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Nahlásit problém s překladem
This is something that i really wish for.
Wanted to ask because it would be really nice to be able to throw down a pile of blessed fire in a specific area instead of having to use source for bless for the fore beneath me/ally.
Ether way thanks for the mod mate grade A job love it just wanted to suggest that was all gj mate and gl with future projects.
I can't play this mod without that talent too useful.
So ya just use that talent and stay in fire and you should be good, Also since you are likely pyromancer for this then you should have lot's of fire res.
Anyway gl mate hope i helped.
Idk if you can do this with coding but if possible would be awesome.
Anyway thanks for the mod mate its fantastic and the best overhaul out of them all honestly great job and can't wait to see just how good the geo overhaul will be hope i see some rock golems :D.
We're playing on hardest and was doing the fight with the Advocate and were struggling a bit. Turns out all we needed was to tap Ragnarok once and it was pretty much GG in one go.
I get that it's a 2 sauce spell, but it deals so much damage and spawns necrofire and set the targets as decaying on top of that.
It is by far the most overpowered spell in our game, so much so we just stopped using it afterwards.
I'd say decrease the damage a bit. And if possible maybe decrease the amount of necrofire surfaces created as it pretty much covers the entire battlefield in necrofire.
you keep doing you odin. i love your mods
I'd just have one main suggestion about the elemental weapons - the "random boosts" they can roll still include bonus elemental damage, which is normally not possible for elemental damage weapons such as staves and wands.
You can thus have a flame sword with a flame elemental damage bonus, putting it above the normal damage for a sword of its level.
This causes a balance issue, because then any elemental weapon without such a boost will very likely be inferior to any other that has the boost - it's like having a second non-framed rune slot.
In the physical damage weapons' case, having an elemental boost is hard to properly exploit because it'll damage another armor - you're very likely to go through the physical armor before you go through the magic armor with your elemental boost.
In the elemental weapons' case, the elemental boost applies to the same armor as the main damage - so it's like a pure damage boost.
My suggestion would thus be to take the elemental boosts out of the pool of boosts than can be rolled on elemental weapons, to be aligned with the balance of staves in that regard.
Is there/my suggestion is for there to be a way to make armor requirements scale differently or add a vendor which sells armor with different requirements, like a plate armor that has an intel requirement.
If you have any suggestions please do tell.
Even with double Pyro bonus and triggering early it's still less than a Fireball and costs 2 AP.
If you don't trigger it early, which newer people might not know then the damage is really questionable for its AP cost.
In vanilla this trap was 1 AP and slightly better than Fireball but now it's 2 AP and worse than Fireball.
I suggest to standardize it (as in no weird scaling) by following your Huntsman trap design (and still allow it to crit with SS), then up the damage by around 20% and add Scorch to it.
Or revert to 1 AP so the current damage is worth the cost.