Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I found a mod that does it, but I need to figure out how they do it, before I can add it.
What should happen, eventually, is that they'll bleed super quick, but they'll recover from bloodloss just as quick, so that scratch wouldn't kill them.
Still think that lowering the max speed to 5x (or even 4x if you are really worried about the numbers) and increasing the cost of Time Dilation (so that it isn't a complete no-brainer to max out first) and calling it a day is all that might be needed. Remember, there is no greater mod ecosystem that you absolutely need to balance this around. You set up the mod page quite well and people know what they are getting into when they download it. You offered the ability to have a Speedy/Blinky man. It is perfectly fine to allow the class to be both Speedy and Blinky.
Also, in a weird way, I think that the combat slowdown actually makes it MORE unbalanced. Part of the inherent risk of Time Dilation is that the Space Time Mage doesn't have any other buffs in their kit to mitigate or recover from damage, leading him to be a high risk/high reward glass cannon. Knocking them out of Time Dilation on damage makes the risk of close combat so high that the risk will never be taken, forcing them into a niche of non-combat utility or extreme long-range sniping, both quite safe and therefore boring options.
Not sure what that's going to look like yet. I don't like disabling it completely for combat.
Maybe a damage penalty to melee scaling with speed, and a pause on the time dilation whenever the pawn takes damage scaling with time dilation level for duration.
I was thinking, 8, 5, 3, 2, seconds respectively. What do you think?
That said, some tweaking may not be a bad thing, just not as harsh as proposed. Limiting Time Dilation to a max of 2x is just too sad for the defining ability of the class. 8x speed seemed a bit excessive, but 5x felt satisfyingly game changing.
How about keeping a 4 level progression of levels I, II, III, IV, being 2x, 3x, 4x, 5x, but changing the point cost to 6? Needing 18 levels of progression (assuming the pawn starts with Time Dilation) to max out a dramatically potent ability sounds like an appropriate opportunity cost.
Thoughts?