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What about the idea of a counterpart? A blessed waterball to extinguish cursed fire.
I do however, think some balance changes are required. The hydro spells do appropriate damage relative to their tier and AP cost. However, the aero spells are very OP. They do A LOT of damage and shocked is the best of the 'soft' cc statuses as it reduces AP.
I had another mod causing the same issue and it turns out the modder made a mistake and also included the GM mode in the mod
I just have a question (or observation). Why do Shade Shift and Translocate cost 2AP while any other Teleport cost 1AP? Don´t you think it would be better to set them at 1AP too?
Especially when the base game teleport moves (i.e. Tactical Retreat) have special effects aside of teleporting, while Shade Shift and Translocate don´t.
-fiery malediction, would be nice to have Braccus's one-off version of Flaming Cresendo!
-Burning Anger, Alice's signature spell would be hard to balance, but if people wanted and you agreed to be including Iron Bones, I'm sure you can fit this in somehow.
-Maddening Ritual, because more boss moves would be fun to have after you beat them
-Trepanation, another boss move used in the Arx Arena, not 100% what this one even does but for the sake of having all the npc attacks
I realize that most moves are just clones of the player's moves and your only including the ones that are mechanically different, but I was a little disapointed fiery malediction wasn't one of these
just saying that was a dope spell
Also u did amazing work with the mod love it!
@homogenic Thanks! Sorry for the late reply, I've been busy. I'll consider these when I get the chance.
Electric Ray - struggling to remember the damage off the top of my head but I remember reading it and thinking it was too good for 2AP - I think its damage is the same as the fire version - Laser Ray, and that costs 3 AP. So this one is a no brainer 3AP skill.
Water Torrent - again struggling to remember but I think the damage on this one was also very good, maybe should be 3AP? I can't remember the stats on this one so I may be wrong.
Its nice having these options, especially as im running a blood mage and you've got lots of necro stuff here, but I just can't bring myself to use a 2 AP resurrect which is intended for story mode!
Thanks for the quick response. That's understandable. I haven't tested the summon ones so I'm unsure about those but otherwise these ones stick out for me:
Resurrect - at 2 AP its very strong and completely invalidates Last Rites as a skill. You could add a source point requirement possibly (possibly more than one)? Otherwise I think it would need to cost 4 AP to be balanced.
Levitate - is an objectively worse version of Spread Your Wings, and as its the only skill Scoundrel get that's very unfortunate. It should cost 1 AP at most but even then it would be worse than Spread Your Wings...is it controversial to say it should cost 0AP? Challenge is 0AP and that one is comparatively busted. Floating is nice but its a minor effect and you'd still have to dedicate a memory slot to it.
Mute - same as above - is an objectively worse version of Silencing Stare. Reduce it to 0 or 1 AP?
@pp1497 I'll think about it