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edit: gykfunke gave me the fix and I updated the code, it should work completely as advertised now, for what it is worth.
The 2s duration on Hand of Gaea is an unfortunate approximation of an aura-type effect. It seems this is really about as close as TL2 comes to auras. The Outlander's Stone Pact uses the same concept. The 6m radius damage shape cycles every 1.2 seconds or so. Any friends tagged by the DS are given the Affix for 2s. If they're in the damage shape again next time around they keep the affix, which is set to Exclusive, and so the duration is simply refreshed and the bonus is not stacked. If they're not within the aura radius, the affix wears off in 2s. The visual groundlights are there to indicate whether or not you currently have the affix.
Using RemoveOnCaster death would be great, but wouldn't achieve an aura-style effect. The aura is there to force the Wildling to choose if they want to stick close to teammates to offer them this buff. Specifically, this is designed to slightly favor melee Wildlings (who need a bit of extra help because the class doesn't have the Engi/Zerker's 25% flat damage reduction).
I like your idea for Gaea's Invigoration. I think the Charge/Mana bonus is very much in the spirit of the Gaea tree- moreso than the +aspd which is in place now. I could certainly move the mana charge component off of Prey on the Weak (I just added this last night) without feeling like I was unfairly nerfing Prey. Actually, I really, really like this idea.
If I change the skill, I would also change the implementation of Invigoration. I would keep it as an Aura-style passive which would give constant but minor charge/mana gain to all allies (and the wildling) within 6m.
Why? Wildling builds often rely heavily on hitting targets to activate their passives/buffs, but at the same time aren't typically very tanky and thus can't sit around trading blows. This polarizes their gameplay. If the Wildling can control the battle, they dominate it. If not, they have a hard time turning things around. This can be especially painful in boss fights. Having a constant, slow-drip of Charge/mana would help them turn things around in situations where they find themselves running for their lives.
I'm happy to see the icons I sent you found good use too.
The one thing about Gaea's Favor that I am concerned of is the animation still plays .. all the time. That little green highlight is actually useful, but I wish it would go away more.
I modded a version that I am using which has the mana regen set to 1/10th that rate and for the first 10 levels so far it is fine.
I suggest trying what I did — change the affix to 3 affixes, for loyalty_t1, loyalty_t2, and loyalty_t3. Set the T1 version to 160/160 instead of 1600's for MIN and MAX values, and leave the T3 version at 1600. Set the T2 version to 506/506 (which is from sqrt(10)*160 — and is about the mid-point of the progression from 160 to 1600).
So with that, go into skills and set 1-4 to the T1 version, 5-9 to T2, and 10-15 to T3. Now you don't get 2mps early in gameplay .. and even though 0.2mps looks small, it isnt so bad... and you can always put one or two more points into it (can't imagine needing more than that before ACT II at the least).
I also changed the particles to something I can stomach :)