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There's quite a bit of AP leftover with Mordant to swing your weapon after inflict agony. More of a personal request, that others might enjoy. ^o^ Thank you very much for the mod otherwise!
Glad to hear you're enjoying it! I'm always open for giving players more options with builds so I'll see what I can do :) Unfortunately, I've got a butt-load of exams coming up, so I'm not entirely sure of timescale. Thanks for the suggestion!
Of course, best of luck in your exams! Make sure you actually study, some people procrastinate till the last minute. *Coughs innocently* Take your time though, and your welcome. ^^
I love you! Thank you!
Sorry if i sound like I am coming down on your mod. I DO really like it, I just feel like the numbers need to be tweaked in order for the class to truly be effective.
Edit: Ok, so it seems like the Pierce dot IS affected by point investment, but at a very low rate of return. I think that the spells would be more effective if you raised the phys damage portion a bit, so as to burn enemy armour down faster, or if you left the phys damage as is, but slightly raised the piercing dot damage. Just my 2 cents.
Firstly, let's talk about the Agony debuff. Similar to the Bleeding debuff, the piercing damage scales purely on character level, and is a limitation of the divinity engine that it can't be changed to scale off of an attribute - fun fact: my first iteration of the Spectre skills were purely Piercing damage, but I scrapped it as it felt as if attribute points did nothing for the class, eliminating all forms of build paths. Anyway, the damage is intended to be low at 1 stack, but very potent at 5 stacks. This is due to various reasons, mainly the design of a slow-burn type playstyle which I wanted to introduce, but also because I wanted all of the damage spells to increment the stacks. It's also worth highlighting that Agony applies through Physical and Magic Armor.
Secondly, let's talk about the damage output of the spells. It is important to note here that Agony deals damage upon applying as well as at the start of each turn. This means that all of the spells which apply Agony actually do both Physical AND Piercing damage simultaneously. Due to this, the raw Physical damage on these skills is slightly lower than those of the default Necromancy tree. The class is not designed to burst Physical armor to damage Vitality or apply forms of Hard CC, such as Knockdown, but rather deal Vitality damage whilst still being a useful ally in a normal team composition. Like you highlighted, the Physical damage on Essence Bolt is lower (26-28), but you have not taken the Piercing damage from applying Agony into account, so the damage output is roughly the same if not slightly lower due to being able to hit Vitality directly. Would it be beneficial if I made this clearer in the tooltip of each skill?
Finally, you mentioned "wait a full 5 turns to get my 5x Agony stacks" - this shouldn't be the case as most of your skills apply Agony, you should be able to apply at least 2 stacks each turn without boosting AP with skills like Unholy Ritual or Adrenaline. Also, I don't think Mosquito Swarm and Infect are AoE like you mentioned, but are single target, hence why they have high damage in comparison to other spells in the game.
Personally, I feel this class is balanced, especially in a 4-member team. However, I appreciate your concerns relating to Lone Wolf, and I may explore looking at ways to better that playstyle's experience.
Apologies for the essay, and please don't hesitate to write back if anything is unclear.
I did have a few questions about some of the skills though. Deathchill does physical damage in a cone, applies a stack of Agony, then tries to apply Chilled, but the Chill debuff is resisted by magic armour, whereas all the Spectre damage is physical. Would you consider changing Chilled to another debuff type, like the slow effect from Oil, or possibly Cripple? Basically something that would mesh with the all-physical nature of the class. The other skill I wanted to ask about was the debuff that lowers pierce resistance...sorry I can't think of the name right now. The spell functionality is fine, but why such a short range on it? With the strength or finesse overrides, getting up close to cast it wouldn't be an issue, but as a squishie mage-type, I feel like the only times I'm in range to cast it are when melee mobs are wailing on me.
Anyway, I'm just being nitpicky because I do really like the mod (if that makes sense). I've found that after burning away an enemy mob's armour, casting Shackle of Pain on the mob basically makes the AI freak the ♥♥♥♥ out and do anything to avoid killing the shackled mob, which allows you to throw up more Agony stacks. It's fun :D
PS: Infect is definitely an AoE, and a very nasty, heavy hitting one. Mosquito Swarm I believe used to be single target (that's what I remember from when the game first came out anyway) but now it's an AoE as well.
I'm thinking of releasing a small patch either end of this week or early next week with some small QoL changes, including:
Yeah I know what you mean about Shackles of Pain - the AI completely freaks out and it's hilarious xD
Thanks again my friend!
@Whiskeyjoel Infect and Mosquito Swarm are single target, though the Disease effect from Infect can spread to nearby targets (including yourself, unless you have physical armor).
Maybe you are using a mod? I use Necromancy Rebalanced from Nexus, which turns Infect and Mosquito swarm into AoE spells.
I've just released an update patch with some nice QoL changes as well as two brand new skills. Enjoy!