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Also, got my overly complicated script working for Unstable Form now - give it a try and let me know what you think?
Thanks, I'll look into that!
For me, the Demon form is somewhat overpowered because of the burst damage from his nuke spells, which shouldn’t be his main focus, in my opinion. Therefore, I’d suggest gradually nerfing them until they feel more balanced.
- “Demon Fist” still deals too much damage. I’d suggest lowering it by 25% for a start. It’s currently a very powerful single target nuke.
- “Blood Explosion” is another culprit: a very damaging AoE nuke. I’d also start with a 25% damage reduction, but perhaps give demon form immunity to curse (I think another user also suggested this).
- “Grasp of the Starved” requires some set-up, but still deals excessive damage, so I’d recommend a 25% damage nerf here as well.
- “No Escape” The damage is balanced. However, I think it has too much utility due to its usage as a 1 AP, ranged last hitter, which synergises very well with the nukes mentioned above. Therefore, I’d suggest doubling both its AP cost and damage in order to make it more similar to a basic attack.
- “Demon Rage” The current 100% resistances reduction appears to be too much. Let's try 70% and see how it goes. Also, I think the AP cost should be reduce by 1 as well, because you‘ll usually need to combine “Demon Rage ” with “Death’s Door” to survive, and that currently costs a total of 3 APs.
Demon form was definitely showing as overpowered, I was planning on doing a balancing sweep on it tonight. I'll take all of this into consideration! I like keeping No Escape as a cheap range poke, but in combination it is too powerful. I think lowering the damage (or upping the AP cost) of Blood Explosion will bring No Escape back in line. I'll probably implement everything else you've suggested.
Thanks!
Demon Form feels more balanced now :D
I think "Blood Spit" and "Blood Explosion" are at a good place.
However, In my case, "Demon Fist " still deals about 3 times the damage of regular attacks, which I think is too much.
"Demon Rage" is more managable as well even though I feel that's it's still too damaging, but let's keep it at 70% for a while. Maybe reduce the AP cost to 1 would improve it a bit without making it OP.
Another suggestion, Since Demon form is powerful (compare to the basics forms) and has a lot of Necromancy theme spells, I think it would be more immersive to increases the necromancy skill requirement. I'd suggest from 2 to 4. That maybe a bit much, but I'd argue that necro isn't very popular anyway, so give them some incentive :P. What do you think?
I thought I did reduce the Demon Rage AP cost... I'll have to check what's going on there.
I'll look at changing the requirements. Demon Fist is supposed to be a 'Bomb' attack that you can only use once when in Demon Form. I guess I should increase the cooldown, due the increased turn mods =P
The Chaos Automaton is also pretty busted, the 15 bounce lighting and the 5 projectile arcane missile need some cooldown because you can just spam that stuff like crazy. Also I think you should remove the extra turn skill.
The dragon form on the other hand is pretty bad. It feels way to limited, and also when you turn into an ice dragon sometime it doesn't even give you all the skills. Maybe add some bite, tail swipe and stomp skill to spice it up a bit. Also some of the animation seem to bug you pretty hard, especially if you are in a small space (maybe you can scale down the model a bit? Not sure if it is possible).
Haven't tried all the form yet, but I really like this mod, the base polymorphing in the game really left me dissapointed. Thanks man, keep up the good work!
Don't equip weapons with Demon form, there's no way to prevent you doing it, unless I change the model, and I'd prefer not to do that. The form is balance around being unarmed, like all others. There's a reason none of the other polymorphs allow you to equip weapons.
Chaos form is supposed to be overpowered, if you want really overpowered, try out crab form.
Ice dragon form was added by request for someone, there's really no reason to switch to it ever, except if you like the model more.
It's not possible to scale the models
Well, if they're are meant to be so OP then ok :)
I don't really know if I'd call it OP considering the points. If anything pushes it over the top it's the extra turn skill. Especially if you bank your points for a turn before transforming, giving you up to 12 AP points in a row if you use the 8 max AP mod. (Vs 8, equivalent to 3 turns in a row, enabling you to cast most of the end spells in a row)
The extra turn does not actually give you any more time in the Form though, and I've added an AP cost to it, so now you lose 2 AP when you use it. The 8 max AP mod is really overpowered, this game is all about AP economy, so any mods that mess with your AP are very easy to abuse, and talents that give extra AP (LoneWolf (LW) & Glass Cannon) are extremely powerful - see: https://gfycat.com/HeartyPowerfulAlpineroadguidetigerbeetle