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I understand what you have said, but there's a reason that it is this way currently.
I believe that every mage should a weakness, like the priest's incapability in combat and the enchanter's is the overall lack of mana. I specifically designed it to be this way because I think the Enchanter shouldn't be casting spells that are not sustained (From here on out, I am calling them "activated spells"). I did not want the Enchanter class to have the mana budget to be able to cast spells that are not sustained with the exemption of the Polymorph spells. Thus, I limited the mana budget indirectly by having most of the spells sustained spells rather than activated spells.
I do agree that we should have some way to reduce the upkeep in game, but I have a different idea.
What if, instead of perks, it was based on level?
I suggest that the upkeep of the Enchantment Spells is reduced by (Level/10). In the same update, the mage classes would be nerfed to only have a maximum of 3 sustained spells active on them at once. This would still keep common stacking of spells (Shadow+Ray of Hope+Soothing Breeze) available for use, but limit the power of them so you cant have everything going on at once. When a new sustained spell is cast, the oldest effect would be removed.
Edit: Typo
I'm not sure if the specific design you've called out (cost reduced by Level/10 and sustained effect stacking limit) is the best way to balance it, but there are two parts about this suggestion that I don't understand:
1: What does "reduced by Level/10" actually mean? Let's take an enchantment with a base cost of 25%. For a level 35 mage, are you proposing 25% - 3.5% = 21.5%, or 25% * (.965) = 24.125%, or something different?
2: I don't remember the spells you cite, Shadow, Ray of Hope, Soothing Breeze, etc, as being sustained spells. While I don't have any mages who can cast them in my colony right now, I remember them as an AOE buff with a duration that starts out short but sometimes can be perked up to last a day or so. Perhaps they've changed recently?
1) The former, like these few examples:
Level 100 / 10 = 10% reduction of upkeep. 25%-10% = 15% upkeep
Level 50 / 10 = 5% reduction of upkeep. 25%-5% = 20% upkeep
Level 35 / 10 = 3.5% reduction of upkeep. 25%-3.5% = 21.5% upkeep
2) They've changed. Not much has changed. They act the same way as before, an AOE buff with a big duration, but they take upkeep rather than the mana cost. They cast it at the same rate you could previously cast it. This means that this new way of casting them is actually takes less mana than before.
3) Having this system would allow for both buffed up mages that are able to cast. It nerfs the buffs for all mages and allows for the Enchanter to be able to use spells. With this system, the issue is (mostly) resolved.
I recognize that a lot of sustained spells are non-combat, but there are some that are for combat and those that are "non-combat" do have their uses in combat, like preventing mental breakdowns.
We've all had that colonist that has a mental breakdown in the middle of combat, leading to the eventual death of the colony, right?
4) I have more philosophy on why the Enchanter's buffs are weaker. The first reason is that I didn't want it to sound OP & thus not put into the game. Secondly, I realized that the other buffs have a weakness: A lack of adaptability. That's what the Enchanter has. They can choose between having more friends or being better at their work, weather to slow an enemy down to capture them or to burn them alive, weather it is time to turn into a wolf and valiantly run away or... you get the point, right?
I personally think the other spells need to be nerfed rather than these ones buffed.
Edit: Typo
Edit2: Another typo... I should really grab a coffee before making these