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The other stuff is less obvious and mainly about Purity of Purpose or how a skill/the kit in general is compared to other heroes but doesnt "break the game".
[-Shelter having a self stress buff, for example. To me it doesnt feel necessary to make the skill good. I absolutely love the idea of his guard healing stress though, it really fits thematically.
-Brace is okay on its own but seems very similar to the Houndmasters stress heal while being better. It has a buff attached to it, its position doesnt restrict the Alraunes other abilities and its not the only stress heal in his kit.
I'm not really sure at all what to do about it though. Reduce the stress chance and make it primarily a buffing ability with a chance to also reduce stress? Make it have either the buff or the stress heal only on guarded allies? The buff would need to be more offensive in the latter case to make any sense though. Though one. Better buff Houndmaster and leave this as it is, i guess? :p
-Strike seems rather strong as well. A frontliner attack that can hit rank three, as well as having a high crit-chance and a blight attached to it. Giving it a damage debuff (or reducing the Alraunes base damage. That would also help adress Timber) to characterize the Alraune more as a Blight damage dealer, which fits together well with being a stress healer might be an option.
Of course that comes with the downside of being more restricted in the dungeons he can do damage in. Notably the weald.
He probably still is strong enough as a tank and support to justify bringing him anyway. And with his damage reflect he already has a way of finishing off low ennemies and doing damage regardless of blight.]
How would you balance Timber?
I have a bunch of ideas how you could go about it, as there is just so many things timber does right now. It's a group-wide guard AND an insanely powerful AoE damage. Despite it being mainly an opener or requiring setup, this is very strong and i think you might need to choose what the ability does. Making it more defensive would probably fit the theme of the character as a frontline support.
-If you want Timber to primarily be a defensive ability, i'd make it always guard and reduce its damage by a lot. -75% or maybe even more? I'm bad at numbers and would have to see how it feels to play with. I would however slightly increase it's crit mod then, so there still is a reason for its range scaling with level.
This would make the ability about guarding all your allies and setting up the regeneration with crits to prepare for the incoming damage. It would also tie into the idea of using crits as a way to heal his own stress that seems to be present in Strike.
-Keeping the guard, lowering the damage and adding a debuff could also be an idea but so far his kit doesnt really do debuffs so it would probably be better to keep it in line with that.
Maybe have it apply a low to mid blight as its way of doing damage, similar to the Shieldbreakers Impale on later levels?
-You could also simply have timber damage the first two ennemies and not scale it's range with the level anymore if you want it to be a more balanced offensive ability.
-Another idea would be to keep damage and range the same but give it a rather low accuracy. The archetype of the strong but unreliable/slow attack. It would probably be rather hard to balance it exactly between owerpowered, frustrating and rewarding though.
I haven't played much with Brambles personally so take what i say with a grain of salt.
I guess you could split the effect on himself and the one on allies into different skills or decide to keep only one of them?
The reflect on himself fits very well with him guarding other allies. A variant on the Man-at-Arms riposte-guard combo. I think it would be fine to keep it on a one-use/lasts-all-combat basis. Maybe add a heal-/stress heal received, stress resist or prot buff to it to make it similar to the Lepers or Crusaders self-buffing abilities. Prot might be a bit much as he has some on Petrify already.
The reflect and prot on an ally doesn't fit all too well with his focus on guarding his allies in my opinion. It could possibly be considered an alternative to that playstyle to give him more options, i guess.
Regarding Trinkets i only got Psylocibin and Consecrated Soil so far (which i both really like) so i can only judge how the rest sounds in the document.
They all seem fine, apart from Tools, which seems INSANE.
Compare it to Dismas Head, which is similar. It reduces your HP slightly less but it also has a sizeable stress attached to it, having two negative effects along with the (slightly higher) dmg.
Tools has only -max hp as a downside with three positive effects that are all very strong, especially 25% Armor piercing. I think you could just remove the armor piercing, as the Alraune already has a way of dealing with Armor in Blight, it doesnt seem that necessary.
That's my thoughts on the matter. I hope that helps you refine what exactly you want the Alraune to be and feel like as well as balancing him.