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First, seems like a pretty solid idea. My impression going in was that its supposed to give you an alternative way to spend your points when there's nothing better to do with them for a small boost. I think it could do this nicely with a little tweaking. One thing you might want to consider is to make the 3 abilities single use per round and non turn ending, or extending their duration to 2 full rounds.
FYI, I didn't realize that the "hold your ground" ability needed to be learned separately until well into my game. I at first thought it was a bug that it wasn't activating, so I only ended up with it on a mystic. I didn't get to test it on the other 2 classes, but from the description the abilities sound good.
Here's my thoughts on the 3 base abilities:
Brace: A solid useful ability, but I almost never used it when I didn't have paladin+ because guardian was almost always the better choice. Making this a non turn ending action would alleviate this and add the option to do both. Once I had paladin+ I used it a lot more. This was the ability I used the most out of the 3.
On alert: I didn't notice this much, but that probably means it was working well. More accuracy is never bad. Once I got a few other abilities, however, I almost never used it because it was a turn ender. The stand your ground upgrade might make it worth it if it's strong enough, but I didn't get a chance to try it.
Meditation: First, this drops you out of grayplane. i doubt that was intentional, but it definitely needs to be changed, (The other 2 abilities did not drop grayplane.) Again, this suffers from the competition of being a turn ending action. Because it persists it was easier to work around, I used it a lot more often early on than later in game as I got more options to spend my action points on. The buff felt like a nice boost at low level and was convenient to pop at the beginning of battle. By the end of the game, however, I was doubling my mystics HP (8+ HP) with it, and that felt overpowered since I could do it every turn if I wanted to. Compared to rockscribe it feels unbalanced. I would suggest lowering it's potency, making it non turn ending, and having it wear off it in either 1 or 2 rounds. I did get the hold your ground upgrade for this on one mystic, but I rarely have my mages in melee range, so it only went off a couple of times and didn't end up being worth the upgrade point compared to other options.
Overall, I think this is a pretty solid mod and a good entry into the mix of mods for the game. It adds some nice new options that weren't there before and another layer of strategy. Just needs a few tweaks. Hope you find the feedback useful.
I ended that early to go back to the drawing board, so I didn't test the scaling at all, but @Zelmin , do you know what your Mystic's gear was that allowed him to gain 8+ HP? I thought when I did my original scaling estimation math that the average mystic wouldn't be able to get far beyond 4 or 5 considering it scaled solely off of Potency. (Unless I borked the code and it was also grabbing from Spell Dmg...)
It might be a bit, with school finals and all, but I'll start making those tweaks and bug-fixes (grayplane dropping definitely not intentional) here within the next week or so and we'll see how it goes.