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Also there is no form of Information for abilities as far as I can tell. A way to view ability discriptions would be nice as well.
Unless there's some other skill on a staff I don't know about...
It's quite possible that the buying and selling could be reworked in the future though along with drop rates. It is Early Access after all new mechanics are open to being added.
Healing - be it self or group heal - costs a combat turn, a turn where you deal less damage and still take damage from 3 sources. Control wise the only things that work to some success are slows and resets, stuns / dazes aren't reliable CC as the game advances many enemies are immune to those effects.
So, you want to take as little damage as possible while doing as much as you can pretty much :)
What I can think of off the top of my head are
-Healing herbs (including party heal)
-on level up you can back HP and focus
-Healing by resting at a camp
-Healing by ending your turn with left-over movement points (1/point)
-Devoting to a sanctum stone fully heals and restores focus
-healing in a town by paying a small amount of gold (this can either be a camp heal (cheaper) or a full heal (more expensive)).
I do think another combat heal could be interesting, though perhaps a health transfer sort of spell could be interesting. Something like damaging the caster to heal the targetted character by a multiple of the damage done to the caster. I would certainly see the strategic benefit to something like that while not really changing the balance around health too much.
A note on the abilities btw. As it is the abilities you can find on weapons are currently the existing class-specific skills. So a scholar can use party-heal if they have a staff that gives that ability but a herbalist can always use it. You can also find a hat that allows you to collect herbs in the open areas like an herbalist, or gain focus back like the scholar etc.
on you note of abilities I did find a refocus put in on a hunter, but it never seemed to proc.
also heavily leaning on evasion is a really bad idea in my opinion. It also makes no sense that your a peasant that all of a sudden masters the art of dodging, but the heros of old that have years of experiance get easily killed off. Armor is a decent understanding. Hunter does need to get nerfed in my opinion, well evasion in general should probably be reworked. It is not a good mechanic to best survival is the method of not getting hit. Especially when I had trouble getting above 7 armor after the first mine. I don't know if the second act is when the timer gets reset, but I didn't last long in the dungeon during that act with only 7 armor.
Its not a full heal on level up for normal difficulty though it is sizable (I think its equivalent to a camp heal).
Actually in the original closed beta build there was no healing on level up, it was added in after people complained about it not being there.
Anelyn touches on one of the major problems with combat heals in the game as it is though. The length of an individual combat is usually few enough rounds that it is better to avoid damage by dealing damage than taking the extra turn to get hit more and heal yourself unless circumstances are particularly dire.
Refocus has a chance (don't remember what % though) at the end of each turn to restore a focus slot, and I think it should work normally on all characters, but I haven't tried that specifically out. It wouldn't proc if you had full focus though.
edit: 7 armor certainly isn't bad. What was your resist at? Having highly assymmetrical armor/resist can make you pretty squishy to the unprotected damage type.
Now am trying a group with the trapper, the alchemist and the minstrel, more difficult start it seems, but the trapper should be able to use the rapier ^_^
never the less I had 14 Lore at the end of that run. I really hope they do fix the difficulty wall that is from jumping from the first zone to the next zone.
It seems that no matter how beefy you are, if you get to 4 chaos it's game over (90% of times).
The chaos timer in ALL Settings, is disgustingly fast.
I want to be able to play the game for At LEAST - 30min or so, without this thing breathing down my bloody neck all the time.
As soon as i finally get to do a lil exploring, lil fighting, farming, just general goody stuff, the chaos timer is up, almost maxed, and BOOM, chaos demon thing comes to get you, but its not like you have an actual chance against it.
I love how it states "Killing a certain *Insert name here* will destroy it for good" - yeah, with its 70+ hp, and 25dmg per hit, goodluck!
Are you dying a lot? Because chaos goes up whenever you have a character die who isn't devoted to one of the stones.