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Could Devour Flames boost fire resistance instead of healing? Or movement speed? Definitely would be a useful skill for keeping control, more interesting than a blood bubble clone.
Magma Geyser could put up fireclouds instead of surface. Will of the Phoenix is a bit underwhelming. Totally different concept, but I like the idea of it as a status that lets a character auto-rez after a turn or two if dying with the status active. There is an Epic Encounters skill similar to that.
About Devour Flames, good suggestion on the Fire Resistance. The idea for this skill was to be used in-tandem with Self-Immolation (which gives Fire Resistance) - the idea being create fire and get resistances -> drink up the flames. Having said that, it might be beneficial to Melee builds to add more Fire Resistance in, and Devour Flames would be a good channel to do that!
Great shout on Magma Geyser - I'll include that change in the next patch. Will of the Phoenix -> auto-res is a good idea and fits thematically. I'll add this in along with the heal (will test for balance).
Thanks for the suggestions!
I do have to say that Levels 1-4 could be 'slower' in terms of damage due to the number of skills available, but from level 4 onwards it gets very easy to apply Scorch and melt everyone. Keep playing and let me know if you still feel it is weaker and I can look at shifting some of the DoT strengths into upfront damage.
Thanks for the feedback and I hope you enjoy this overhaul!
Nice to see a Dev respond so fast! I've gotten to about the end of Reaper's Coast, and the problem has honestly just become worse. The larger amounts of enemies, higher amounts of HP, and much higher damage output is really hurtning this build. It takes at least 3-4 turns for this class to start putting out serious damage, but other classes like aero and hydro offer more utility/upfront damage right off the bat with stuff like CC.
This class suffers from the fact that enemy numbers in certain areas are just too high for it to effectively survive long enough for its DOTs to matter. On top of the issue in the game itself with cooldowns being so high and AP being so low by default, this class just really suffers.
Honestly I just think 20% less upfront damage is too much of a penalty when combined with cooldowns and relatively low AOE damage potential outside of a few high cooldown abilites. Scorch as a debuff just doesn't do enough damage to make up for the fact that your overall burst is delayed by 2-3 turns.
The fatal flaw in Divinity is that the longer enemies stay alive, the more likely you are to be CC'd and killed. That's why the best classes tend to be classes with CC/utiliy and high damage output, such as knight, polymorph, and summoner/necro. This class unfortunately does not offer high enough damage to make up for the lack of utility and lack of survivability. You are forced to rely on other schools of magic for those things, which makes your damage even lower because you can't focus solely on pyro.
I can only imagine the problems I'm facing in Reaper's Coast will get even worse later on. In my current party of 4 (Knight, Aero/Hydro mage, Ranger, Pyro), this class is by far underperforming the hardest.
Hope the feedback helps!
P.S. I do enjoy your mods, but this one is kinda same as specter with less variety and simply more damage focus, It's still a cool mod and will use it but I think you can do way better and create a masterpiece. Helene did with a Mirage class that had insane number of cool and unique mechanics (conjured weapons, runes, CC reflections and bloody deja vu)
My aim was to help make Pyrokinetic a more viable school, especially for mono-element mages, and I'll make necessary changes to help it hit the mark. Thanks again!
Idea behind Flamethrower being a later-on spell was to not make the Lizard spell redundant in the early game (which in itself falls-off late game IMO). I could add something new to Flamethrower to make it a bit more spicy though and less bleh.
With the comparison to Helaene's Mirage Class, I agree with you that it is damn cool and adds lots of new mechanics, and I feel this is something I have focsued-on in the past with my Umbra class. For this Pyro Overhaul, I didn't want to stray away from the core design concept of burning and lots of fire. So it's likely that this mod wont see many super out-there effects.
Again thanks for taking the time to give your feedback - it's very helpful! The beauty of mods is that they can be incrementally improved and that's just what I'm going to do :)
What if when you apply 5th stack of Scorch it makes the afflicted Fear for 1 turn ? Since Pyro lacks control it would be nice if you could at least use that 1 turn. Also fits into theme as their Flesh melts off their bones and they can do nothing about it, so they rout and crumble.
Oh and another one, i played with mod called Deathknight Skills unlimited (or smth like that), and there were skills that grant you aura, one applies chill another decay as long as enemies are in range. Point is maybe make an aura that applies scorch stack ? Could be useful for the warrior type
RE: Aura, not sure if an aura can increment Scorch or whether it will just apply a flat stack. Certainly something I will look into though. Thanks again for your suggestion and if you have any more - keep 'em coming!