Wildermyth

Wildermyth

Hold Your Ground
Hero of Wind  [developer] 9 Aug, 2021 @ 3:27pm
Feedback and Bug Reports
Please drop any feedback or bug reports here in this thread so we can keep the comment section tidier.

Balance is currently up for debate, while all abilities are functional, I have not played through a full campaign with them, so I don't know how well they will scale, whether too strong or too weak.
Last edited by Hero of Wind; 9 Aug, 2021 @ 3:27pm
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Showing 1-3 of 3 comments
Zel 19 Aug, 2021 @ 8:11pm 
Got a chance to try this on my latest play through, Eluna and the Moth, Walking lunch

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.
Hero of Wind  [developer] 30 Nov, 2021 @ 1:25pm 
The campaign where I originally meant to play test this myself got put on a long hiatus that unfortunately only now was I able to return to. After playing for just a bit I definitely have to agree with the "non-turn ending once-per-turn" assessment, Meditation was the only one I found time to regularly use.

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.
Zel 5 Dec, 2021 @ 7:32am 
I don't remember the gear specifically, but I tend to run high potency builds on my mystics. I can almost guarantee they had the bone spear or the will of the forest, both of which grant an additional 3 potency. Having played a lot more of the game now I also realize how those two pieces of equipment make a drastic difference on most abilities. I don't think I had even discovered the empowered bone spear yet, so that would be even higher.
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