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
It almost seems like you're expecting the passive to provide those secondary effects (like Warmth for Fire Enchant) to other units, not just the unit with the Enchanted Armor passive on. That's not how it was designed. It only provides benefits to the unit with the passive on, but it does derive those benefits, at least in part, from nearby allies having enchantments on them. The goal with this passive was to reward maintaining multiple enchantments on your team.
Ah. I don't cast enchantments during combat; since those enchantments last so long, I can afford to buff the team up before walking down a suspicious-looking hallway. Seems like those enchants were balanced around "skipping" your turn in combat to score some bonus damage later... not considering if players just did it out of combat.
Doubling your damage is crazy strong in Horizon's Gate, and I'm petty enough to load (or retreat) when caught without my pre-buffs. Mainly because it's faster than the slog of abusing Warden spells, like Barrier, to take control of an uphill battle.
I didn't use Elemental Armor for more than one combat, just because I wasn't getting Warmth off the right enchantment. (I forget if it was the ice or fire weapon enchant that got Warmth.)
This is a game where normal attacks aren’t ever supposed to be obsolete. So I don’t think there’s anything wrong with giving the player some tension about whether they want to use the class’ attack abilities or just use a normal attack. Of course you can also put the passive on a different build as well. And one further option is to lean in to the way the Samurai can combo (wordplay intended) with the Assassin from Class Academy.
This might also be due to testing outside of combat. It functions most reliably in combat, I'm finding. Though the exact +defense numbers sometimes seem a little off. I'll look into it further.
It's gonna take more playtesting but I won't soon be able to get around to it. I'm not too worried about it though, I just slapped on a competing passive and made my guys off-class as Balancers.
Probably means the Enchanter undead plants down in Ahlvarza's ruins can wipe your Elemental Armor, as well.
The Elemental armor passive doesn't affect more than one party member. I haven't equipped more than 1 elite passive on the same character, but I do have most of my party equipped with it. Here I thought: buff up before combat, get that sweet armor boost, get Warmth and Ice Spikes on them. Turns out, the armor and secondary effect are both lost when you enchant someone else.
It doesn't matter if that other character has Elemental Armor equipped or not, the effect is lost. It's also lost entirely (with no new recipient) when Elemental Fury is cast.
The result is an underwhelming package, on a passive that really should be handing out +3 armor and +3 magic armor, with 5 instances of Ice Spikes or Warmth that can get refreshed by Elemental Fury. None of that happens to all of them... just to one of them.
At least my party members got a nice chunk of elemental training, on the way to 2,000 Enchanter XP.
I'm on a new playthrough and I haven't had the Elite passives in my face for much more than a few hours, and let me tell you, Prominence: you did a wonderful job of the presentation.
It's in the yellow text for the description, the golden icon, the art style being consistent with the rest of the game. It's in the ridiculous 2,000 XP price tag that really gets me looking forward to mastering that class. Like it isn't just, "Oh now you get to turn XP into stars." It's better than that, and also it's way down the line.
I picked up most of your mods (barring most of the class additions; the basegame has enough to offer) and since I've beaten the game once, I've halved how much XP I get. So those Elite passives are gonna be just staring at me forever.
(I might bump up the XP rate back up to 75%, though...)
Small balance concern: Mechanist's Power Sequence works a bit too well with Thaumaturge's Inversion from your Wild Magic mod. Throw in Pure Mind and it can get a bit out of hand.
Fićek, I’ve thought about it, but I think I would have to add the passives to the respective mods themselves.