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Deadly Shot only hits enemy positions 3 and 4. Has the potential to be very very powerful if it was able to hit at least position 2 as well. This would include, in general, hitting a size 2+ enemy that takes up position 1-4 etc.
Bodkin Bolt: A very good skill, fairly balanced. Could you nerf the damage reduction so you're armor piercing damage is stronger? yes/no debatable. Could you make it so since it (logically) damages enemy armor, causes a debuff of the nemy's armor up to 30% at max level? Debatable.
Quicksilver: very low damage for a blight attack and with a -80% damage reduction and a 120% damage boost against unholy doesn't make much sense to me. Balancing this out to be able to do 4-6pts of damage for 3 rounds against none unholy at the start and scales upward would make this skill very useful. Against unholy, you'd want more dot damage rather than base hit damage. Not 100% sure on the mechanics but I'd set it to be able to do 5-8pts of damage for 3 rounds if used against unholy at the start with the potential to scale up a bit would be amazing. (this is debatable)
Radiance: Increasing torchlight is always good. Activating riposte is always good. Buffing protection is always good. Giving the riposte damage a good balance and crit chance base is also good. For a squishy holy archer, the protection buff could be higher at the start and to scale up a bit higher (debatable ye/no).
Holy Light: Very useful skill when putting this character in a team that causes team stress such as the abomination when he is paired with a transformation team stress reduction trinket or not. The stress heal could be buffed up to when it is at level 4, a value of 12-15. As one knows, the the higher level req. dungeons becomes, the monsters will have a higher change to stress damage you and deal a crap ton of it. You'll hit affliction very fast; with an abomination on your team, that is a heart attack yikes.
Close combat: Very useful utility but could be better. This is an archer that could have a wide range of utility. With being able to slice/stab a random enemy, you can either do two things, allow her to deal bleed damage of 3-4pts of damage for 2 rounds and debuff the enemy's bleed resistance up to a max of 25% at max skill level OR you could allow her to mark a target for 3 rounds and lower their protection level up to 25% at max level. If this is a holy archer, you'd expect it to have a silver combat blade. Ergo, you could also give her this: when and if she hits an unholy target (armored or not), she has a higher chance to crit and deal 120% more damage based on the RNG. REMEMBER, her main attributes is her ranged attack. It's CQC skills should allow her to re-position itself back at position 3 or 4 (depending on trinkets and team composition and skills) therefore, giving her the ability to move herself back to those rows is CRITICAL to its dps output. IF you wanted this character to be a front line melee and a back row archer, (a.k.a your typical Ranger from many MMORPGS, etc.) its skill set would be different and would allow the character to be flexible within the team and also allows the character to synergize well with a team that moves about in terms of its positioning.
Blinding Shot: Very useful skill that allows your party to a higher chance to survive encounters. The accuracy debuff is super helpful and increasing torchlight is always a good thing. A flare lasts pretty long in the air so allowing it to debuff an enemy for up to 3 turns and also allowing it to be stack-able to a balanced amount is also a good thing (I'd say max accuracy debuff value of 15). The only thing I would want to change is that it would have a chance to mark all targets. This is flare, it illuminates an area and allows a team to see these targets therefore, basically marking them. So, a base chance to mark the targets could be 33% chance per target and at max level, could be scaled to 45% (higher or lower at max is debatable).
Camping skills non-general skills:
Always Ready: Very good skill. You could also allow this skill to buff the chance of surprising an an enemy party by 15%-25% (debatable)
Cleaning Armor: Don't change it is PERFECT
Code of the Temple: PERFECT as is or you could revamp it to this (recommendation): Allow it to de-stress those who are holy by -15 stress and if they are atheistic -5 stress; IF they worship an eldritch deity or something along those lines, stress them out +15 stress. Allow those who are holy in your party, 10% damage increase while the character keeps the 20%. Allow it to buff atheistic character's damage by 5% and eldritch deity worshipers get bupkiss and a vulgar hand gesture (lol).
Templar Medicine: Don't Change it is PERFECT
Conclusions:
This is a very VERY good concept for a holy order type archer. Being able to hit unholy enemies hard as hell is one big thing that sets it apart from say, a muskateer, a grave robber, and a highwayman. This character could be the Crusaders's and Vestals's best friend who is always backing them up (poor Dismas <3 you man). It's utility if revamped and improved could allow it to be able to escape the front lines where the hero will piss its pants and cry for its mother, while dealing de-buffs and good damage so the hero can get back to its happy camper positions to again to be able to deal the full force of it's damage output. Overall, this character mod's potential is currently pretty handicaped and is left wanting at the moment. Why have this character on my team if the hero is worse than the other ranged classes out there which includes other people's mods. I want to see this character shine and with the recommendations for change above, I think it can be one of THE BEST archer class mods out there.
All recommendations above are take it or leave it. This has been my personal review of the character mod based on my opinions alone. I hope this helps to improve the mod!