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- Accelero is pretty busted. I think 3 turns is too long for such a powerful buff, especially at the cost of only 1AP. It's like Flesh Sacrifice on steroids! Perhaps increase the AP cost to 2 or reduce duration to 2 turns?
- I'm not sure if English is your first language, but some of the skill descriptions are quite hard to interpret. For example, Refund - "Consume shard of time to heal yourself, each stack increase the heal" should read something like "Consume all stacks of Shard of Time to heal yourself. Each stack consumed this way increases the heal you receive." I'm happy to give suggestions and help you with this if you'd like?
- Minor gripe, don't forget to credit the artist for each icon you use somewhere on your workshop page. I can see you have a Credits discussion, but you have not accredited the creators of your icons. People have worked hard to make these, and I think it is only fair to credit/link the owning artist.
Great job so far, really enjoying this class!
I'm actually learning english! So yeah sometimes it kind of hard for me to understand if it good or not. For the credit i didn't think about icons but i'll add them soon. Thank you :D and i'll try my best to make this mod work!
EDIT : Oh, and i'll take a look at accelero and Refund.
- When you gain 5 stacks you lose 35% damage however you also gain +6 int which is a 30% increase of damage, meaning you only lose 5% for all the stats you gain. "Time is powerful but can be dangeous" is what is said on the main page and I love that, a period when you are weakened is amazing and so cool, so instead of gaining the +6 int I think it should either unlock a very powerful skill to use and give another debuff to being in that state or just take away the int gain since the damage reduction means nothing because of the int.
- Some of the skills are very strong for example -Time Fracture- it does 18-20 damage 5 times at level 10 with a level 10 weapon and 19 int (not sure if the weapon matters in this case) however its also an aoe which is super strong considering searing daggers while it can set burning, can only throw 3 daggers out which actually does the same amount of damage, for this skill because of the lack of status effect make it 4 attacks instead of 5 (a small nerf but one with balance I think personally). Another skill that is very strong is actually -Stop- a cc ability as it has no resistance, for a 1 ap skill that can completely stop a single enemies turn no matter what is very strong along with that the stop status itself being able to still damage the enemy even if its only half damage can really be felt in battle. If you keep it as a 1 ap costing ability perhaps consider making a new status for that ability alone which is similar to the stop status but makes them completely immune to damage so you can't abused it.
There may be other abilities that may require tweeking to become balanced but I haven't gone through a complete playthrough or even started one yet, this little amount of testing was done in GM mode.
I love this mods theme and style and I hope for it to become a class everyone enjoys playing ^^ keep up the great work and I hope you bring us more amazing mods like this (*cough* *cough* A space manipulator class *cough* *cough*) Thanks for your hard work.
Still a little suggestion. Is it possible to make teleportation distance of anomaly longer? In my opinion it range should be doubled. Thank you for attention and good luck with future works!
Wow..This is so true, i didn't think about the INT bonus ... :P
I'll add this to my list with Stop and Time Fracture!
Thank you! I'm really happy that you like this mod !
I'll take a look at this skill. Thank you!
I'll try to add the finesse and strength scaling, even if i'm not sure how >.<.
- Not sure about the other skills will post more often when I play test them.
Hope you continue to work on the mod ^^
That true, since this skill does not apply any status, 3 ap is too much.
Well, i'll change it when i can. :D !
- Another thing I noticed is that the jump skill is only 9m which is fine but it costs 2ap while cloak and dagger from the scoundrel tree costs 1ap while being longer range (I may be wrong about the longer range as I don't use the scoundrel tree often)
Thanks for listening, I've posted on other class mods but my suggestions normally get ignored. Keep up the good work :)
-The healing skill are not strong because the idea behind this was to not take the place of a full healer in the party. ( Only small sustain if you don't build hydro ).
-Renewal heal 2 times.
-Refund can be used every 2 turns and remove Shard of Time stack. ( You get some small control over your passive ).
-Rewind is a good AoE cleanse.
-Anomaly ( the jump ). It not supposed to be 2 actions points, i didn't notice when i published the mod. The idea was 1 Ap, short cd and short range.
I'll patch soon :) !
I see the idea with the movement skill the class has, but the range on it is actually so bad with the bonus movement that the class gets that it's rarely ever used, especially considering you can't really ever go up terrain with it. You almost will always double with scoundrel and get phoenix dive and cloak and dagger, and never use the movement skill. Only true purpose at the moment is for it to apply a stack to pop the Surge of Time, which is more of a hinderence depending on the situation of your current setup and fight, especially since losing the Intelligence bonus.
-35% damage is quite a lot, and in two player double lone wolf games, if the other is not glass cannon and you are playing with difficulty mods, you find yourself not really able to accomplish anything during the duration of Surge, making it feel quite lack-luster.
I like the idea of increasing the damage you take but gaining int, meaning you have to play around your stacks better and know when to trigger surge. At the moment it's mostly avoiding triggering surge unless you are going to spend an entire turn not doing damage.
EDIT: I guess what I'm saying, is Surge makes this class a better 4 player support build at the moment, it seems.