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Do agree about the fontains for the exact same reasons but i suggest another approach: restrict some fontains for specific champions and add some hints to it, like color/animation and description texts. For example blue-whiteish water with chill effect that raises stat for Boron but decreases it for others. And i do mean its intended for some backtracking.
Having level progress indication on the map is a great idea, i am missing that too.
Can`t fully agree about Kaelas cooldowns. Firstly, i think that lightning rod and electric cage are consistent with rapid fire. Secondly, have you tried capping cooldown reduction (thats -50%) ? However i do agree about Titan, it should be either longer to indicate its entirely single use or a little shorter (imo even 10% is fine and mana cost can be higher).
And i don`t see her as weakest champion, and i don`t think void grenade as useless and i don`t think (yet) there is any need for healing grenade. But i do think that grenade could fly 2 times faster, seeing how many other skills in this game are almost instant. Oh, Kane jumps 2 times faster.. And Kaelas 'skill cast snimation' is kind of slow. If that was not intended, it may have a need to look at.
Btw, whos phohibiting you from removing that horned dude from your party, lol.
I almost constantly had to have Aeric in my party because of his healing totem. On hard difficulty, I don't know how anybody can stand the game without that. I had my melee/tank characters up at 90-105 armor, with health regeration at 20-30 health per second, and I simply could not keep them hacking away at a boss, etc. for more than a second (real time; 10 seconds bullet time) unless they had a healing totem pumping 90 health per second into them. Some of the Level 10 baddies would take off 100 damage a shot after armor and there'd be 6 of them spamming you with unavoidable attacks.
I get the impression that on "epic" difficulty, the player has to completely re-outfit the party for every battle and then spend half an hour playing tag with the enemies, hiding behind walls, etc. I didn't want to do that. I wanted to get the battles over in a reasonable amount of time. But to do this, I had to keep my melee characters in melee range for more than a few seconds at a time, which in turn required healing totem. Kane's ability helped, and Rakhem's mace throw, but healing totem was indispensable.
I bet if I broke down my battles minute by minute, I spent a good twentieth of the game, fists clenched, watching my melee characters' health bars shrink like ice on a barbecue, finger over the 'Q' key to spawn a totem, thinking, "Come on, come on, come on, come on, come on, ...". :P
It wouldn't have to be Kaela, but at least one other character should have a group heal ability, and my vote is her. Maybe not quite as powerful as the healing totem, because it wasn't mobile, but something impressive. Something that could effectively provide 200 HP/sec amortized (i.e. average, over the long term) at the highest level.
I like your idea about having the fountains "tuned" to certain champions. That would make it a puzzle, which is fine.
The one thing I didn't like about the update with the "greater scrolls" is that if you choose not to take the tradeoff, the scroll just sits there. Then if you see it in future, you have to remember: oh yeah, this was one I didn't want. However, it was also problematic when the scroll always disappeared (earlier game version), hence my preference would be three buttons at the bottom: Accept (use the scroll), Leave (don't use it but leave it there), and Destroy (would eliminate the scroll but net the player a few crystals).
Finally: Thanks for the description of "magic penetration". I would have personally called it "resistance penetration" to be consistent with enemy resistances, but so be it. Many RPGs have it so that mousing over a stat pops up a tooltip indicating both: i) where the various contributions to the stat are coming from, and ii) how the stat affects damage calcs, e.g. "Magic penetration is subtracted from all enemy elemental resistances down to a minimum of 0%." It's a "want to have", not a "need to have", but the devs might want to consider it.
Imo lightning rod is all about stuns (left variation). Stick it near 5 mages and see what happens.
If mechs are shredded anyway, they can deal good damage (and its void!) with right variation. And left variation can block slow-single-hit-melee enemy for a very long time.
Yes, thats 're-outfit the party for every battle' so yi guess its kind of not your style. Btw Kane has group healing, and not one, but two! And i suppose that 'life drain' enchants on lower difficulties can take care of healing by themselves, no?
I felt that her void grenade was her strongest skill or at least tied for strongest. I build her with speed+mastery so I had shorter cooldowns, only like 20% at first but in the end the max 50%. My team couldn't take any hits on epic since I didn't have enough armor, not even close to what you say you had on hard, so I had no tank, healing didn't matter much since non-kane characters mostly got 1 shotted. My playstyle focused on keeping enemies from doing anything so I didn't need a tank nor healer (well Kane had his party heal skill). My party was for the most part when I had the characters, Kane, Rakhem, Boron and Kaela and that worked for 90%+ of the fights from floor 6 to end of 10.
So what i did for most of the fights was group enemies up into single or at the most 2 points with kanes' stone wall and kaelas' gravity pull and then threw void grenade with daze/extra void damage talent and that's 6s daze, when it's about to end I used Rakhems fireball and that's another 6s daze and when that was about to end I used kanes blades of justice with daze talent which is 3-8s more daze depending on talent tier. When that is about to end Kaela was ready with her void grenade again and I practically had the enemies in daze for 100% uptime doing nothing while I beat them, granted slowly but still safely and consistently. Just 20-30% cooldown reduction was enough to cycle that combo and if you had Kaela with 50% reduction you practically could cycle gravity pull (talented for 14s duration with 15s cooldown) and electric cage (same cooldows) to lockdown enemies indefinedly. Rapid fire with speed+mastery build did slow but steady void damage and made her have very high attack speed and when combined with just 1 ring enchanted with tier 1 mana siphon that you get from floor 3 (if I remember corectly) - which regenerates you 1 mana for each weapon hit and her mana was practically infinite. Now if all that wasn't enough I had rakhems blinding flash for 10s blind and Borons stunning shout talented for more stun time and attack speed buff for the party, which was 10s stun time - if all that control wasn't enough I had kanes immortaliy or stone wall to give me some time to get skills off cooldown and ready for use.
Bosses I usually just put in cage with the weakness talent and shot them from max range while controlling possible normal enemies with the same way as above and Kaelas void damage, if nothing else, killed the boss eventually. Some bosses use leap and the like but with 50% cooldown reduction you can permalock bosses in the cage while staying close enough to avoid the leap/jump and just keep shooting, sure it takes time but it's still safe. Some bosses used ranged attacks within the cage and you couldn't dodge them by moving and when that happened I talented kanes provoke with weakness to stack that with the cage weakness. If that wasn't enough and Kaela got 1 shotted then i readjusted my party, hence I said my party worked only 90%+ of the time, there's always some exceptions. I do have to say I used the floor 8 fountain sidequest to give Kaela +15 attribute points and put them all to speed to get speed to 50 but it was worth the sacrificed stats.
Now I get that my way works only with this kind of party setup and is not for everyone but my point was that while Kaela may not seem that good by herself compared to other characters, her synergy with others is really strong and makes some powerful plays no matter the difficulty level. She's just more party oriented character unlike rakhem or whisper who always work well no matter the team they are in.
Agreed on the fountain idea, seems fun and something new for my next run (hopefully we'll get 1 higher difficulty level at some point). I'm also in favor of level progress showing on the map.
@syonidv: "The single most frustrating glitch in combat is that when a summoned creature finally appears (which in bullet time is approx 2-5 seconds after the skill is cast), it cancels any active skill being targeted." --- I am not sure I understand this point. Do you mean that when you queue two skills and you cast summon first, then instead of executing second skill, the champion just runs to the location of the cast?
I am really glad that you have so strong opinions about champions - in that case Kaela. It was our aim, to create seven distinct classes where teamplay and finding good synergies between them is more important than the power of a single champion.
If you look closely at the screenshots you see I have 13.6 mana regen on Kaela and like -40% cooldown time. Also I like void grenade as it is, so I guess I'm weird! AoE daze on a shortish cooldown plus 500ish void damage isn't awful.
https://steamcommunity.com/sharedfiles/filedetails/?id=1397492904
https://steamcommunity.com/sharedfiles/filedetails/?id=1397492920
- enter bullet time
- use Aeric to summon a water lord and click to confirm
- immediately click another skill (e.g. healing totem)
- if the water lord appears before you click to confirm the healing totem, the game will summarily abort the skill; meaning you have to click the healing totem skill button again
And as I say, the main problem is that it complicates "queueing" the casting of many skills in bullet time. The player is clicking cast, confirm, cast, confirm, cast... in rapid succession for many different skills, often on different characters, and if a summon happens to appear in between a cast and a confirm, the click that should be a "confirm" is instead treated by the game as a regular click (move here, attack here, etc.). Which often means having to click again to stop the character from charging into certain doom, then again to cast the skill, then a third time to confirm.
This is presuming the player even realizes the error. I had several occasions where I was so busy queueing up skills that I didn't notice, and sure enough my champions happily charged right to their deaths because the spurious order to move.
I should mention one more minor bug: after enchanting an item and returning to the inventory panel by clicking on the inventory button at the bottom, I noticed the character stats don't immediately reflect the enchantment. As soon as an equipped item is picked up and dropped back into place, however, the stats will update to their proper values. Likewise if the inventory is closed and opened back up. I'm not sure if this affects all stats. Where I noticed it was when applying health/mana regeneration enhancements, and these not being automatically reflected in the relevant stats.
@Mushusu: It sounds like you made much better use of Kaela (and the stun effect) than I did. I didn't even realize her cage effect worked on bosses--and I never tried. The reason being that none of the other status-inducing skills I tried on bosses, like Maeve's bear trap, or Boron's shout, or Kane's charge, etc. ever had any effect. I just assumed they were immune to all status effects except slow.
@Panterich: If ever I play through the game again, I'll give the health leeching skills greater precedence. My goal through the latter half of the game was to maximize the speed with which I could complete the battles, and I tuned nearly every customization and enchantment I could get away with to dealing heavy offensive damage of the right "type".
The other thing I made a point of doing was deliberately fighting with different skills, champions, and combinations of champions. Just to change things up. The only consistent factor was having Aeric in the party most times since none of my characters had leeching ability and, whether ranged or not, they simply took too much damage for their HP regeneration and skills like Kane's group heal to keep them alive during aggressive play.
Also, Aeric was the only character able to resurrect others from KO, which isn't necessary but is extrodinarily useful.