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Ok.
I nerfed it.
Have fun.
Edit: The crit chance reduction benefits the monsters more than Templar.
Crits also double the damage reflected back at enemies.
I do not have a list of trinket stats. Everything is in the code, though.
Edit: Correction: crits do 1.5 damage. Thanks to Rehtaelle for the info.
Also crits don't do double damage, they only do 1.5x max damage, so I guess it *could* be double damage off a low roll in that regard.
It's in the changelog.
I'm off to bed. Thanks for the feedback. I'll check your next post tomorrow.
Looking at trinkets now.
-50% Healing Skills
+10% DMG
+5% CRT
+10% DMG
+5% CRT
+10% DMG
+5% CRT
This could really do with some tooltips to clean it up, especially since it doesn't really explain things.
+20% CRT Ranged Skills is VASTLY too much for a trinket with only +10% Stress as a drawback, particularly on a skill which has damage that absolutely skyrockets, and the armor penetration is a tad redundant.
As for the CoM trinket, just....... I'd recommend an overhaul. Probably have it only affect companions, and pick either attacks or friendly skills, then have its duration maybe... 5 rounds tops. Quest long virtue chance buffs with no downside is.... Kinda more than a little OP in farmstead.
Thanks again for the feedback. It's been a huge help.
The first CC trinket's supposed to give enhanced stats for health lost at 60/40/20%. I've fixed the buff rules to reflect that. You can tell me what you think after that.
You can check the changelog for other changes. They're implemented, or will be in a few minutes.
EDIT: What about making it so it can't crit? Or give it a use limit per battle
I think his mobility is incredibly good; Too good imo. He looks heavy, I think he should have the same movement as the crusader for example, being able to move only 1 space at a time, not 3, or even 2, because I think hes just way too mobile. Even 2 is pushing it, but that's just an unpopular opinion.
Perhaps Reckoning could get a little nerf? instead of 4 rounds the damage is amplified have it only 3? or what about having the damage be very low in the beginning, i'm talking like -60% damage or something, but ramping up to high levels as the battle progresses over a longer period of time, like the buff lasts for 6 rounds or something, but gives less per hit.
EDIT: What about giving it a turn cooldown, like its a super powerful move but comes at a price or something. Because once the Templar gets hit a few times, whats the point using the hammer attack anyway when you can use this attack that can target anyone (unlike the hammer), deal double or even triple damage, and be able to ignore any and all armor. It's not like its much of a risk getting hit a few times, hes a tank already, I just don't think he should have this much power to him that comes so easy.
Heres an idea: what if it has like 1 use per battle, and it starts off at like -50% damage, but every other skill he has and uses will give it a damage buff of like +25% for the rest of the battle. That way if its a long slug match, he can have this ace in the hole attack that deals massive damage and armor piercing. Leveling it up increases ACC by a lot so it is far less likely to miss. You don't wanna miss your big play after all.
Buff the hammer attack to be able to target the first 3 enemies rather than just the first 2. Nothing more to say on that. Give me a reason to use it over reckoning.
That's all I got, like I said I haven't really tested him much, but he seems fun, just a few things I'm suggesting. The only one I see could really change is his mobility though, everything else is just my opinion.
Thanks for reading!
Sure, I implemented some of this.
Templar's move ability now takes him 1 back, 1 forward.
Lay on Hands is not crit viable, now.
Reckoning is now -40% damage mod, changed from -35%.
I'd like more feedback on those changes.
Thank you for your feedback. This thread, and the people posting in it, has been incredibly helpful.