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time for crab
Isn't the issue that Pet Pal is proccing too often the problem, rather than the summons themselves? Because the issue of summons in turn based action economy games isn't their strength, but the fact of how they are affecting the action economy (namely wasting enemy actions on them, rather than your character).
Would you consider introducing a toggle for Pet Pal summons similar to the Knockback toggle? I can't play without Pet Pal and the changes you've made to help with fights are a nice addition but just for me, personally, I don't find it fits thematically with my characters. I don't want to discourage your interest in making it useful in combat - I found the change really considered and well implemented. That being said I'm in a small niche of players who want to benefit from out of combat Pet Pal without benefiting from in combat Pet Pal. I'm not even sure if this is mechanically possible in the Dos2 engine, just thought I'd put it out there. Thanks again for everything!
I'm using all odinblade's classes overhaul, the requirements to learn skills are changed, some skills requires at least 4 or even 5 points on that specific class to be able to learn/use it.
Something that could be done on that, it's to bring back items stats that can give combat abitilies, like Staff +2 Pyro, Armor +2 Summoning, Ring +1 Aerotheurge, etc, but it's just to be able to learn/use skill from that specific class, and not to trigger their passive (Polymorph does that!).
OR
You can use the older system per level, but limit one passive active at the time.
Also, some Summoning skills condition is still set at 10 to trigger their effect from odinblade's mod.
I feel like the number one way to steamroll mages out of control in the vanilla game was by using this precise skill, combined with the elemental affinity talent. While elemental affinity was indeed nerfed to require polymorph, you'd be grabbing (and speccing fully into) polymorph to snag Apotheosis either way, so it doesn't really make a difference in the end. Ultimately, you're forced to get some polymorph (which was probably a good idea either way) to get your hands on elemental affinity. I feel the answer lies in changing elemental affinity directly. Since it's much harder to burst enemies down now, how about elemental affinity making you weaker to the very element you're standing in, to show your character's increased receptibility to the element?
On the topic of polymorph, what was the reasoning behind leaving its attribute gain bonus intact? While it's true that other trees will give you a mastery talent which will usually help out your damage output, polymorph not only has a mastery talent which plays very well with the expensive transformations (particularly Medusa Head, which will now leave enemies with no willpower or frost armor permanently petrified, quite valuable in the new crowd-control-over-damage meta); it's still giving you attribute gains alongside access its versatile skillset. While i'm sure it's not necessary to stay viable, I feel polymorph will be the most efficient path to a min-maxed character, regardless of what you're trying to make (even pure summoners will want to spec into poly now that their summons receive their selfsame attributes). I feel you could fuse both concepts together (transformation and growth, i.e. attribute gain), by having specific transformations grant you attribute buffs (for a quite obvious example, bull horns give you more strength), and having these attribute buffs increase relative to your investment in polymorph.
Finally, haven't you also considered having mastery talents give out their bonuses as you level up each skill, instead of exactly when you master them? As it stands, I feel mastery talents encourage dumping points into one skill until you've gotten the talent, which hurts more versatile characters who might want to diversify their level-ups and max out skills side-by-side.
Sorry for the long post and if I came off too critical; I read through the changelog and I adore every change. I'm very excited to see this mod progress!
P.S. Please nerf Lady Kemm's teas; I'm not sure if consumables are within the scope of your mod, but that tea is ridiculously busted.
With that no longer in place, having equipment grant just a small ability boost can allow you to optimize points by having good gear, and be mastered in more Skill-trees at once. But perhaps it could be modified so the maximum Ability points you can get on a piece is one, and maybe two if you're lucky.