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I'll be making balance adjustments in the future so keep an eye out to see if he recieves any changes.
In the meantime, here are some tips that can help you if you're having difficulty:
1. The Guardian's Shield can only guard one part of his body at a time. AoE can be very effective for bypassing its protection.
2. Despite only having one turn each, since they all share the same HP, DoTs can do considerable damage if you can apply multiples instances at once (e.g. Plague Grenade)
3. The Guardian's Spear prioritizes heroes that are marked. Man-At-Arms' Retribution is an excellent skill for drawing the spear's attacks and damaging it through Riposte.
4. You're given ample time to prepare his major attack, so stacking buffs can be effective.
--------------------------------------------
hall: .chance 1 .types chevalier_C chevalier_C chevalier_C chevalier_C
room: .chance 1 .types chevalier_C chevalier_C chevalier_C chevalier_C
--------------------------------------------
(courtyard.5.mash.darkest & courtyard.6.mash.darkest)
During 2 rounds a few their crits + double attacks with bleed DOTs sent 3 of my party members to death door, simultaneously! Btw one was MAA + 10% hp from district. And I had about 6 checks, luckely nobody died. But also that could be 3 easy deaths.
So... isn't it too much?
(as I recall in vanilla max I saw was 3 of them together and that mash was like veeeery close fight to die)
I suggesting numbers should be around:
or +15% dmg; +10% prot or +10% dmg; +15% prot
In vanilla CC before making boss fight at least you could go back to town and switch to some powerful composition (here you need bring team which will go through all quest to boss room and which will fight boss as well)
So I hadn't much choices, so I intentionally brought less damage team, but team which can survive vs big damage & stress.
Problem:
He is always aim "feed_on_bloated" and always stay full hp, summon new mobs, eat etc, feel like endless circle... Especially "helps" situation, when Loyal Manservant is starting to protect "Bloodstuffed body" or when Viscount spawn more than 1 "Bloodstuffed body" (2 or 3).
For example I'm currently at turn #44 and feel that sorta stuck (my heroes alive, but Viscount full hp) and that doesn't feel so fun...
Suggestion:
-------------------------
courtyardOverhaul.monster_brains.json
"id" = "c0_viscount":
--> skill_cooldowns --> "combat_skill_id": "feed_on_bloated" (change "amount" 0 to 2)
--> bonus_initiative_desires--> data (change "monsters_size_limit" 3 to 2)
Goal is to make Viscount make "mistakes" sometimes and eat some other mob instead of bloated dude and get less hp)
-------------------------
Sculptor's Head is strong, as most Trophy rarities should be. Your suggested values would be good if it was a normal trinket, but I intend for all Trophies to be somewhat OP.
Not all teams are viable for all bosses. You should not be bringing low damage to Viscount, much like you shouldn't bring slow heroes to Garden Guardian. Regardless, Viscount will be receiving some changes next update
It is really felt spam pressure of their appearance:
- at Stage Coach,
- after any missions,
- and also pressure of special virulent quirks (one per roster) after killing croc/altair countress or any bosses - because I used that chance a lot to farm trinkets, especially countress
altair; once I had croc, 2 altair fights and after when mission was done there were a lot the given.
Let me spicify my point of view:
These quirks are cool, but cool only inside CC location. So I would call them very situational.
But their chances of appearance is counted as equal to chances of core quirks.
Quirks of locations (-Explorer; - Scrounger; -Tactitian; - Adventurer) can be counted same weight as of core locations, because in that case they are on same level of demand and level of utility.
But about rest CC_VO quirks there is collision:
CC_VO (-Hater; -Slayer; etc.) can't be useful in other locations, but core (eldritch, unholy, beast, man --> -Hater; -Slayer; etc.) can be.
So weight of such core quirks is much bigger, than CC_VO quirks. And when CC_VO often appear from different sources, they are sorta "steal" chances of appearance for some vital core quirks.
And I had mixed feeling about that situation during playing my run.
Suggestions:
----------------
1) Maybe all CC_VO quirks (good, bad or virulent) only should be given after making CC-quests? Like it is happening with Shrieker plot-quest and his corvids set.
IMO it will have some sense - if you are often visit some location, then you get quirks which correspond to that exact location.
Here an easy way how to provide it:
1) Leave "random_chance" = 1 for this list (to let them apprear in ordinary way)
"courtyard_explorer"
"courtyard_adventurer"
"courtyard_scrounger"
"courtyard_tactician"
"courtyard_phobe"
2) Make "random_chance" = 0.00 for that list of quirks:
"fear_of_bloodsuckers"
"hatred_of_bloodsuckers"
"slayer_of_bloodsuckers"
"entomophobia"
"blood_lover"
"blood_hater"
3) Expand current list of loot-quirks with +6 quirks (list from step [2]) inside info-files of certain mobs (who use that "loot: .raid_finish_quirk_class_id" mechanic)
Also in that way getting virulent quirks would be harder to get, because will be gamble amoung: good, bad or virulent.
2) Or just make separate "Virulent Add-On" which will bring all these new quirks and leave base mod without them.
3) Or implement both suggestions (1) + (2)
#1:[V.Manser], #2:[V.Courtesan], #3:[V.Chevalier], #4:[V.Chevalier]
I came to fight with full hp party (all heroes 6-lvl)
I couldn't kill Courtesan in 1-st round (she is dodged a lot). But I stunned her.
So her 1-st action was spent on recovery from stun and with 2-nd she is use her dance skill (and Chevalier got double actions).
Then during 2 rounds I had literaly 3 stunned heroes, which couldn't do anything (AOE stun from Chevaliers & additional single stuns from Courtesan).
At the time their double actions keep critting my party members and Chevaliers keep applied huge bleed DOTs. In end of round 2 --> 2 heroes were dead (they died being stunned)
I literary just sitting and watching how party was diying without be able to do anything.
I don't know if I could call it turn base fight lol
So I started 3-rd round like this:
https://i.ibb.co/Cn3QbmK/humm.png
So my question. Are you sure about that Courtesan's skill?
I can understand if double action could be given for 1 random mob... But for all mobs...
Feel too much. IMO it require additional tweaking.
I'm sure about the Courtesan's skill. She is suppose to be very dangerous, as a Champion-exclusive enemy; it is the reason that all Virulent Courtesan encounters drop 2 CC trinkets instead of 1. The encounter you faced is one of the more brutal encounters in the mod, as it features 3 powerful foes, all of which are much more powerful than your typical Champion enemy.
But from first look and first experience being stunned without chance of doing anything is feel more than brutal :D
It is good idea of enemy and trinket, but getting "very rare" and so powerful trinket in so early dungeon feel too op.
In core locations early lack of good scouting is always player's problem till the game middle.
It is bring us problems which make game interesting and intriguing (like you can miss secret room or you can be ambushed with some crazy shuffling).
So when your scouting became so good, then automatically player's life became easier.
I suggesting he should be available starting from Veteran quests (in mashes "B" & "C")
Perhaps the spawn chances were a bit too high, but the most recent update had added several encounters to apprentice dungeons, which has indirectly lowered its spawn rate.
One encounter with this enemy can take away all of your chances of finishing the expedition, she is almost impossible to kill first round with her high health, ridiculous dodge, and her spawning in the backline.
Stunning is not effective either cuz she has two actions and she minuets her party anyway at which point you just watch your party get absolutely devastated.
Then, when you finally defeat the encounter with huge stress levels and possibly low health, depending on the enemy stuns, you find her again in the next battle.
I get wanting to have a dangerous champion enemy like the other areas but the courtesan is in league of her own making you feel powerless.
If you really want her to remain as is, then i think at least a spawn rate nerf is in order.
Another alternative is making an add-on reverting her to vanilla although personally i'm not a fan of this option.