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Now I feel stupid xD
Thank you
Great work really
The reason the self-bleed and self-stun chances increase, is because your resistance to these debuffs increase with your armour level. Without the increase in debuff chance, you would quickly become immune to the self-debuffs.
...just... why the more you level the skill the higher are the malus? It should be lowered the self bleed chance, isn't it?
Congratulations
Thanks a bunch for the kind words! This lil' guy didn't get all that much attention, but he was made with a lot of love. I'm glad you're enjoying this sleepyhead as much as I did designing him.
Keep dreaming 'em dead!
Thanks!
Thanks for letting me know!
Very personal and with great mechanics 99/100
...it just give me a loop error about the stacks (something like (invalid stack...")
That's mainly why my second class is not particularly going anywhere. I have an implementation of it in my game, with a terrible first draft at a character model. And so far I'm still not convinced of the merits of the design (the Theorist - a stress healer and indirect damage dealer by way of crit guaranteeing, with some added quest-long party buffs that she gradually accumulates by getting hit). It's not playing super well yet, and certain skills need a completely new design. And even then there's still the art to wrestle with.
So don't expect it anytime soon, I'm afraid :)
Is this a single project or could there be a possibility of other new classes from you, Frugi Lentesco
ok :)
https://www.youtube.com/watch?v=l9JWn90U0Ck
I like the way this results in more flexibility. At first, each position almost dictates your skill use, but with each skill level you have more options. But it could be that this just functions to make lvl 0 a bore!
From what I've played so far (resolve levels 0-4), the Somnambulant feels in a good spot. He's perhaps a weak member of the team at resolve level 0, but he's flexible enough to stay alive and useful. My concern is that he gets too strong at later resolve levels, esspecially when equipped with the right trinkets.
If you have suggestions, feel free to post them here so I can test them out!
I feel however that a few abilities (most notably) the scaling is abit too wide each time it's Leveled, making him really really weak when just recruited. I'll establish a more throughout explanation on what should be adjusted once i've got alittle bit more experience with the hero.
If you have time could you setup a thread for feedback on his play on this mod page, that would be excellent.
He hasn't shown up in my stagecoach for 8 runs now but i have a fair amount of classes so just bad luck xD He will show up eventually. Can't wait to test him. Really want to take him to the coves.
Aye and i wish you luck in your endeaver as i would definitely add your guy into a few party compositions i do on DD pretty regularly focusing on mobility and shifting.
I've got FMOD and the DD project loaded, doesn't look that hard. Expect an update in the next few days.
Avoid scorpiovaden lol his work doesnt even match the game and looks terribly out of place.