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
The main thing I think is to replace Inflict Weakened. I put the 20% physical weakness out there because I was afraid Total Awareness + Incorporeal might be too strong but not sure on that part. I'd love to play another game with whatever changes you think are fair.
Personally I would remove Weakened and replace that medal reward with the Exploit Despair.
I also like the conversation in the comments about Total Awareness. That makes a lot of sense for the theme and is very useful. It would make the Horror less dependent on formations and able to range out more independently like you'd expect from a creature like this. I think it would balance its defenses if you added Total Awareness to baseline and dropped physical protection down to +40%.
I love your mod. Thanks for improving the game!
Also, even if the breath was silly, some kind of distant effect or attack do seem to make sense... I'd say Doom Gaze, but the sorc's Watcher gets that already.
Having both an area damage effect and a Dominate makes it feel like a Mind Flayer- exactly how it should. The lightning is the problematic part...