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The issue is that it makes the bloodsucker skill, which as better healing, hard to use on yourself because you suck up the blood with the passive effect. Same goes for elemental affinity by virtue of removing the surface.
TLDR- Remove the suck bc its actually a downside.
No can do sadly. Last I checked, that function of the talent is hardcoded and cannot be modified.
I fully agree, it's terrible, and the healing isn't even proportional. I just did the best I could to make the talent usable.
Intelligence feels to strong as well, a mage and a warrior seems to do the same amount of damage, but intelligence increase the amount of turns a status effect is aplied, while str just give you more to carry? It feels like Int based builds are way better than Str builds, but maybe is just a feeling, idk
Having no armor and no protection from CCs is kind of infuriating. Leaves me feeling much more vulnerable and much less in control when any enemy can chicken claw + knockdown, and there's nothing that can protect from it. A lot of the hard CCs were removed, but many, many remain. Atrophy/silence/cripple/madden/taunt is also incredibly powerful and unavoidable.
Love the static damage reduction that armor provides now, but really missing some sort of willpower system to allow me to actually know how safe I am, rather than just hoping I don't lose control every time its an enemy's turn.
The solution to this is simply to stay at range, made easier by the Huntsman changes, but it creates a meta where you just want to snipe enemies from as far away as possible, because getting close means you're just facetanking every CC the enemy has.
My personal recommendation is more support abilities. Bless can remove most of the CC you listed, including chicken form IIRC. There are others among Clear-Minded, First Aid and Fortify that can remove others.
DU fundamentally changes the way you play, so skills you may have previously mentally blanked as useless are now much more valuable. It pays to come prepared for a fight.
Bless is the biggest mention since DU buffed it big time by removing the Source cost, although I believe I increased the cooldown to make its use a much bigger decision.
Because of the removal of a lot of abusable mechanics it makes Lone Wolf more balanced without needing to abuse anything(especially when most abusable things are heavily nerfed or removed), but because of the general difficulty reduction for Lone Wolf I feel it needs to be nerfed a little.
Such as getting 3 attribute points and 2 combat points every second level, instead of getting 2 attribute/1 Combat with them being worth double. It'd give more flexibility in point allocation while reducing the number of points acquired by 25%-33% depending on your level.
Stay tuned, some changes to that and some overhauls to healing in general are pending
Nope, Necromancy itself boosts the damage of spells based on enemies' missing health, and quite considerably, so you can go pure Necromancy
Now, I have a couple of issues with DU.
One thing is that the mod seems to introduce a new exploit with dodge, as it can be stacked to 150%+, creating invulnerable characters.
First, getting 40+ intelligence and 10 aerotheurge gives uncanny evasion 100% uptime, as it becomes a 2-turn buff with 2-turn cooldown. Favourable wind gets 100% uptime even earlier.
That's 65% dodge.
Dwarven innate talent gives 5% and parry talent gives 10%.
20% more can be achieved with items, making it 100% already, so the next steps are not required.
However, Leadership 10 provides 30% more dodge and Dual wielding 10 provides 20%.
Haven't even touched finesse and probably there are some other sources that I've missed.
As for debuffs: escapist gives immunity to slows. Fortify gives immunity to stun and shock. Ice King gives immunity to freezing (or maybe it can be done with an armor of frost instead, also it's probably not even needed since surfaces can't freeze and any skills will miss). Attempts at knockdown will miss, fear is rare and probably won't hit anyway too, same for petrifaction. So flanking is the only thing that can really break this, but it can be avoided easily with positioning since we're playing mage with dual wands and maxed aero.
All this makes dodge a crazy cheese, though I haven't fully tested it yet since I'm too low level right now, so maybe I have a mistake somewhere. Still, it seems that lone wolfs can achieve 100%+ permanent unremovable dodge around lvl 8-10.
I suggest either reverting the dodge changes (so that it doesn't affect spells as in vanilla), halving the total dodge chance against spells if possible, or a set of changes to skills like something as follows.
Increase cooldown on Uncanny evasion to 6 turns, so that 100% uptime is impossible, reduce its dodge (same with evasion aura) to 40% and Favourable wind's dodge to 10% and also remove dodge from leadership (as it doesn't make sense anyway, why does having a leader suddenly make a heavy armor wearing tank a dodging master?)
Maybe some other effects can be added to the skills to compensate.
Favourable wind aura may increase max skill&attack range by 3-4m.
Uncanny evasion may increase crit chance and/or damage.
Another thing is that the armor dmg reduction cap being 50% seems off, for example I met a boss with 350+ armor (boosted by another mod which makes bosses harder) when my attacks did ~100 damage, and the armour blocking only 50% of my attack felt kinda unjustified for the boss :)
It also definitely makes playing an armor stacking tank way less satisfying and skills like Heart of Steel kinda weak.
I think the cap should be higher, though ideally armor would work with diminishing returns, something like: block up to 40% of the damage from an attack, then, if armor is left, block up to 40% of the remaining damage, but using 2 armor for every 1 damage, then, if armor is left, block up to 40% of the remaining damage, but using 4 armor for every 1 damage, etc in a loop until no armor is left.
Thank you for the amazing work!
I don't see the problem with a race synergising well with a class, like how sophisticated makes lizards the best pyros, and best race - due to how fire damage is basically the core component of efficient combat.
Another thing which feels really overtuned right now is Summoning, it has too many damage multipliers which make Incarnate champions outdamage even your dedicated glass canon damage dealers. Don't know which boost are addtitive and which multiplicative, lets assume it is additive as it gives the smallest result:
+75% from being an Incarnate champion
+50% from 2 infusions
+50% from summoning
This already gives 275% of normal incarnate damage, and its damage originally being around a regular onehanded weapon attack for the current level, the boosts make incarnate more damaging than anything you can otherwise achieve. The only thing that comes somewhat close to the damage of Incarnates is kiting enemies though big masses of harmful surfaces
Also, I suppose that summoning bonus may multiply all of that instead of just adding itself.
Champs also are very tanky, have decent control with knockdown, better AOE damage than AOE mages and can be summoned to match exactly your enemies elemental weaknesses, making summoner the best damaging, tanking and utility spec at the same time. This is even more broken than in the vanilla and should be probably nerfed to the ground, as other things were nerfed while this somehow even buffed.
I personally think that summoning should work as a way to make meat shields with some utility that distract enemies and win time for damage dealer party members to do their thing, not outright win the fight with Incarnates alone.
1.Finesse is absolutely broken, any finesse build just easily leads to an untouchable build by just doing what you normally do which just gets even more untouchable when runes are in the mix. (I was able to hit 56-62% dodge rate before reaching driftwood with very little effort and no runes)
2.Incarnate champion is stupid OP and the other summons are even more over shadowed and not worth using. Pet pal allows a second summon yes but why bother bringing dead weight made of paper into the fight? (Especially a cat that cant jump much farther than a 1 ap basic movement or get virtually no height)
3.Five star diner is a waste to pick. Theres many situations where you straight up die because a character getting focused down in any capacity is hard capped on heals unless they are a sort of hybrid that has healing spells. It seems much more worth while to just take living armor and have stronger heals that can be used more than 1 or 2 times.
(By act 2 and onward food heals plummet in usefulness unless you are hard stacking con, but then a single potion boosted by living armor covers you infinitely better anyway)
4.Teleports/jumping skills feel abysmal to use, in a lot of cases its just better to use pseudo mobility skills as they get more punch for the ap cost. (The literal jump skills like wings are not worth it as its vertical gain cant reach most locations when going upward and you can just use far out man boosted Backlash, blitz attack and battering ram with MUCH better results than even tactical retreat,etc. and with enough scoundrel and/or finesse you can just walk to locations jumps cant get to for 1 ap. Currently I can walk 14m for 1ap)
5.Petrify is more of a positive status than a negative (RIP Dwarves), we are a fairly polymorph heavy party but medusa head may as well be deleted from the game as multiple enemies being hit by petrifaction and petrify nearly gave us aneurysms when we briefly used the spear of braccus rex which has 100% petrifaction rate and had enemies we just could not do anything to but wait out an entire turn for it to wear off and as a status against us it just let us tank anything.
Love the mod still but these 5 things in particular just really sting