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My major concern about the balance aspect of it is with the constant ability to make yourself invisible. The "Way of Umbra" allows you to do this every two turns, so if you use it at the end of first, delay your turn turn in second, then you always render the enemies helpless (not to mention about the resetting invisibility from "Retreat in to the shadows" :) ). It is trivializing the game horribly.
My simple sugestion is to remove the invisibility effect form the "Way of Umbra", resetting skills is a powerful mechanic already, especially with all those cool defensive things you implemented.
I'm looking forward to try the Umbra at full potential :D
EDIT: I've noticed that "Preemptive tactic" should cost 1 AP, but it costs none. It also doesn't grant invisibility (lets keep it that way xD)
I was aware this could be an issue, hence why there is only 1 invis skill (Retreat Into Shadow) outside of Way of the Umbra, and was hoping people wouldn't abuse this. However, as it has been flagged as an issue (not just by yourself either!), I'm looking at introducing a balance patch to remove the Invis applied by Way of the Umbra and Retreat Into Shadow at the end of the turn it was cast.
This not only prevents the player from stealthing all the time / sitting in stealth for a whole turn, but it also allows for more stealth skills to be added into the class, provided they also expire at the end of the turn. My plan is to introduce more "if you are stealthed on cast this does XYZ" onto other skills (so the invis doesn't feel pointless), and introduce 1-turn stealth on other skills too, like Preemptive Strike.
Any thoughts on this? Thanks :)
The patch should automatically download for you, so let me know what you think everyone!
I like the original poster's suggestion that invisibility be removed from Way of the Umbra and kept on a secondary skill (Retreat / Preemptive). This means you can't hide every turn but at least in the moments you need to breathe you have the normal invisible mechanic for a turn.
Of course, I may be biased when it comes to party balance as I enjoy doing solo character tactician runs. For this same reason I do appreciate that it isn't too easy, since the only reason I play solo tactician is because it typically requires more planning.
I like the idea of giving invisibility more utility and strategy, but currently it seems like only a buff to next attack (having most skills benefit removes decision making in my mind) and a way to evade attacks of opportunity (which can be accomplished via talents). This, in my opinion, is less strategic than a single turn hide when you know an enemy skill is coming off cooldown and you need a bit more time to recoup.
The other option I had in mind is removing the invis from WotU and adding a new skill to grant invisibility (at level 4) whose cooldown is shared across both forms, as well as keeping the remove-at-the-end-of-turn invis on Retreat and Preemptive. This way, invis abuse isn’t as easy, and both forms can access Invisibility.
Do we think this sounds better? That way Umbras can keep safe without being able to abuse it
I see your reasoning and it definitely makes sense. The second option you listed sounds promising! But I think my bias toward solo character playthroughs means feedback from original poster and others is more important.
Let me know what you think - I'm off to bed now it's been a long day!
i know this is really random but i just wanted to get it out there in case it gave you an idea and thought it was something you might like to try for the future. also didn't know where to put a suggestion like this sooo /shrug
reason i thought of this was because i was playing with the dragon knight class by claivain, and with your class mods as comparison. i just thought how amazing it would be if it had your touch.
plus the author of the dragon knight class is apparently giving permission to anyone that wants to take over...here's a quote from their page on the workshop.
"I will likely not be making any updates for some time while I recover from surgery. If anyone has ideas and would like to take over the running of this mod, feel free to use my original files and do so as long as I receive credit for my work!"
idk if it still applies but it could be something to look into if you want. anyway i said my piece, also really enjoying the umbra class haven't had any issues with it so far with around 5 hours of play, fantastic work as always. peace!
EDIT just to add the link to the mod i mentioned https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1207358917
I'll try to get in contact with Claivain and we'll go from there.
Thanks
OMG this'll be nuts if it all works out! so hyped :D
RE: damage on Cutthroat and Spite the Vein, I've kept them at 100% damage as they both deal an additional 25% damage if used from stealth (something the class can easily achieve in its newest iteration). They also apply Bleeding / Fading (Chaos bleeding), so I think the value is about on-par with the base game skills.
However, if the two skills feel slightly underwhelming still, I'm happy to look at nudging their power slighlty so they are more attractive to use without going overboard. Thanks again!
EDIT: I intentionally avoided Piercing in this class, as I do find it to be really strong. Could potentially include some as a skill in the future, perhaps an Elite skill...