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Αναφορά προβλήματος μετάφρασης
So basically it's better to have high str mages and high int warriors
Finesse is more or less useless now, since it provides less dmg and for rogues it's detrimental (you may say there are other pluses but hunter + leadership makes them not needed)
Some abilites lack sence, like most of them are inferior to polymorph. For example, why should I put points into dual wielding, getting +20 dodge, when with polymorph I can +10 dodge and +60! dmg and other buffs.
All in all I do get the idea with dmg changes, it gives multiclass more options, but IMHO it is a hardcore balance breaker, with polymorth being an absolute necessity over others, stange builds and abilities not worth investing since the damge in this game is a major factor
I do really love the changes you made to abilities, so I think you should reverse all attribute changes, give back dmg to abilities instead of resistance and other stuff (lowering when needed) and keep all the cool stuff you did with special effects
Though Leadedrship is OP is hell
I have plans, when I find time, to separate them more and utterly remove their armor increases. I'd been considering Magic offering % chance of skills resetting cooldowns among other things, but had struggled to think of ways for Strength to compete.
Leadership is also due an overhaul for sure!
I apologise for the lack of comprehensive reply: I'm currently travelling.
That is an excellent idea. I recall someone being irritated that Opportunist only worked on enemies leaving their range. I'll heavily consider this. Thank you!
----------------------------ATTRIBUTES---------------------------
I understand the direction you are going with the Attributes in that mixing things up is better, but it makes it too easy to cover for the weaknesses of certain characters. For example, why bother putting points into Might on a fighter/tank when they have plenty of physical armour. Just put it all into Magic to cover for the lack of magic armour on traditional strength characters and still get damage bonuses (I'm assuming +8% increased damage to all attacks works the way you have it worded).
Suggestion: Remove defensive benefits of Might, Magic, or just lower it to 1% increased armour. Constitution/Endurance should be the primary attribute for defense. I'm assuming might still increases carry capacity. Might, Magic and Speed should be entirely offensive stats. Speed is fine if dodge is reduced to 0.5%. For magic, if possible, adding elemental resistance penetration (1% per point) for elemental attacks would be interesting. For Might, I suggest adding bonus damage to armoured enemies; 1% increased damage dealt to physical and magic armour per point. This would be an interesting as a traditional strength character archetype is to "overpower" the enemies defense. This is also a concept that was present in DOS2 early access version but was removed before launch for some reason. However, I think separating attacks that scale with Might or Magic is overall healthier for the game. Having a global damage increase stat would just bring us back to vanilla DOS2 where stacking warfare was the way to go for physical damage characters.
-------------------------SKILLS--------------------------------------------
(I get the feeling that a lot of these were balanced in a vaccuum. As in, they don't take into account interactions from other sources. For example, retirbution on it's own is pretty good, and perserverance on it's own is good. But combine them together on one character with high vitality and you have an overwhelmingly broken, walking death machine. A lot of my suggestions are based around the fact that these skills will be working in synergy with other skills.)
Leadership: too strong as is, especially since base leadership grants resistances and dodge chance. Combine this with free resistances from new combat skills and all other sources of defense, and your party becomes unkillable. If you want to rework leadership, remove all the defense bonuses and increase it's range. Either way, I don't think leadership should give so many bonuses.
Perserverance: 5% is too high of a reflect value for status effects. I'm not sure if the AI is smart enough to know that hitting you with a stun will reflect that stun to them, so there's not much stopping me from stacking perserverance and Endurance attribute and just taunting everything into stunning themselves.
Retribution: AI has been adjusted to attack targets with reflect more often in DOS2:DE. Taunt skill now ignores armour. Having a passive taunt aura with damage reflect is too strong. However, I think the idea of a taunt isn't bad. If possible, change this to 5% chance to taunt enemies on hit with basic attack per point.
Aerothurge: you already mentioned this one
Huntsman: this seems more like something that should be on scoundrel. If you plan to keep this, lower the chance to sneak to 5%.
Hydrosophist: healing at 15% is too high, 10% should be enough
Pyrokinetic: the AP restore seems really unreliable/weak but buffing the number will make it too strong. Consider doing something with bonuses to burning damage.
Warfare: just way too good at 5%. At around act 4, you will be effectively doubling your damage output. Lowering the number will make the skill feel useless. I suggest changing this one completely.
Necromancer: It's dull or awkward at best and potentially game breaking at worst. I like how the other schools of magic focus around their related element, so I think making necromancy focus on blood/blood surfaces would be more interesting.
Duelist: entropy based dodging is just asking for trouble. Remove the build up effect. Consider giving empty off hand a different, more unique benefit. Doubling dodge chance from duelist skill AND factoring in dodge bonuses from speed would be insane. At max Duelist and capped Speed, that's like 70% chance to dodge. This doesn't even take into account gear bonuses and leadership aura.
Specialist: this seems really strong at high levels, and awkward at low levels.
Voidtouched: don't know much about how this works, will have to actually try it out to see
If anything most skills need varying degrees of rebalancing and changing, but them being unique in their own ways and damage being tied to attributes is a very fresh idea for this game. Not only that, but it solves all the problems custom classes might create for themselves, completely eliminating the necessity for overrides, which is excelent in itself.
if at all possible attributes should also be somewhat unique if possible, like speed giving a chance for X extra AP in a round, might increasing critical hit damage, or magic increasing spell AOE (or buff/debuff duration, or lowering cooldowns), something along those lines. I do feel that the other 3 attributes are fulfilling their purpose though.
Regarding hunstman, I do think that the sneaking in the end of the turn works better on the huntsman than on the scoundrel, since most of the time its the ranger that will be in a position where sneaking at the end of his actions is even possible. Although the value should be halved to 5% and something else should be added to balance things out, adding a little bit of the vanilla high ground damage would probably work fine (though not as much as vanilla).
I don't quite understand the purpose for scoundrel skill though, and do feel that it would be better if it did something for a "rogue"ish type of character, some possibilities are lowered cost for sneaking, faster sneaking movement, more damage when coming out of sneak, something along those lines.
As for the other skills I feel like the other suggestions already cover most of them quite well.
On a side note, I don't quite understand why you decided to remove most of the attribute/skill bonuses from the AI, as a matter of fact I believe that most of those that could be annoying in the hands of NPCs are also prone to abuse from the player. Which means I'd rather give the AI the full extent of skill/attribute bonuses and change those that are too prone to abuse from either side.
Scoundrel is something I've never been happy with either, but a lot of people have been. The basic idea is that you're an "ambush agent" who can take someone out of the fight with clever use of sneaking.
As for the AI, I removed most of it because it was excessively annoying. There are two types of RNG I like to call "positive RNG" and "negative RNG". Positive RNG keeps players hammering buttons, living on the edge of the next dopamine hit from landing a critical hit. Negative RNG makes players drop their jaw and throw their controllers when the enemy arbitrarily deflects a status effect back at them or interrupts a skill cast, and makes players feel like giving up.
In my experience of testing NPCs with Specialist and Perseverance, that's exactly what happened. It was very frustrating and unpredictable. While Perseverance on NPCs was forgivable, Specialist appeared on a lot of dumb enemies it shouldn't have and it also prevented you using skills period (albeit at random) - which I felt punished player strategising.
Thank you for your feedback on Attributes as well. I'd really like to make it so Might is the only damage increase attribute and it gives +12% or so, while Speed and Magic give other bonuses (AP like you said, and cooldown reset chance). But unfortunately, I fear too much that that'd make players build only Might. As a result, I've kept a smaller damage value attached to Speed and will do so for Magic as well.
More feedback on those ideas would be appreciated.
The more aparent issue with increasing the bonus and tying it to might is that scalling would be significantly faster, and NPCs would have to follow a different rule, since most mages don't have high might.
This would also mean that a support/summon class that doesn't really care too much about damage would have more attributes to focus on what actually helps them support.
I also believe that players building only might is not necessarily an issue with the mod (the damage increase formula being simplistic is an issue with the game itself), but rather something that can be disencouraged via other means, like by making the other stats as good as might, or making sure NPCs pack enough of a punch that endurance becomes at least somewhat necessary.
One plausible example I can think of is breaking the initiative rules - If all the enemies have higher initiative than the party, they are all going before any of your units (as oposed to the current system that forces alternate initative (to an extent) on the beggining of each turn). This would force players to either invest some points in finesse or deal with getting hit before they can react.
Tying a small ammount of elemental and physical resistance to "endurance" and in turn giving "magic" elemental penetration and "finesse" physical penetration should also, in turn, give some incentive to picking either of them.
Which abilities in particular are you finding ridiculously strong?
Atleast the first 3. I don't think I have seen more than those, perhaps a fourth.
Halving both armors? What. I don't even have anything to say to that. Its pure insanity. And not only that, but piercing damage on top.
Removing all statuses? Thats the one I am more OK with, even though it is very strong.
And degeneration. Just the instant deathspiral as soon as the enemy has taken any damage, in a huge area.
Nullified-resistances dome is not an idea I like, especially with 5+ turns duration. Reducing resistances maybe, but not setting them to 0.
The damage-based Voidtouched skills therefore have strong (but situational) killing power to make them as viable as top tier vanilla damage builds while the utility-based skills are made extra strong to make up for their lack of killing things. That's also why you see healing and tanking being made so strong in my mod - I balanced everything else in the mod to try and make it as viable as the best kill-y builds of vanilla too.
Erase Armor is very strong as you say, but it requires a first hit to really be effective. There are plenty of moves in the game that give you more damage per AP - corpse explosion to name one.
As a result of Erase Armor almost always showing up on the first turn at lower levels (1 in 2-3 chance), it's very powerful early game, which is what you've noticed. You'll always have it when your enemies are at full armor and therefore you can deal the most damage. I'm frankly not worried about this because early game has always been horrifically imbalanced in the favour of enemies due to the players' lack of gear.
The void damage is also less than Mosquito Swarm's physical damage. So you have a situational ability reliant on access via RNG that can do either less damage or more than Mosquito Swarm for the same AP cost, depending on when and where you use it.
You make a fair point about Entropy, but bear in mind its alpha damage is low and it has the same (low) range as Contamination as well as a 3AP cost. In terms of damage per AP, it's actually down there with Contaminate + Torturer.
Degeneration's damage is about 15% of the enemy's missing health if memory serves, which sounds like a lot but it really isn't until the enemy's HP is low. If you hit somebody from full, you'll generally do less damage over time than a poison status effect would. If you hit somebody with less health, you'll do more damage - your just reward for spending 3 AP and positioning well.
Though I'm amused you dislike Null Field because I actually consider that the weakest ability. The issue with DOS2 is that mages in vanilla - by any measurement - do less damage than physical characters, often because enemies are filled with arbitrary resistances that most of the aforementioned veterans insist shouldn't have been in the game to begin with. Null Field gives you an opportunity to nullify that weakness and bring mages up to par with physical characters.
I appreciate your feedback! It's been very interesting to think on these.
I see your point on most of these, I am just very worried on how it scales into the lategame. Especially halving enemy armor in the later acts would do much more than most other abilities could. And if the balancing point is it not showing up very often, why not stop increasing void touched?
Summons receiving voidtouched abilities does severely increase your chances to get the ability you want that turn.
I like the idea of Null Field, but rather that it drained resistances every round, or halved enemy resistances. Or was single target debuff that pierced armor.
I have no idea how long it lasts though, it always seems to last as long as the fight does.
I do really like the rest of the mod and appreciate the changes. Although as others have said, Might and Magic (hehe) need changes to make them feel more distinct. And I wish the Necromancy trigger could happen even if the enemy dies to one of your status effects.
Glad you appreciate the Might and Magic pun. ;)
Still, yes, you make a good enough point about increasing Voidtouched. I'll admit to a degree of oversight there - players can quite viably splash 2 in Voidtouched for 50% Erase Armor uptime. And you're also right that summons get some crazy utility out of Voidtouched. Though I consider that to be an investment in summoning (or other schools which give summons), which means it's earned to at least a degree.
I do disagree on making Null Field's effect occur over time, however: that'd simply make it too slow, making it even more situational than it already is. I have aimed to slow down combat in my mod by removing the potential for 20stack Warfare oneshot strategies, but I've balanced everything under the assumption that people are still going to play with a "gotta kill fast" mentality.
Also, Necromancy can trigger on status effect kills! Or at least, it should. Status effect kills trigger the "killed" story script event, which is what Necromancy's proc reads off of.