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Yeah, elemental arrowheads got buffed big time, so I think that's part of it.
Couldn't it just work like a reverse of Warfare, nerfed by each ally within a certain distance? If you're the melee, you need stand alone. If you're the ranged, everyone else is melee. And if you're truly solo, there'd be even more of a bonus than if you were 2-manning things.
Just a thought.
Also, thanks so much for the
["Balance
Surface damage no longer procs immediately when hit by an attack that created it (such as Fireballs, Searing Daggers etc)"]
change. That was annoying the hell out of me when sometimes the surface ticks seem to hit as hard as basic attacks... atop whatever special applies them. Made targeted multi-puddle attacks seem pretty broken too.
You're welcome! Still working out kinks. As for your question...
This is the answer, right here. ^ I may make a separate mod that disables the Lone Wolf talent and just gives an innate +2AP, +30% vitality and +30% armour under a certain party size. It would be hard to implement however as the engine offers no facilities for counting up party size.
First of all, I really appreciate this mod as it has breathed a new life in the game for me so thank you!
I do have some concerns/questions regarding balance though.
I could be missing something here but I'm finding that with no armor saves against status effects, the game becomes a question of surface control. Surfaces put DOT statuses on which nullify armor so it seems like the most reliable way to deal damage.
I find defending against surfaces difficult too. During the no way out quest on driftwood for example - the enemies attack you as soon as you come out so you don't have any time to move around. In that point, a magister throws two firebombs which cause burning, bomb damage, and create a fire surface around all 4 party members, bringing them to half health. All my subsequent turns are spent on healing and surface mitigation (which is fine).
But because there are no saves - unless my healer goes last, I cannot remove burning from any of my members.
Here's why: Healer casts some heal on character A, removing fire -> on A's turn, A is still standing on fire -> fire surface applies burning -> negated by rested status -> now unless A teleports he will take fire damage as he walks through the surface which sets him on fire again.
So then healing spells aren't super effective in status effect mitigation so it seems we need surface control more. Rain > rested > regeneration.
Still doable in my opinion but the issue seems insurmountable when dealing with fights that you cannot possibly be controlling surfaces in your favour. Like the Black pits fight. Necrofire everywhere and I can't control it. Rain and bless have a really long cooldown.
The effect is made even worse because it seems as though the AI will assume status effects are no biggie as long as they have some magic armor, leading Gwydian Rince to suicide in an even more spectacular manner than before.
Bit of a ramble but I hope I've made some point there.
Surfaces just seem too oppressive.
Personally when i start a turn i bless myself changing the surface or i over write it. Odinblade's class skills come with multiple ways to do this. Mages should always have a preferred surface and melee or ranged characters should have many leaps available.
Probably the only thing that suffers are pets.
Released some much-requested mod compatibility updates and overall balance changes.
Mod Compatibility
Balance changes
100 damage bow vs 1000 damage shadow-eye crossbow.
In a similar vain Fane's shapeshifter mark might be the reason there is 50% dodge like the chicken spell.(nvm all masks have the 50% dodge, i just use them)
To balance this, what about keeping its explosion damage relatively low as it is or lower but add more status effects like bleeding and/or crippled and/or ruptured tendons? This would give back its usefulness as damaging traps, lowering the effectiveness of stacking multiple traps into a combo and instead encouraging tactical use. Adding on, perhaps the traps could be made immune to trap triggering damage before the one turn prep.
Assuming the traps aren't too difficult to mod...
Either way the mod is great fun and now I'm convinced making turn-skipping cc scarce is a necessity.
This is a major release fixing every prior known bug in the mod. It further addresses some mod compatibility while making minor balance adjustments.
Bug Fixes
Balance Changes
Mod Compatibility
Tooltip Fixes and Quality-of-Life
Hi there, why are you looking for one? If it's about the broken damage bug, I'm fixing that as we speak.
Bug fixes
It also ruins the contrast between Fire Surfaces and Lightning. Fire Surfaces (in my mind) should be long lasting, damaging but not doing any Crowd Control, and Lightning should be the opposite, lower damage, but weakening enemies considerably.
I agree that as long as Stunned doesn't do a hard CC it shouldn't just stun one person and go away so I suggest making it last only one turn and then turning the water to steam (which can then be shocked for a second turn) would be more active and balanced. Of course I don't know how easy that is for you to do but I hope that is helpful.