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Could you possibly give us more information on that? Is it conflicting with other mods or not working on its own?
No problems except for a crash when playing the Gekota Keychain.
One suggestion i would recommend would be probably having some kind of mechanic similar to the Watcher's stances with the Magnetic Movement and flight cards or some kind "store and release" mechanic that will release all the lighting you have stocked during combat.
Otherwise great mod!!! Hopefully I get to see an Accelerator mod :)
Just took storm dispite my earlier comment, will see how it works
kinda hard to see which cards are rare given the card color, consider dulling the blue a little
Level 6 is probably the best card ever, maybe needs to come down a little, also needs renamed to match the flavor of other chars: "Form 6" Cost 3, Gain 3 (4) dex and str (draw 3 cards)
plate scaleing and thorn scaleing is wild, but fun and differnt, though consider cards that give more then 2 thorns
Rewireing does not work
overload, battery pack, and any other draw card (I used Iron vail) makes infinte energy
all and all a fun character with a good starting base but lots of room for improvement
Why would I ever cast un-upgraded zip?
What is the purpose of the phone? Its a curse unless you have curses, and Idealy you dont have those, maybe conside turning it into a card like "The pact" getting rid of cards for more cards? in which case, up the draw amount on the upgraded version (keeping everything else the same
How does electircal storm work? Ive never taken it as their is no "X" on the card, so ive no idea how much damage it does.
Push is an awful card, even upgraded, card disadvantage is never a good thing
Needles dont say they exsahst
upgraded battery pack is probably worthy of being a rare card
Card color is better than before, but still could use more adjusting. The textbox is still too bright--it's barely a smidgen darker to the outside border color--and the cards that use roughly the same shade of blue for backgrounds (e.g. Defend, Discharge) just don't look good.
Unupgraded Gekota Phone exhausts 2 cards when it should only exhaust 1.
Gekota Keychain is still pretty useless; adding a junk card to your deck to deal with other junk cards in your deck just isn't very fun.
Push is still basically a curse, and Push+ isn't much better.
Cards that give out Upgraded Needles only preview the basic Needles card.
Electrical Storm scales with "X" without saying what X is referring to. It also doesn't seem to be affected by Strength, without anything on the card saying that.
Thunder should be a skill; as an Attack it requires a valid target for no reason.
That way you could have: Don't spend Energy -> Get Lightning -> Choose to keep the orbs around for passive damage or spend them to empower other cards.
Of course, such a thing would need additional orb slots to work.
also some of the Magnetic cards dont seem to work where they should provide a def bonus but does not decrease the damage taken.
i will agree with some of the other posts that the background color choice makes it difficult to read the white text on unless you are zoomed in on the card, maybe a few shades darker would help the readability of the cards.
a cool thing for the cards in the deck is that they do become much more powerful in the upgraded form vs the base form of a card that may feel like its not useful at all
in most cases on this character i think i skip majority of the after battle cards because none of them seem to help.
After reading what other people have stated I will give a suggestion for the strikes and zip. replace zip with battery pack and drop the damage of the strikes down to 3, and remove the energy cost. dont remember if you can rename them or not, but if you can then change them to needle strikes or strike with needles. just my 2 cents :D
Her relic, even if you don't count the damage each orb causes at the end of a round, is worth 8 damage per energy not spent, since the orbs will cycle through and evoke themselves.
The problem here is that doing nothing is a better usage of energy than 6 of her starting cards, and equivalent to the 7th. The one that evokes the orb is particularly bad, since it's upgraded form costs 0 energy to do the same thing, and becomes merely equivalent to doing nothing, since orbs will evoke on their own.
Simply manually evoking an orb shouldn't cost energy, unless it comes with an additional effect (e.g. Defect's Dualcast, which re-channels it back to the last orb slot).
Also, I'm playing with this mod right now. Right off the bat...
-Thunderbolt: 3(2) energy to "Deal 6(8) damage + channel 1 Lightning"? Really? For reference, the effectively-identical Defect card, Ball Lightning (Deal 7(10) damage + channel 1 lightning" only costs **1** energy. Zip has a similar issue, but simply that it's a weaker-damage of Ball Lightning.
-Teyar is correct, no enemy ever needs to buff their dexterity. Rewiring can actually work for enemies that scale Strength over time (e.g. Cultists, Donu and Deca).
-Thunderjolt is probably better off as "Deal n damage to a random enemy for each channeled orb X times" where n is a small value like 3(5).
Seeing as clearly you meant this to be a take on the Defect that specializes in Lightning, try looking at the Defect's cards and balance around that.
Will add more later.
Hmm... The green is actually our third choice, but if it's bad then we can always find another color.
In testing I found that rewiring is useful against bosses and cultists, but you're right that they're normally not very useful.
That's a really good idea, actually. I'll do that. Thank you.
Circuitous/Rewire is an actively wasted slot - There's no scenario where that's going to be in regular use. This... ugh, I'm sorry, but if I'm going to be honest, I'm going to have to be brutal.
This whole mod reeks of "Neat idea", not "Balanced design". Draw Per Relic?
Okay, no. I've got a game dev excersize for you. Go through the base characters collection, and write out what the effect is, and what the cost per effect is. Take a pencil and paper, and map out the economy. Then figure out what the cost/effect balance in Railgun here is.
Your goal is to figure out not just the energy/damage / abstract effect stuff, but the card's own presence versus other cards as well.
I get that there's wild scaling built in here, but a significant portion of the cards are not usable, or actively worse economy than anything else - I get that some of that's intentional, but it doesn't feel good.