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jk, that's a really simple fix, thanks for responding!
Patch Up 1
Heal 2-3
Heal 1 HP
[<buff_rule_tooltip_target_hpbelow>]
Any insight as to what might be causing that?
edit grave_robber.info (any text editor will do, including default notepad)
Remove these effects from poison darts: "CBG Blight X" "CBG Darts TT X"
And add "Blight X" on each level of the skill instead (replace X with numbers 1 through 5)
Going from -75% to -50% could be a reasonable change.
As for Vestal, I still have to do some more runs with her to see what exact tweaks I could suggest. She does need something, I'm just not exactly sure what it is yet. She may even be perfect after getting more used to the changes. Maybe others could chime in on this. A strong maybe though, would be to have the "reduced healing on next turn" be 50% instead of 75%.
Also Vestal's random target heal can't self heal anymore.
I'm curious what types of tweaks would you like to see made to Vestal?
- Man-at-War's self marks disappear at the end of his turn which renders the effectiveness of the skills that give them down a lot. (May also be the same on Crusader too, or any other self markers)
Can someone confirm if this is just on my end (e.g. mod conflict, even though this is almost at the very top) or if it is actually like that do to the coding? If so, please fix as that's the only drawback so far.
I like the Vestal changes a lot as well. It's fun learning how to use all new tactics for a class I usually have on auto pilot. Plus, with her healing changes, it forces you to switch up tactics for your other classes too and play smarter which is also really fun. It just needs a few tweaks here and there, but great job and thank you very much for sharing these.
Arbalest : I'm enjoying her changes too she is capable of marking by herself and healing or debuffing accuracy in the same turn, amazing. Bola is useful now too. Good Job!
So heroes that play out the same as in vanilla are good, but ones that are reworked to play a little differently are bad
Btw. Is there a way to delete some of the changes?
I have other mods that change few skills and I would like to keep them.
Also, hasn't come up yet as I am still early in the game with this mod, but it seems to me that HWM's riposte skill using half the base damage but having a large buff on the second use of the skill is going to make building for riposte damage awkward, as +DMG buffs are going have their effectiveness reduced by almost half.
1. I'm not too worried about balancing for torchless since that is an arbitrary restriction that only a very few people are going to play with. Personally I only play the game on bloodmoon, so in my experience the changes are fine even for long quests. You just can't rely as much on stalling.
2. DD3 is completely doable. While the previous strategies were nerfed for it, at least an equal amount of new strategies were created. E.g. Vestal and Crusader can Stun rank 4, DoTs were buffed for the late game so Flagellant and Plague Doctor deal more damage to rank 4 and many of the other weaker skills that could deal backline damage on heroes like Highwayman, Grave Robber, Musketeer etc. were buffed.
1.after the stress healing skills being nerfed (over a long battle), long expeditions on bloodmoon & torches banned difficulty become much more dangerous.
2.I haven't tried yet, but I suppose DD3 (bloodmoon and torches banned as well) could be a bit too difficult since Iron Swan and Puncture cannot deliver consistent damage to rank 4 from rank 1.
I see we had differing ideas on toxic trickery's viability.
It is hard to make toxin trickery competitive with shadow fade as a damage buff without making it broken or making shadow fade obsolete either. That is going to require some brainstorming.
I will give more feedback when I get to play the other reworks.
1. Lunge is still her best damage dealing skill, and the positive damage modifier already amps up other damage buffs. Damage is calculated by first multiplying base dmg with dmg mod and then applying buffs, which means that +dmg is more effective with +dmg mods and less effective with -dmg mods.
All of her damage dealing skills deal bonus dmg vs Blighted, so it's not like increasing lunge dmg vs blighted a bit would incentivize blight synergy too much.
2. I was hoping it would have the exact opposite use; the buff is meant to be the primary component, so it would be a round 1 skill with some delayed healing as a bonus. I did not think too much about how it competes with Fade, as I see them as 2 different types of skills for different party set ups, but it's a fair point.
I'll have to think about adding another small battle long buff to go with the damage. Another option would be to trade the dodge and dmg buffs on Bolster and Toxin Trickery.
I also have some suggestions for her if it you don't mind.
1. Make lunge blight damage bonus scaling better since it only has 25% bonus damage upfront now, I was thinking 2% more each level and at level 5 it is 40% blight bonus damage. Even more incentive to have more blight synergy with your party.
2. Toxin trickery is usable now, but the heal and buff don't complement each other. I never use it to open a battle for the damage buff since shadow fade is just better. It is usable during the stalling/healing phase of the fight to get extra healing, so the damage buff might as well not be there. Maybe make the damage buff persist into the next battle? Or a % chance at blight cure?
But it is pretty strong having 2 actions, don't have to worry about overkilling. I can live with the limitations.