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Just link back for the credits I placed to be visible if you don't mind
Thank you again!
This would make the make the playstyle be more like this: wait before each combat encounter for contagion passive to stack up, then run into a fight and use attacks/abilities to apply contagion to enemies until out of stacks. Flee from fight and allow stacks of contagion to recharge to be used again.
This whole set up works really well with how 2 of the skills work as well. Filthy pyre causing enemies to aggro to it instead of you is a great disengage tool and coupled with the aoe slow of warp overflow is very effective for disengage. I find the eyes of nurgle skill kind of lack luster for this class though. If I might suggest, you should give them health bars similar to the pyre and have their ai attempt to either chase enemies down as they do now or even make them run from the player and then explode for damage and spread contagion when killed. This would help a lot with disengaging and make the skill feel more in line with the rest of the kit imo.
I do have a sort of new idea that works sort of similar but I think is more fitting for the character and gives it a sort of hit and run style. Basically, allow the debuff to stack either X amount of times or infinitely, doesn't really matter aside from on bosses but that would need to be balance checked. Then, give the contagion passive a charge/recharge mechanic, similar to the gladiator planned attack passive. That way you would have to wait X time per charge for it to stack back up and then you can fire off and apply it once you have it charged up. Unlike with the gladiator, you'd want it to likely have a much larger stack pool and faster charge time as it isn't going to do as much outright damage.
If I can suss out how to get that working, I'll give it a proper go.
I rather enjoy the spreading of effect but I think I'd have to put a cap on stacking and heavily reduce/outright remove the spread mechanic of the debuff to get it to a good spot if I were to make changes. The snowballing potential is so large with mechanics like this and while I think there's situations where the current iteration doesn't feel great, the solution to that would practically be almost a different class from what I've experienced.
Hopefully it's fixed!
Any chance that could be corrected? (or was it intentional for Chaos' sake?~)
Her code screen shot: https://media.discordapp.net/attachments/440922045547544586/780115732046151700/unknown.png?width=409&height=116
Her Suggested fix: set mul to 1.1
Thanks, -Yach
I'll be putting out a balance pass in the near future.
Been thinking about the other skills too. I appreciate the in depth feedback, it's helped confirm some things I wasn't sure about.
I also feel like having the plague itself heal you is a bit too strong, as this is wildly tuned up compared to Warlock's Soul Consumption. Instead, maybe have Warp Overflow do a chunk of damage to any plagued enemies in range, and have it heal you by the damage that was done?
I'll do some digging, let me know if it happens again
It's not a big problem but it would be great to change the flashy yes :)
And maybe a different song for the left click, I don't think it's fiting with the character
On the second point, I know there's some issues with the amount of glow and shading on some of the skills, I plan on going through and fixing those, I didn't think they were enough to stop me from releasing the class though.
I appreciate the feedback :)
I have few points:
-you should add the lifepoints of the pits
-maybe the green colour could be less flashy :p
But great work