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Ive allready give all the suggestions i could during the survey we had each time we close the game, but some are,
- i would prefer more sidequests for kill mobs (like the strengh of EoE its the battle system, we want fight a lot! XD)
- the disable of gems crafting, i feel it useless, we loot/buy them directly, so why this craft?
- recipes of weapons/armors should be more strong than what we loot on monsters, for give us an interest to craft
- The balance of 2 boss yes, the big bug with his iron pylones, very hard // the giant corroded plant like you say, yes, its the 2e most strong boss actually; his pattern is disgusting, ive finally kill it ignoring flowers and just doing damage on him, like a tard,i was depressed after 3h+ of retry ive stop try to play with brain and strategy, just dps only with only the item fire bomb (dont know his name in english), on the 3 mates wich must have it for this fight. After this boss, the others are normal, not horribles again, for who are suffering on him, dont worry, life is better after!
- Revamped stats, diminished stats from character source, increased stats from equipment and weapons by a lot
- Added a "power" stat to weapons that summarize the bonus damages the weapon will provide by combining all stats
I'd like your feedbacks about it especially because it would make the weapons the main stat source
I've tested it for a bit (lvl 35, against Corroded Orokkos @Silver-haired goddess.
This test build works really well!
Daryon, auto attack
@25 Power
-> 400 dmg
@1403 Power
-> 800 dmg
-> 1200 Fire Strike with elemental weakness
Selene
@19 Power
-> 1400 dmg Firerift with elemental weakness
@890 Power
-> 2000 dmg Firerift with elemental weakness
Daryon's dmg looks way more realistic now, since his current weapon finally acknowledges its higher level. With this, he can finally one-shot standard enemies with elemental weakness Strikes again - while also not dealing that much damage that it would seem unbalanced. Auto hits don't kill, which they shouldn't, so elemental weaknesses retain their importance in damage calculation.
With a low-level weapon, he is indeed weaker and can't handle enemies as easily, but he's not rendered defenseless.
Selene oneshots with elemental weakness as usual, but doesn't without, which is perfect in my opinion, just like with Daryon's auto attacks.
Ysoris seems a bit boosted though, but of course there'd be need for some fine tuning (and stat numbers crunching) anyways.
I think this is great, and makes weapon upgrades finally worth it. Daryon's sudden weakness that I described in my original post being resolved by this tells me that this Power system makes damage calculation and player progression much more reasonable.
At the same time, it doesn't make the game unplayable with much weaker gear - even with his 25 Power weapon, Daryon could handle standard enemies within 3-5 turns, whereas a current weapon needs only 1-2 turns. I think that's fair as to not force players into getting a new weapon every 5 levels, while providing a clear advantage if they do. :)
If feasible, I'd say that the damage with much, much weaker weapons could still be a tad lower; but that's hard to say since the stats gained from armor are still important, and I didn't unequip or replace those for the testing.
Kudos for this surprise build! I'd love to see more feedback from other players.
Thanks!
I've put a new test build with stats squashing (visual only, internally it still use the same stats)