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I noticed the class is near impossible to utilize effectively in early levels, especially below level 4. On tactician mode having an Astronomer pretty much makes it a 3 man game until they get level 4 and I may have ideas why. I will space topics on specific skills into their own little blocks of text. Please note, I effing LOVE this class. The aesthetics are super pleasing and everything looks and feels amazing to play, it's just the early game.
While Solar Flare deals some damage, it falls behind all other spells that focus on dealing damage unless you manage to land 2 edges of the spell together; which can be exceptionally difficult since you are unable to aim the skill itself. It's damage does go up with Lunar blessing on to make it a bit more formidable but... once more only if you land two pieces of the spell on someone. Truthfully, it's usage in later levels leaves me to thinking the damage is fine, just being unable to turn the skills area of effect is what causes it's damage to be so lackluster early on. Also, it's inability to deal damage to objects in the area doesn't help either; I'd recommend allowing it to explode oil barrels to increase it's utility, but I'd be fine if it didn't as well as that helps avoid collateral the other 50% of the time.
Crescent Strike is fine at all levels from what I can tell. For it's cooldown, and AP cost it's damage effectiveness is near perfect; it just feels lackluster since it's a 1 AP move. I recommend leaving it be here, or if you feel absolutely needed a 1-2 base damage increase at level 1 wouldn't hurt.
Now, for the biggest issue I came across early game. Zenith. With it this early in the game it's such a lackluster ability to deal damage. It's damage per turn is not that great considering it doesn't deal any initial damage, and doesn't hurt enemies who weren't in the AOE. Pretty much enemies need to start their turn in the AOE to even be affected, which early on is a very deadly predicament for a mage with how close it is. I know it can be attached to the melee character, but even so with it losing it's damage if you have to leave the circle, that's what bothers me. I'd recommend making the status a 1 turn duration that automatically refreshes itself, that way if you spawn it on yourself and walk away, the status lingers until they take at least one tick of damage.
I don't have any problems with the other 1st level ability other than that it doesn't feel like it really belongs. It's a good utility ability, and enables Crescent Strike's damage, but I feel like if it was swapped with Moonlight in the tree list it would allow the class to feel a bit stronger during the first 4 levels until they get access to the rest of their Eclipse spells.
That's... pretty much it. Love the mod, still going to use it even without any of these changes; just my two cents.
Keep up the good work. :D
The hard part is always about how the change of a skill will and how it will affect the combination system.
But I'll try my best ^.^!
As said before, keep up the great work :D
What i recommend is to increase the damage on Cresent Strike singificantly, making it 2 AP cost in exchange. Melee spells SHOULD deal hi~ amount of damage(check out all close-range spells for Int characters)because of a risk.
Also, Solar Flare is good as it is right now, my only and hardest complain - impossibility to change the aim of this spell. Make it as a F. Daggers or just like Hail Strike(Hydro).
Concept of Zenith is fine, but i think, Moon Essence should be more "supportive" style. Changing the damage type is only useful, when you are playing with Randomization Mod, otherwise it would be quite rare situations, when you would be glad to change the damage to water type. My ideas are - With moon essence it would apply healing to all allies and all undead(Thematically it would be awesome)with an amout, equal to damage of the spell( 4-5 at 3rd level with 20~ int aint too much) OR maybe it would apply stack of Cresent's Strike Debuff.
Also, i maybe wrong, but i would recommend you to test the scaling with INT of your skills. I maybe not sure, but it could just not work. If it is trully not working properly, then maybe the damages are fine, just because of not-working-scaling it is low.
-Crescent Strike was to take risk, but under the lunar blessing so you are not reveal when using this skill meaning that you can stay invisible and get out freely. I Can always increase the damage apply by 1 or 2 points. The 1 Ap cost, also allow you to hit and run and always keep the damage scaling since it stack up to 3 stacks. Additionally you can deals high direct damage if you trigger the Sun essence of this each turn (2x) dmg.
Also i can always buff this skill by increasing the number of turn you are invisible ( Using Lunar Blessing ) ( indirect buff )
- Solar Flare : Sadly i wish i could make it turn with the editor. But that doesn't you always have to
land 3 zones. Sometime it a question of position and which skill is better to use now.
Keep in mind you can always land minimum 2 zones which mean 2x dmg,
furthermore add this over a moon essence and you are dealing 4x dmg.
( if this skill is not one you need then later you will have more choice. )
- Zenith : Yeah this skill is pretty weak if you play as a squish mage, it put you in a dangerous
situation, which is not that worth the damage. I'll try to fix this one. And for the healing
part i rather not, since a skill already have this effect. ( Celestial body )
But like i said i'll do a small rework around Zenith.
Also another reminder : Lunar Blessing is a most have if going to play tactician, since you can trigger Eclipse Blessing which give you Life Steal. ( Pretty useful )
Astronomer Class is a pretty hard Class since you always have to think on how you will trigger Moon and Sun essence.
Thank you for your feedback, i'll come with a patch soon :)
Sorry if I keep popping in to comment This is my favorite class so I want to do as much as I can to help with things <_>
Cresent strike is still pointless as it is. 1 Wand attack is just stronger than this ability. Ok, i can use it twice while under Invisibility, and will deal 20-30~ damage in 2 turns. after that, my Squishy mage, couldn't pass the magic armor of a creature(s) that was in melee range will just die. Just to remind, WITH Lone Wolf, i have only 1 teammate, while 3-4 enemies focus MY mage just kills him in 2-3 turns. How i can even deal normal damage to him. Pyrokinetic's Ignition deals MUCH more damage, in MUCH more range with a CD of 2 rounds It will also ignite every enemy and surface, while CS just deals 2-4 water damage and after 3 strikes sets DoT with 10-11 dmg per tick(III version). Basical Ignite deals almost the same amount of damage with Sadist. But with Ignition i will aquire this damage to greater amount of enemies with 1 turn, while with CS i must spend 3 turns to have the same effect. This skill is insanely weak, even under a Lunar Blessing.