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Een vertaalprobleem melden
The akwardness of being in position 2 makes her challenging to use. Getting to slot 1 is genuianly difficult if you've started in position 3 and position 4 turns off your only move forward ability. Needing to either comit 2 moves into getting to slot 1 just you can get to slot 3 with her stealth restricts any decisions I make with her using either FE/H or F/G. If you're planning on not getting to turn 4, it isn't necisarrily an issue, but otherwise you garuntee lock out an ability if you move to slots 1/2. Picking between two similar abilities (often of which the choice makes little difference as is the current case with Quickshot/Crippling Shot) doesn't really feel like I'm making the best choices I can at the moment.
Her ranged supoprt kit feels way better to use, but feels very generic. In particular it seems Mark comps love her. In those comps, you can ditch Adapt or keep it- its the only time the ability has felt optional. Other comps (bleed comps, crt comps, or generic ones for leveling runs) really need it to function. High mobility comps for sure- being able to use Stalk and Gouge (if paired with say, HWM) is borderline neccisary for decision making to test players.
The changes to Spirited Cry are great. She's way more consistent at stress healing. Improved crits + the bit she gives you helps make her way more viable in endless.
If F/G were open to rank 4 she'd have more ability patterns open to her. By a lot. As is, its really hard to fit F/G and FE/H into other move sets (save swapping Fe/H with Adapt). I'd consider dropping her ability to F/G in rank 1 and instead make her only rank 1 ability her FE/H, she'd feel more defined and cohesive to manage. Just my opions, though, and only played her for a few hours at the varying difficulties.
New enemies and story with her are 10/10, literally my favorite mod to the game for this reason.
The new falconer revamp seems interesting and quite complete. However, some skill sounds are heard too loud and they are annoying to the ears, especially when playing with headphones. Please, try to solve the problem as soon as possible to be able to play comfortably with the mod.
Congratulations for the work and Thanks in advance.
The falconer as a class is much smoother than last incarnation IMO. I especially like that I can actually count on her to one-shot squishy opponents, whereas with the last falconer her lacking damage made that an iffy proposition. I sort of miss her dodge buff, which let me run full dodge comps and cheese the hell out of everything but oh well.
The new brigand fights are both creative and appropriately challenging, not to mention they look awesome. The damsel mob in particular is very intriguing, but also very frustrating when I have to wait several turns doing nothing but build up stress waiting for her guard to go down. The stress heal in the end makes up for it but I think knocking down Hostage Situation’s guard duration a turn would make it a little less frustrating.
The Talon Queen boss fight is ridiculously hard. As it should be, since it is an optional boss that you have to go very out of your way to fight. I have no complants about the difficulty in general, and I managed to beat it manageably using my best teamcomp and strat. The only part of this fight I do have a complaint about is what happens when she summons a damsel. In my fight, she summoned a damsel and then killed her the very next turn, healing herself for a good chunk and inflicting horror on all my heroes. There is nothing a player can do to avoid the horror nuke. They can’t kill the damsel, they probably don’t have enough damage to kill the Talon Queen before she eats the damsel, there’s no real counterplay to this. I would like to see the damsel removed from the mobs that the Talon Queen can summon.
Aside from that, I also dislike the marked system. Since the talon nighttime ambushes happen regardless of marks if the falconer is in the party, it creates a strong incentive for the player to use the falconer to farm the various trinkets/trophies/diary entries from the encounters and boss. Then, once that’s done, never ever use the falconer again because bringing her along runs the risk of giving one of your heroes an extra, guaranteed negative quirk that can also pass on to another hero in another mission. I’d like to see a conclusion to the marked system if possible. Perhaps after defeating the Talon Queen a number of times a town event removes the Marked by the Flock quirk from the player’s roster and talon nighttime ambushes no longer happen? I’m not sure how feasible coding this would be, it’s just a shot in the dark.
While I do have my complaints, I don’t have any serious issues with the Faloncer’s balance as a character, and I appreciate the new encounters and their ability to test the limit of my roster. It’s gone above and beyond a class mod and I’m having a blast with it. Thanks for your hard work.
Hi, Marvin. Sorry about the delay in responding.
In general, I hear all the sounds too loud. But especially the sounds of the skills Crippling Shot and Spirited Cry come to be VERY annoying to the ears. It seems that I am not the only one who has this problem, I do not know if you are already aware of it.
Greetings.
I'm loving your job, you are doing so great mods for this awesome game that makes it even more awesome!!! All your classes should be baseline of the game.
Apart from that, I have a small complain about this Falconeer revamp. Agreeing with Chance, I think something should be done when you already have all the new trinkets (or at least the set ones) about the Falconeer nightime ambushes. I like the idea of them being a risk-reward think, like the Shieldbreaker ambushes, but when you already have everything, there is only a risk without reward think when you bring a Falconeer into a medium or long run.
Couldn't something similar like with the Shieldbreaker ambushes be done? Like avoiding it once you reach certain condition?
Thanks again for doing such a great job :)
Being forced to remove the quirk as the only way to avoid them is lame considering how valuable treatment ward slots are.
Also the birds feel absurd at least in vet missions with disease and blight every turn along with ressurrecting corpses into more birds.
Assert Failed:
(returnType !=Types::k_count)
AI::MonsterSkillSelectionDesire::GetTypeFromId in monster_desires.cpp line 757
Invalid MonsterSkillSelectionDesire::Type:stun_skill
Furthermore, it appears as if the game is somehow bugged as every time I enter a dungeon it forces an encounter with the Carrion Queen and I can only find brigands in said dungeon.
Please, can someone help?
The add-on interwoven mess of beauty here is just wonderful.
However I have come across One Trinket I found to be less then fun.
Shrike's Mask
Its a stat strong item sure, and its is enticing, but after some use with it, I have come to realize the horror inflicting cost chance is just too much to really want to use this item with a flat % damage buff (like 15-20%) of another item with a Stress % increase was proving to be Safer and more worthwhile to use then this Mask item with its horror chance negative.
Dots are ok damage vs regular fights and even a few bosses but most of the time its better to just have the damage now and always with the basic negative a flat % damage trinket could give.
I want to like the Shrike's Mask, I wanted to use it, but the stress it gave out and quite often had me fell like i had just put a mini boss Stresser into my party each battle and it would start up its horror on me.
The stats and the effects look great on paper, heck without the negative this is about worth a Very rare going near Ancestral level, but even then only Barely near that.
I would rather see a Flat Plus X Stress penalty on the item then what it does. Its cost just feels too high or is just annoying to deal with.
if this is the intent then, dont mind me. its working as intended then.
My play style is different from others, and no doubt may make this opinion feel bias'ed and it probably is that. Even with a dedicated stress healer, it just felt like a chore to work around that item when a flat % buff to damage would cover it and get rid of the chore feeling I was having.
Again Ty for your amazing work and mods, it is a wonderful entanglement of fun even at the some of the more stressful moments it has brought to my everyday dungeon crawling.
Artistically, this class is very cool, and I like the 2 attack concept she brings with "Adapt" is a clever way to inject more utility into a class.
However, I am struggling to convince myself to keep bringing her on quests, especially ones with camping. Using her from the back ranks makes her feel almost identical to the arbalest, with the only change being the "Adapt" alternates that I honestly never use because they are not powerful enough to justify using in many cases. So with quickshot and eyethief, I end up with 2 of the arbalests skills, and adapt+1 other (or I can just stop taking adapt) Her volley fire ability can hit 1 more target than the arbalest, but must be adapted (and do alot less damage) to get debuffs that aren't on par with the arbalest again.
This means the only real way I can see using her is to use quickshot, stalk, and a mark to try and max crit and damage. Which is probably really powerful if she hits (she has 5 less ACC than the arby) and if it crits, but once again is on par with the arbalest who can take skills that also eliminate stun AND take a healing skill or move skill. (Notably the arby's mark helps her team hit the target, rather than reducing the target's accuracy)
So essentially, unless there is some magic sequence she needs to do with the other 2 skills (I guess go invis, gouge, then use escape and hope you are invis again to do more damage?) She is an on-par or worse arbalest who guarantees an ass-whooping every time you camp without fail (I have not once missed it, I assume it happens every time)
I can see alot of the commenters really enjoy her side quest, which honestly does look fun, but I have to level her and use her normally to get her to the point where I can actually try that, and in that process I lose a dramatically large number more heroes, have to retreat and lose resolve xp, and generally learn to hate taking her because my camps are actually health and sanity sinks rather than recoveries. She just is not worth it, unfortunately.
I hope this feedback is constructive (Again, apologies for necroing this if the discussion was long dead)
I feel the need to say that I love your other class mods, the Thrall has become an always-take, I love the big guy, and load him up with so many anti-stress items that he is basically a monk in terms of calm. The lamia is also fantastic, great heals and stress heals, good pair with the thrallboy (I also often take the "Rightful heir" modded class and just get the thrall loaded up on fine wine to keep him calm, works like a charm) The Seraph has also stolen my heart, her story and how she is depicted as this self-sacrificing icon sends chills down my spine. Great mark synergy on a tank is something the game was missing. Thank you for all the incredible mods and other work you have done for this game!