Asenna Steam
kirjaudu sisään
|
kieli
简体中文 (yksinkertaistettu kiina)
繁體中文 (perinteinen kiina)
日本語 (japani)
한국어 (korea)
ไทย (thai)
български (bulgaria)
Čeština (tšekki)
Dansk (tanska)
Deutsch (saksa)
English (englanti)
Español – España (espanja – Espanja)
Español – Latinoamérica (espanja – Lat. Am.)
Ελληνικά (kreikka)
Français (ranska)
Italiano (italia)
Bahasa Indonesia (indonesia)
Magyar (unkari)
Nederlands (hollanti)
Norsk (norja)
Polski (puola)
Português (portugali – Portugali)
Português – Brasil (portugali – Brasilia)
Română (romania)
Русский (venäjä)
Svenska (ruotsi)
Türkçe (turkki)
Tiếng Việt (vietnam)
Українська (ukraina)
Ilmoita käännösongelmasta
The monk is currently too buggy to play at the moment. The offensive stance gets doubled in effectiveness on Lone Wolf forcing you to use the defensive stance to not plow through the game. The boulder stance doesn't scale well, its nice early on but by level 9 the armor and magic armor it adds doesn't really do anything. Mantra of Retribution can't be used right now due to it glitching on ground effects. Fist of Flurry is the strongest ability in the game by far, should be a source skill, enemies will use it on you and one shot you. Exploding palm is rather weak for a source skill but its glitched to only cost 1 AP. Blinding radiance is also glitched to cost 1 AP, and has rather high damage now, but the radius is too small to be worth its natural 3 AP. Without the bugs, I'd say there are not enough unique abilities for monk, it is basically a copy of scoundrel. The heals are extremely underwhelming. If you want to play as monk, you'll be using more warfare abilities than monk ones, except with a few weak heals and you can move really fast.
The Druid/Shaman skills are extremely lackluster. I love the concept with wither, I feel it needs to bypass armor resistance to apply decay. It's nice to have a skill that can be used every round and combo'd with your pet. I also enjoy the skill that makes the target hurt itself when it uses an abilities, very thematic. The level 1 root is nice and basically a necessity. Unfortunately, every other skill is fairly bad. The heals are rather weak and useless with rather bad/no animations. The physical damage causes it to not pair well with anything but mosquito swarm/infect making it very restricting when it comes to being a damage dealer. You basically need to build geomancer, necromancer and warfare to get any damage out of it but by the time you have those points you're so far behind in damage you can't be a damage dealer. If you want to be a healer, you have to go geomancer, necromancer and hydro but the hydro support skills are just better in every way. It would be useful if you could apply decay reliably and damage with heals, but the decay doesn't bypass the physical armor and without warfare you can't do enough damage to get through armor. I'd say this needs more damage over time abilities, and perhaps a burst abilities that does damage based on the conditions that are applied. Also, the conditions need to bypass armor resists, since they aren't very powerful at all.
The Arcanist was my favorite. Magic missile and Arcane Orb as very fun to use. Fantastic animations and good damage. Thunderstorm has an amazing animation. Knock is the best spell ever, removes the need to spec into thievery on a character. Magic armor does not scale well, it is stats at the cost of a memory slot, and is nice early on but by level 9 its not even worth the memory slot. Plays well as a control mage. I feel sleep either needs a bigger radius or only cost 2 AP. The downside, is it feels very incomplete. There are only 2 damage abilities all the way until level 9 with long cooldowns. The combination of Aero and Poly is nice and unique, but there really needs to be some Poly themed damage spells, similar to baleful but with damage added to it. Due to the rate at which you get your abilities this can't be used as a stand alone class, but it doesn't pair at all with regular Aero abilities and the requirement for Poly restricts you from effectively double dipping schools of magic, oh also the requirement for summoning for some skills REALLY restricts you since summoning is basically an all in or no points at all school of magic. The unbreakable invis is a bit too strong, maybe make it cost 3 memory slots instead of 2 or a source point. I love slow, great skill, good cost. I think at the very least this requires a debug chest to get all the skills at once, since there are only 3 damage skills one you don't get until 9. But, preferably add some more stand alone damage skills, maybe ones that are more poly themed than aero themed. Access to metamagic earlier on would be nice as well. Good concept, didn't really get to try it as I don't think I even saw it as an option until 15 or so? I don't remember the level, but there was no meta magic at 9.
Not much to say on the Eldritch Knight or Archer, the conjure weapons are neat I suppose. I didn't test the scaling on them. The counterspell mechanic I really enjoy, I think it needs a more obvious animation when you're counterspelled to assist in counterplay since the enemies counterspell frequently.
The Paladin spells are very lackluster. The ideas are good, the enemies use them ALOT early on. The animations just aren't there and the effects didn't really have me excited. I will say its a positive boon to warfare since no one has made warfare alterations, I just think the animations need a huge boost. Its also pretty basic stuff. I didn't test the heal effectiveness, but I imagine without speccing hardcore into hydro they would be rather lackluster since the numbers were comparable to monks.
The Dark Knight I did not play with much since the playstyle doesn't appeal to me. Too many dark knight mods out there. I think some of the skills are ridiculously powerful, especially early on. There was a skill the magister knight in the alexander fight used against me that was ridiculous, stripped me of my armor completely and fully restored his own and he used it multiple times. I like the scaling on constitution on skills, I think more abilities need to scale with con to make it a useful stat. Stances is also a neat idea. I believe agony should chance to something else so this is compatible with Spectre but that's not really your problem, just would be nice for the playerbase. I think this is the only class that is a stand alone class and can be played without support from the base classes, but like I said I didn't test it much.
Synopsis: All in all, this is a good mod. There are things I really enjoy and like to see added to any game, like knock, dimension door, slow, misty step, counterspell and constitution scaling. Unfortunately the mod feels incomplete, none of the classes (except maybe dark knight) work as stand alone classes and most of them aren't complimented by the base classes of the game. Most of the animations could use an improvement, but some of them are amazing like thunderstorm and magic missile. Rating the classes, I'd say Arcanist stands out as the best, followed by Dark Knight, followed by Monk if the bugs are fixed, then Shaman and last would be Paladin.
Thank you for creating it, I had an enjoyable experience testing it.
Thanks for the awesome mod tho i was expecting for someone to work on those classes for a long time <3
First things first, I think you should unlock all skills at the merchant right away. They aren't so powerful that they should be limited at the start, they are gated by the skill requirement and memory slots anyway and players who want to access what their class has to offer shouldn't be punished for doing so. Not a huge deal but if you aren't playing with other mods you can have the early divinity issue of not having a real class identity until later on.
Paladin: This is what I played the most, and while I love the concept behind the class I feel like it just didn't do enough. The split damage between fire and physical makes me feel like it would scale poorly without significant investment in pyrokinetics, and unfortunately the strength scaling seems off (in some cases broken, at least the tool tip wasn't updating when switching weapons for some spells). The lack of animations and the strange delay to them is somewhat off putting, I enjoy the unique animations that did exist however. I also find the fact that "lay on hands" is a monk ability instead of Paladin incredibly strange. The free tile bless is nice when trying to combo change terrain, but other than that I don't see a real point in it, I would have enjoyed a few more tanking oriented spells as well ( we already have an animation that would work for avengers shield in game *NUDGE* :D) but as of right now it only has the single target provoke. Added damage resistance would be nice over a flat armor bonus as well because it would ensure late game scaling.
I had great fun when mixing this with Helane's priest mod and while I wouldn't say "copy that" directly I think taking some inspiration from the Priest and Valkyrie mods for class mechanics could go far to making the class have some core indentity other than "stack holy avenger"
Flash of light as a free action was a nice touch, and having access to the on demand healing without wasting AP is a huge weight off my shoulders.
As a side note: Arcanist is extremely well done. I have no complaints for it and really appreciate the hexblade warlock/arcane wow mage theme it has going on.
For example - tiger stance for Monk provides a really good flat buff that's really useful for the kind of build that would play a Monk. Boulder Stance gives comparatively very little Mag/Phys armour, and it's unclear what it scales with.
Secondly, the summoning stuff is really cool. Really enjoy being able to summon different kinds of weapons for different scenarios. However - it seems to only scale with Int and not summoning? Similarly, I have NO idea how Mage Armor scales - is it just a flat percentage of your current armour? Mt summoner has 3 in Summoning right now and everyone gets the same from Mage Armour.
In general, I think certain Stances should have drawbacks and bonuses. Mage Armour, for example, is a flat buff that never goes away and there doesn't really seem to be a reason to turn it off.
Conjure Longsword: One Hand Sword giving 8+ Inteligence, 8+ Constitution @ Level 10 is insane.
Conjure Greatsword: This one is the inverse, there's no boost applied
Barkskin: So cheap to be poison immune.
Lifebloom/Life Beacon - 4/5 turns buffs is too long in this game, for restoring vitality of an ally or dealing damage to undead, it's insane powerful.
Death/Blood/Frost Presence - Also some free buff even if you aren't playing as necromancer.
My idea is to make the buffs (Presences and Barkskin) much harder to get like 5+ Geomancer for Barkskin or even better put the duration for a couple turns it would solve this issue. Also something that could be done, but i don't think if the divine engine is capable, it's to make them usable just in battle like Adrenaline. Spending 3/2 points every battle seems fine.
For the longsword is to make it even compared to the others Conjure weapons.
For the Lifebloom/Life Beacon is at least duration for 2 turns.
Hopefully, you can get this done somehow, We'll love to play your mod!
TLDR: Death Knight does a lot of damage for low AP and utility; and his debuff are very powerful, tone it down a litte bit.
PS: Also Magic Missile can one shot anyone. Each tick it does more damage than Ice Fan or Hail Strike and it is three times!
now my thoughts on balancing;
MONK - is fine haven't had really any issues with it beside two abilities: Flurry of Fists, getting to a point where it can one shot enemies is quite ridiculous, I think the tool tip was wrong and its supposed to do a max damage of X over 5 attacks(for accuracy purposes) instead of 5 separate attacks of X
We also had an issue with Blinding light, it does a ridiculous amount of damage and actually one shots one of my party members maybe move it to magic damage only?
PALADIN - is fun, although it's shield glare is really low range and very thin, if it were something like battle stomp (maybe a few metres less) it might be okay, and a few other abilities are very short ranged(ie hammer of judgement, like if you're summoning a hammer it should have more than a melee range), other than that I think the pyro side should scale with strength, or else it forces you to split you scores, and being a paladin, you sort of want to tank so delving into intelligence, strength, memory and Con is a hefty price so you wont be doing your job as well
DRUID - I think need to be brought back to life, I had a friend who was playing it in another campaign and loved it, but when we started one he tried it again and he was so disinterested he changed classes, but I don't know what to help you with on that
ELDRITCH KNIGHT - is seemingly underwhelming, not many abilities (and cant view the GoogleDocs to find out if it gets any, thus far checked all vendors and haven't found much)
The few ones it has are great fun and I like the conjure weapon concept, really smart idea
Now the what we could do with Mage armour because currently it a little crappy at higher levels is you could revamp it to do 20% Magic and Phys armour but reduce the casters health by 25%, it'll even it out a little but (or just keep it where it is with the leveling system but make it reduce constitution (like flesh sacrifice, more damage = less health >> more armour = less damage? make it more for tank classes - Less health? saves damage for the 2 handers that need the extra armour)
ARCANIST - Everything seem fine with this class, maybe lowering the damage of the few damaging spells it has and adding another few?
Also its heavy on the source spells and considering we only get three max and its not really that worth wasting the 1 ap to source vamp an enemy as they have no magic armour and you could spend 1-2 ap just to hard cc them, you could maybe make quicken spell 1 ap? not 1 sp, I know it doesn't sound too good, I'm not sure what else you could do
Wall of force is super strong but I guess that's its point of it being a CC, could probably make it clear surfaces too when applied? we had a npc run constantly and take a stupid amount of damage just because it was on a fire surface
Misty step seems to be broken when AI use it, they teleport you and become invisible too, which isn't what it supposed to do I assume.
DEATHKNIGHT - Yeah its skills are a little high damaging as it has a few that basically do more than crippling blow and they'll only get stronger with more Con, and the Blood Presence is basically the only thing worth taking at higher levels with the higher Con you'll do more damage
Skeleton Mage doesn't seem worth the 2ap cost unless you go into summoning too
Death grip is a little strong too, doing a little too much damage for its utility purpose too, maybe lowering damage?
Same deal the the Presences - maybe give a small debuff that makes you work around them
Also make them 1 ap cast because most players know the game and will change before they even enter a fight
Frost Presence (make yourself chilled too, lowering your movement speed as well or just reducing fire resistance whilst in this stance by like 30%)
Blood Presence (maybe increase it to 20% but gives the caster piercing damage per round - you'll need to find a way to apply this during combat only though)
Death Presence (couldn't think of anything for this other than lower the chance to apply stacks of agony to maybe 50% or even 75%)
ARCANE ARCHER - Maybe do a little more with this class, make it its own thing, rather than piggybacking off of more huntsman skills, yeah it has its three skills and all 4 elemental bows, but it'll be really cool having 4 different ways of playing it, like a Bow has its own set of skills that apply to it( and a bow reduces memory whilst giving you a preset list of skills - lets say its the level 12 bow gives you lvl 1,4 ,8 and 12 skills (so lets say maybe 6-8 (not all damaging of course) but reduces your memory skill by 6, so it balances itself out)
Earth bow - could help control movement on the ground by making oil or poison puddles whilst having slowing earth attacks or DoT poison arrows
Fire Bow - Could work with this a little bit, i know there isnt much else you could do, given the odinblade pyro rework but there's a few things i believe some creative minds would be able to help you with IE. maybe firecracker arrows that blind enemies or something like Hanzo's Special (from overwatch) a 2 source spell that summons a dragon to decimate the battlefield?
Water Bow - I don't know much other than to create slippery surfaces and maybe use as a heal/damage class?
Air Bow - Pretty much compatible with the water damage to create stunning effects, or as a stand alone to Shock or even stun enemies with high damage but a reduced health? or range?
That's just what I've gathered from playing, Make sure to shout of you'd like a hand maybe making new ideas up! I'd love to help
Other than that thank you for reading and I really appreciate this mod, its great fun and a good twist on vanilla!
Monk
Fists of Flurry AP cost increased by 1.
It doesn't for me. I don't understand how others are getting it to do such absurd damage but it only does about 1.5 times the damage and I don't really see the point of this ability. It doesn't really do anything except a bit more damage than Flurry and only hits once (and therefore isn't synergistic with Master of Sparks/Volts) while taking up a memory.
I'm using Divine War and the mod's respective patch for it, could that be why I'm getting a different effect?
That happened with us the first time but somehow its 'fixed'
So whats happening with the actual ability is its hitting 5 times, which is what its supposed to do but its supposed to do 1.5x the overall base damage divided amongst 5 hits, not 1.5x base damage per hit
It also backstabs so a monk rogue is literally the strongest class, We were versing the Voidwoken Deep Dweller in the first act and our monk went behind it, flesh sacrificed and then used flurry of fists and literally one shot it - that was also mixed with mantra of precision so an extra 20%damage (FS and MoP) and guaranteed chance to hit
Thats why people are saying its op, because it just over shadows all the other classes
As a side note, i know people think the monk is a bit strong as it is, but it could be fun to have the monk fists roll for random buffs as a weapon of the same level every few character levels.