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Pin down takes 3AP, has a cooldown of 3 turns and the cripple only prevents enemies from moving around so they're free to attack and even use haste or first aid to remove the cripple.
Knockdown arrows cost 2AP, no cooldown, 25%dmg increase from savy hunter and the knockdown makes the enemy skip their turn.
Pin down would be in a much better spot if the AP cost is recuced to 2 or even reduce its cooldown to 2 turns. But still the cripple effect is pretty useless, but no real idea how to do anything about that...
Then it will do more damage than an knockdown arrow for the same AP and it can be a viable choice to use instead of savy hunter + infinite knockdown arrows for 3AP+.
I've just published the first patch for this mod, which includes a usability buff to Pin Down to make it a bit more attractive in general. Thanks for taking time to voice your feedback!
100% agree with this.
- It functions differently than every other trap including the ones from your Pyro Overhaul which is confusing to begin with. I'm referring to how it arms, at the end of round instead of turn and it can't be manually destroyed to proc its damage early.
- Its damage is same or slightly lower than an auto attack.
- Base Damage is Physical but Blood Adaptation adds nothing which is again very odd.
Suggestions:
- Use the same arming and destroy mechanics as the Pyro traps.
- Make it scale same as Pyro Trap so its damage stays relevant no matter what Adaptation type gets used.
Issue here is that the Pyro Trap has some weird scaling.
It scales off the following:
1. Level
2. The Pyro level of the guy who procs it (this counts for surface owners too). So if you have 0 Pyro but an enemy has 10 it will deal more damage. Alternatively if the Surface creator has 10 Pyro and you have 0 then it will still do more damage.
3. Your Pyro bonus will proc twice if triggered early. In other words if it does 50 base damage and you have 10 pyro (50%) it will do 75 damage when it goes off, but it you set it off early it will get the 10 pyro increase to the explosion as well so it will do 113 because the game rounds numbers.
4. Crit chance with Savage Sortilege of the character that procs the trap.
So, these need to be adapted for the Element type that the trap uses. Alternatively could scale off level only.
- Keep base damage as Phys but let Blood add a bit more damage + Bleeding.
- Add the respective DoTs/Statuses to Elements. Burn or Scorch, Poison, Shock, Chill.
Less complicated alternative would be to just let it cost only 1 AP but keep the extra Blood damage and bleed and add the Dots/Statuses to justify its weird arming/trigger mechanics.
Then for consistency sake between your mods update Pyro trap cost to 1 AP too and use same arm/destroy mechanics as Hunter's Trap.
It feels really lackluster without that talent but even with the talent, you're then left with a one-hand sword and nothing more which is also awkward to play with.
IMO it would work much better having a regular buff mechanics (1 or no AP, 3 turn duration, 3 turn cooldown)