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Fordítási probléma jelentése
I might move the instant-cast tier bonus on Kinetic Cloak to T1 so its easier to achieve but still requires some investment.
I'll also look into Bastion's particles.
As for the lack of mobility, I planned it like that. I didn't want it to play like a berserker. What I think it may need, though, is a pull ability and I have a few ideas to rectify that. I might change Temporal Vortex to serve that role since in its current incarnation I don't feel like it's as useful as I would like.
A Focus-based build gives the Emberblade a lot more mana to use their melee skills and increases some of the damage from several of them like Cinderslash and Thunderstrike. I feel like it balances out pretty well with a Strength build. If you itemize for weapons that have elemental damage enchantments, uniques/legendaries with elemental damage, or socket a bunch of elemental damage gems it evens out the damage as well.
If you're running a Strength build, it may feel like some of the Arcane Skills are off-limits because the damage won't scale with STR. The damage WON'T be as good as with a focus build, but almost all of the Arcane skills has some utility built in to make them viable options. The only skill that doesn't offer some sort of debuff or buff is Chain Lightning.
If I could suggest something, I would DEFINITELY encourage an ability, probably out of the arcane tree, to become the next ability to pull enemies to the player. Temporal Vortex is a good ability, but if there was a way to sync it up with the mobility of melee actions (making it an instant cast), I believe it would really add that extra *oomph* to the class. I'd personally like to see a pull ability that uses a pull in a line and penetrates and pulls all enemies along the path of travel, instead of this AoE pull (just becuase it would be different to the Berserker's pull), if it were possible. Maybe call it something like Spectral Pull, each tier increases the distance the pull travels (9m initially, 11m T1, 13m T2, 15m T3), and reduces the move speed by 15% (per tier) of effected enemies for 4 seconds. Each point invested would reduce All Armor on effected targets by (playerlevel) at first point investment, and then reduce it further by ((playerlevel)*0.15) per point invested. Combining that kind of pull with Titan's Blow and then Arcane Strike, would be some serious carnage I reckon. :D
Whatever you do, I know it'll be good, you've got the feel for solid class design.
I didn't really realize it since the early phase of the game is easy, no matter your build or the spell you chose, but this class lacks efficient way to slaughter monsters.
Most of the spells have either a short range ( Cinderslash or Fend) or a short cone of effect ( Chain Lightning or Arcane strike). And the Ember Blade doesn't have a way to position himself or the targets correctly.
I totally agree with Kodan idea, expect that it might be a bit overpowered with pulls, AND slow, AND armor shread ;)
Please, add the chance of proc on Mental Prowness. I really feel tricked when I have no way to know if the point i am investing is worth it.
Mental Prowess' chance to proc is 25% per hit with a 1s cooldown (so you can proc it at most once per second, no matter your attack speed, though faster weapons will get more benefit from the passive).
I'll get around to adding a pull ability sometime after school is out.
http://imgur.com/TMubeAZ,AgxKrTR,ucm5D7M,tMBjFEU#0
Still don't have any proper armor/weapons so the end game dungeons are pretty much 1 hitting me. Hopefully I'll get some decent loot with the mods I have sooner or later. I did mess up with the naming of the abilities during my overview so I do apologies forthat.
I'd really like to see the ability modified a bit in one of the following ways:
1) 3 second cooldown per proc
2) reduction to the chance (down to something like 3% base and a 1% increase per point invested - along the lines of the engineer's self-heal passive)
3) reduction in the amount healed (possibly something like a 4% self-heal with a 0.5% increase per point invested)
4) My personal favorite - a passive heal-over-time (5 seconds?) effect (level-dependant heal increase) in place of the instant heal, keeping with the same proc chance
Please let me know what you think of this idea, as I'd much appreciate the change. Other than that, your mod is spot-on with the uniqueness of the other Runic classes.
Thanks :D
kodan
Well, I can see that being a problem. I didn't balance the Emberblade around the More Monsters mod (I've never played it and don't really know all the details) and Defiance would especially be affected by this due to the way it's reliant on being attacked. However, you're only level 10. If you levelup more and find that Defiance is still too potent at higher levels, then I'd want to change the skill. If it balances out on your way to level 50 or so, then I'd probably just move it to the Rank 3 passive slot which would slow its progression a lot.
Also, I'm not working on the Emberblade right now and have a number of other projects lined up that take priority. It may well be that I come back and do some more balance work in the future but I can't guarantee when that will be. If you or someone else want to implement a fix for Defiance I'd be willing to update the mod with it, as long as it's also balanced for regular Synergies Elite and Vanilla gameplay.
And yes, your solution #4 would be the best option.
I believe I didn't communicate my point very well - I did indeed start trying to play as the 'tank' spec at level 2 with my Emberblade, however, after re-reading (just now) I meant I had put ten levels into the talent. The 'Hay Guys' mod can take a player to level 100, and I use it to test new classes to see if I like the way they feel at end-game; the fluidity, ability synergy, and general survivability. I do this to try to find the classes closest to the balance achieved with the original four classes. As such, the Emberblade WITH shield is just a monster tank with just ten points invested into 'Defiance'. However (and not to brownnose) at level 100, the Emberblade feels far more organic to me than the original Berserker - but that is just my opinion.
Thanks for taking a bit of time to respond, and I am looking forward to your upcomming mod.