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
Skill chances, be it a debuff, move, blight, bleed, whatever, should always increase in 10% increments per skill level.
I agree that Scanner Scope, while thematically fitting, is largely useless, especially considering the Paracausalist is a "damage" hero that doesn't benefit from marks. I personally don't think he should, though. Mark skills are a dime a dozen on the workshop these days, I'd recommend changing it into a team-wide buff of some sort, maybe mixed with a mark/enemy debuff if you really want to keep it. Could even make it a team-wide buff vs marked enemies, that way he does benefit, as well as every other class that can't bank on marks. He is a scientist, after all, so it would make sense for him learn an enemy's weakness without fail by scanning them, which would be better reflected by having him buff (educate) his team rather than potentially debuff his target.
On Attractor Tether, assuming he should self-shuffle about a 1/3rd of the time, the base shuffle should be at 63% (63-30=33) and go up 10% per level, so it's a flat 1/3rd chance each level. Could finagle the numbers here and there to make the self shuffle more or less common in general, or specifically less common at later skill levels.
I'll post more feedback later, as well as some suggestions on how to both improve his mechanical design and to reinforce his thematic design so the Paracausalist is more unique.
Even in the early game you face them between rooms almost every time a fight happens.
That's a bit harsh, i would say that many are justified to call out the frequency of the ghosts given that they literally replace over half the skeletons in the ruins (or at least it did when the people in question posted their complaints, as the mod creator probably balanced it out by now), and significantly increases the difficulty for your game at the start to unreasonable amount (what with the huge stress damage they all do).
The idea is that i don't think you need to personally create good mods in order to be eligible for mod creators to listen on balancing feedback from you.
like say that after week 10 or so, you have a chance to get an event thats like:
"ectomorphs will now spawn in the ruins"
That way they wont be such a problem early game because the player will now have higher level characters and amour piercing attacks.
Or maybe, to counter this issue have "Attractor Tether" move the Paracaus forward 1? 2? And possibly make the DMG Mod be around -50% or lower instead of the DMG mod being -85%?
"Scanner Scope" should Mark the Target.
"Electroplasmic Overcharge" having a 100% chance to give +5 stress is a big oof, should have something to counteract that, or give less amounts of stress. This move IS extremely good though, and I feel the Cooldown should be 3 rounds, damage buff should only be for the round that it is used. (Saying this because it could end up working better with "Nucleo-Protonic Ray", having the Cooldown end the moment the debuff from using Nucleo Ray ends.)
These are just some random changes I thought of that would make the Paracausalist a lot stronger in a fair way. Rather than just sitting in the back spamming "Short Controlled Burst" or having all of the Paracausalist's damage go from super high burst attacks to 0 due to the amount of a damage debuff the "Nucleo-Protonic Ray" has.
Also "The Goligher Cage" should have more shuffle rounds the more it is leveled up. Cause more Chaos for the enemies, honestly is already my favorite move- even tho it does no damage despite the fact that I am releasing a kraken into the enemy's face lol.
The only time I feel like the Paracausalist is extremely good is when you have a party full of them, as you can then actually get use out of moves you couldn't normally use (Such as the Flash Flare).
Overall amazing mod tho, I love the enemies. They actually scared tf out of me with the way their idle animations are lmao. But just some issues with the Paracausalist is my only gripe rn. I feel it focuses too little on the burst damage balancing + too much on being able to move enemies around. And sure- moving enemies around is great, but its not always the most helpful thing that can be done.