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Appreciate all your hard work but gonna delete this one for the moment.
Death touch is stupid overpowered on so many levels and here is why:
At lvl4 death touch does upwards of 27 base dmg (with only bleed and blight and no trinkets), bypasses stealth, prot and guard whilst simultaneously able to hit all ranks, reduces stress, clears horror, pushes her back to the backline and buffs her healing skills buy 25%.
And the scariest thing is this isnt even close max damage at lvl5 with bleed blight stunned crit and full damage trinkets she can do upwards of 200 damage! (for reference necromancer lord has 258 hp with 115% stun 60% bleed and blight resist on bloodmoon diff) this should not be allowed.
I personally removed the disable buffing skills effect on death touch, lowered the healing buff to 10% and lowered the dmg% to bleed blight and stunned to 100% - 150% instead of 100% - 300%
Overall this is a great class that i do enjoy using even if i need to tweak some details to keep it fair
"
Seer is now a part of the district and also provides 2 laudanums on every mission (usable by team, but not for her self-induced horror).
Created 1 set of trinkets out of existing trinkets. (Screenshot updated!)
You can now only have 1 seer per group.
"
Again, thanks so much for this great mod, and all your great mods.
In my game the Seer appears unable to use Laudanum, or at least cannot cure her self-induced horror with Laudanum. I don't know if this is by design; but considering that she enters the dungeon with Laudanum I assumed she'd be able to use it to clear her horror.
Unfortunately I have *a lot* of mods active (maybe 50, 60?), so I really couldn't tell you if this is specific to your mod or if it's a conflict. Still, I figured I'd raise it.
Thanks again, really excellent work, you've helped me enjoy this game more. :)
But I have to agree with the other comments about her doing everything she does a bit too well. She's like a ranged Leper, Jester & Vestal all rolled into one character. Wish I could mod, then I'd either tweak her damage & heal numbers or make some of her stronger skills single use (or maybe both).
I remember playing with the old version where she stunned herself, that honestly felt more balanced than the current selfstress version.
But still, the character is unique, has a very fun skillset and fantastic animations.
Also please make her horror curable by means other than just her own skills, doesn't make sense for her to bring along laudanum if it doesn't work on her.
All in all, she OP atm, but has a really cool concept & design, which can definitely work with bigger trade-offs to balance out for her higher DPS and versatility compared to most healers.
On another note, her items are also quite above the average power level, but I'd suggest tuning her base kit first.
Hypnosis has 110% dmg, armpierce, ignores guard and stealth, pull 1-3 AND stun. It's quite a bit too much for the dmg it does while being able to be spammed. The dmg bonuses on death touch are also waaaaay overtuned. Even with only 1 active, the ability nukes any priority target, bypasses any defense AND repositions her to the back row. Again, too many upsides on a single skill, even with the very slight trade-off of not stress healing for 2 rounds.
She needs her dmg potential tuned down to vestal lvls. Even if she had similar dmg, she can also stress heal the party with nearly no downside, which is already preety strong.