Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I strive for balance in my mods, as much as the engine will allow at least.
If it still doesn't work while standing still for the full duration, I might just need to remove the skill from the tweaks, but overall if you move at all, are teleported, or leave the position you started the skill from in any way, it won't work.
I'm working on a list of "bugs" and inconsistencies right now, hope you got some free time :^)
Going change by change and so far got:
Scoundrel:
- Corrupted Blade missing Slowed Effect in start of tooltip but is shown at the bottom.
- Rupture Tendons lists Piercing Damage but text adds Physical damage after it as well.
- Cloak and Dagger has no mention of the added Invisbility in the starting text but is listed under.
- Gag Order, Throwing Knife, Sleeping Arms scale with Strength instead of Finesse. Idk if this is intended after removing the Dagger requirement.
Huntsmen:
- Pin Down has no mention of the added Slow in the starting Tooltip text but is listed under.
Slowly going through all of your changes.
It's looking like the stats data for the skill may not have properly ported over, so I'm going to try and adjust that while I've got some time here.
Also another thing for Enrage, the buff it gives still shows +100% crit chance. It shows in Character Panel as well.
Read through other comments that you're pretty busy irl with various things so a patch today isn't to be expected I guess?
The only changes done to battle stomp and battering ram were adjustments to their AP (Which isn't reflected in tooltop), cooldown (automatically reflected in tooltip) and damage is based on a percentage of basic attack damage (which should be correctly shown by the tooltip as it calculates those numbers in the engine itself)
Don't have any other balance mods installed.
Also, if you nerf Battle Stomp and Battering Ram, shouldn't you update tooltip too because damage is not based on basic attack anymore right?
Asking because you did update Tentacle Lash tooltip for example.
https://i.imgur.com/TNJeQho.png
DE situated the "Physical is Best" Meta a bit too hard with their changes to a lot of the higher end magic skills, so I looked to fix that with this while also adding a bit of variety in the way the physical skills can be used.
I'm currently working on a larger scale project which is eating up a lot of my focus, but I will patch/fix things as they come up and take a look at making more adjustments if necessary as soon as I'm done with the larger project.
there was even a reason it turned into "once per combat skell"
you either go full INT necro. or you don't (and grab buffs mostly)
in the first case you suddenly end up casting same spells but during the 1st round(since infect and mosquito is 1ap and storm is only 2) instead of 2... you will not get more damaging spells from this change, cuz there are not much spells that scale with INT and deal phys damage.(maybe occasional shield throw since it scales on phys damage)
in the later case infect and storm will be useless to you. because infect will only debuff you(in the case you'll even be able to remove armor from the victim) and storm as a 6skill points and 3 sourse points is not the best way to trigger decay (you can just use curse from a scroll on a blood instead)
As well, enemies all have the damage changes listed as well so you will be forced to change your tactics and play in new ways/change your personal Meta to make a succesful runthrough of this.
Sure, you could go the ol' "1 shot everything with necromancy" build, but regardless of AP adjustments and/or ability buffs or changes, you're going to do that at some point any way. Theory of least resistance and all..
If you want to make 40 necromancer 1-shot run throughs and that's how you spend your time playing, sure. This will make that rediculously easy.
Otherwise, if you want to try some new builds and break outside of the stagnant "physical" meta, this will be a good step in that direction.