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Inflicting bleed with a skill that does piercing damage is harder, because you can't reduce armor with it.
I changed void dagger throw to only throw one dagger that jumps to 2 nearby enemies instead, increased cooldown to 3 turns and now deals 25% more damage per hit, which is still 40% less damage than ricochet.
Void Strike damage is getting lowered.
Crippling blow inflicts soft cc along with high damage, 2 ap cost makes sense there.
Backlash puts you behind the target for easy backstab and always inflicts backstab itself and costs 1 AP.
Void Strike only inflicts backstab if you do it from behind and doesn't put you behind the target.
On top of that it only inflicts weak if the target is already bleeding.
Void Sword base damage is getting lowered and increasing knocked down damage to balance it out. I want it to feel strong, maybe "too" strong when used correctly. You already need a lot of setup to have 3 ap remaining after landing a knockdown on a target, as knockdown always only lasts one turn. That is if you don't use 8 max ap mod in which case that's not my problem.
First, saving up 5 ap means you have to skip using 1 ap in one of your turns or use adrenaline which gets balanced out next turn anyways. So you use knockdown which is 2 ap then 3 ap for void sword, that means 5 ap to deal extra damage and void sword has a 6 turn cooldown which is a lot. You can use one of your companions to knockdown aswell but that is still 2 ap needed just to deal extra damage with void sword. No other skill needs 5 ap to deal full damage.
Not going to use source points for requirement as I find it a dumb mechanic.
EDIT: Turns out I decided I have to use source for dragon form anyways.
I'm not trying to make my skills worse versions of already available skills.
You can deal much more damage by using 5 ap with other skills already. With void sword you can't even deal the extra damage before stripping the target's armor, because they cannot be knocked down.
I'm all about listening to feedback when I see the logic behind it, but I just don't see it here.
I noticed the Void Stacks are way less efficient now as they were a day before, now focusing on Physical damage only, which helps its own skills but kinda killed the Multiclassing/Team-Play benefit for me. I agree the resistances would drop pretty rapidly on higher stacks but i would stick with the elemental resistance debuffs.
What i do think is abit too powerful is on how much this class can jump around with the level 4 skills alone. Having access to the Scoudnrel and Warfare set due to its setup gives me alot of jumps and engage, letting me compeltely disregard things like Attack of Opportunity feeling stuck in a bad position as i can simply get in and out no matter the distance. This doenst make this class inheritly overpowered, infact i prefer it over regular Scoundrel play being able to move faster and more effectivly from target to target.
What makes this class absolutely destructive espiacially late game is the fact that this Class benefits from the two skillsets with the highest synergy which both give Physical damage/Crit damage and movement.
Thats kinda my piece of mind, i have no suggestion on how to balance it. Nor do i even wish to see all too many nerfs, perhaps in a seperate mod where the scaling gets adjusted since i merely play with mods to have fun.
Would it be possible to have different skills trigger their Empowered effects at different Mark levels? Current implementation of 5 stack triggers for every skill means you basically only ever use Void Sword to proc. This leads a very repetitive rotation where by you have to spam out every one of your Marking skills over 2-3 turns just to cast the strongest/most worthwhile Empowered skill once.
I suggest having different skills of varying empowered bonuses proc at their own Mark stacks.
For example: Dagger procs a very minor effect but only requires one mark stack, Orbit is relatively strong so it'd require 3 stacks, and void sword being the coup de grace would use the current 4 stack finisher.
Numbers here are arbitrary, but this way every empowered ability would have its uses, rather than always competing with <insert strongest empowered effect> and ending up as just a stack builder.
Empowered dagger throw does more damage over time than empowered void sword or void strike.