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it ususally stays way behind the troops with all their run and gun and such. a good alternative would eb to give him the icarus armor (not by default of course,talking about in my playthrough) to make so he can effectivly cosplay as a edgy OC by being able to teleport around.
about the sword,it feel a bit weak at the moment,granted my warden isn't max level (he is one short in fact) but compared to the assult class from the richard's pack that get at least 3 perks that all raise the aim,damage and crit of the sword and you start to think the warden isn't comparable.
to be fair that pack has it's own balance and it would feel unfair to expenct it to be the same as other class mods,reason why i onyl get those that are either fun,cool or flavorfull. still,it feels like the whole sword thing is tacked on in a way,the new node is cool and interesting but maybe you should really focus on the sword for one of the branches,give it things like change to bleed,burn or hell even freeze would be awesome.
maybe a skill that can't crit and has lower damage but can inflict 2 random status would be really sweet,that would make so the innicial charge is more of a setup then the frontline of damage.
anyways,thats about it,great mod and really well balanced ina vacuum,but it can really lack behind once your other units get their op perks.
Yeah agreed, I balanced it around the vanilla classes as most of the modded cleasses were really OP to my liking and I can see how warden can lack behind as you say.
Sword damage was hard to balance as in Colonel you get access to Winding which does guaranteed critical damage with +3 damage. At this point warden's are about level with Templar melee with 3 focus.
But someone wanted Foresight shield to be really strong so I've included some options for that in the .ini. You can adjust Foresight to last like 5 turns and give you a shield 4 times your max health and pretend the Warden is some ungodly bubble monster that soaks in all the damage now.
Also thinking about replacing Fortress with a passive perk that enables you to melee twice in a turn, but I think shredding 6 armor and doing melee damage twice in a turn would be OP as well, gonna run some more tests on that ability before I decide.
Could also adjust Premonition to be more like Run and Gun where you can dash and still shoot/activate abilities. That'd require even more testing.
I work slow so.. We'll have to see.
also,can i suggest something? how about if you melee in defensive stand it inflics debuffs like desoriented,blind or frozen and if you do it while in offenseive mode you inflict bleed,poision or burning.
it can be a perk for the final level,a individual skill or a passive,still i think status are really underutilized in the game,especially freeze,so i would love if mods incorporated it a bit more. i can see it beign hell to balance though.
anyways,great work dude,would love to add you on steam so we could talk in the future as you seem like a really awesome dude to chat with,anyways,keep up the good work :)
Saying that it feels weaker then modded classes means it's good, as most modded classes are straight up broken.
Hell, even the vanilla classes are horribly broken if you know how how exploit them properly.
Blue screen rounds + lightning hands, quickdraw and fan fire = dead sectopod before it makes a move, mass grenades/blaster bombs/shreddstorms + salvo = kill any pod on contact, meme beacon is pure cancer, serial and reaper break the action economy aspect of turn based gameplay right in half and don't even get me started on the abomination that is repeaters and hair triggers (I could go on, but you I don't want to rant to much).
It is so rare to find a mod class that looks like it's both balanced AND fun to play. Having watched Beaglerush's latest modded campain (Operators vs Aliens) and the principles behind his custom class, I can safely say that we need more modders like you who actually care about the balance.
Sorry if I was long winded, but this is sort of an important subject for me. I haven't tested your class yet, but I'm good at theorycrafting so I can tell that there is a lot of potential for fun and interesting gameplay with it.
PS. That campain has some of the most memorable Xcom moments I've ever seen, and part of the reason for that is the deliberate removal of things that are OP.