge a lot, and even the ones you seem to disagree with like Scouting, well, we ultimately both mention Wildermyth system as a possible solution ;-).
To reply to some of your comments :
- Taunt surround you did not seem to understand : in a fight vs melee phoenixes or any mass melee, summon the decoy, surround it, enjoy.
- Regarding bards, I also do believe they are too strong lategame, hence the "buff to themselves" I suggested had to come with the nerfed song effects (I suggested something like -15% effects and +2 CD).
Hmm so its the decoy in a melee pack and they can only have 4 hit it and the rest just stands there then. I could see how that could be abused and honestly my solution for that is just to remove the decoy as it doesn't really make sense on the title anyway. The stats it gives is perfect for a dodge character but the passive makes it to where its not good for dodge counter units. The decoy seems to be game breaking in certain encounters so maybe a overhaul for the title to be fitted on dodge/counter units or potentially something assassins would want to use outside of shadow maybe more blind synergy for the reaper stances and the blind/dodge scoundral skill tree gets.
I didn't really clarify for bards but I think they are perfect the way they are. No changes needed if anything slight nerfs like what he has done already. They have a really weak early game and then lvl 12 gives them the full 6 songs so they start hitting their stride then 16 gives map wide songs and maybe the nerf is to not make them map wide but only increase the range by like 2 or something.