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That's currently the case and the move isn't really good enough at its base (non-buffed) level to justify that lasting debuff which stacks up.
Looking at the buffs, the difference between the one that lowers max hp and the ones that deal with the damage changes is this line (missing from all but the hp debuff):
"is_clear_debuff_valid": false,
If this is a bug, hope that helps fix it.
Edit: Looking at it more closely, the HP debuff does clear on camp rather than quest end and as far as I can tell the damage doesn't actually seem to increase for Scorching Steel which was doing the same amount of damage as Blazing Joust even with a +130% damage increase.
- What was your team composition? Mostly interested in other modded heroes and overhauled vanilla heroes.
- Did this happen in all battles or some? Were you fighting some enemy that could potentially remove buffs?
- Do you have the latest version of this mod? Some people keep local versions and don't apply updates.
- Team comp was Eye of the Sun, Vestal, Crusader, Grave Robber. The latter three are all vanilla.
- Seemed consistent across the quest (HP debuff remained by damage/piercing didn't), but then reset to 0 (both buff and debuff) after camping. Enemies fought were the normal enemies in the warren.
- I just subbed to the mod this week so it should be the latest.
I'll run another few with her tomorrow and see if its still happening; might just be that she's low level so the numbers don't appear to change much (although odd that 130% didn't make much improvement).
However even after your rework, the class still feels quite overpowered, it overshadows both the vestal and the crusader in their respective roles.
Here are some suggestions based on my experience playing this hero and the changes I recommend based on what I saw after editing your mod.
Regular Skills:
When it comes to skills, my main issues are her heal completely overshadows the vestal in every way (good heal amount plus stress heal), then Radiant Light being able to be used on any position while giving such varied amount of debuffs feels fairly OP and Blazing Joust forwarding the Hero 3 positions also felt like too much considering you can use the skill from any position too and it gives riposte.
here's what I did to the skills:
- Radiant light: now can only be used from position 23 and targets positions 23
- Luminous Embrace (Heal): I nerfed the heal values from lvl 0 to lvl 5 as follows: 2-6, 3-7, 4-7, 4-9, 6-9. In addition it can be used only from positions 123 and pushes this hero back one position.
- Blazing Joust: Now it forwards the hero only one slot and can only be used from positions 234. This is done to discourage the player from spamming this skill mindlessly nonstop and to encourage using the rest of her kit.
Camping Skills:
Camping skills were still incredibly strong compared to vanilla and even some modded Heroes.
I made changes to keep camping costs and buff values closer to vanilla values. This is what changes I made to them:
- lyzm_campingskill_cy: Nerfed stress heal down from 25 to 20
- lyzm_campingskill_ry: Party Heal reduced to 20% from 45%, stress heal reduced from 15 to 5
- lyzm_campingskill_by: camping cost up to 7 from 4. Stress taken down to -10% and healing received reduced to 10%
- lyzm_campingskill_xjqh: Stress heal amount raised to 10 from 8. Remove bleeding, poison, disease, damage received buff and deaths door recovery chances reduced from 100% to 20% each ("chance" "amount":0.2). Use limit raised to 2 charges.
- lyzm_campingskill_rxcg: CRT, ACC and SPD values changed from (8,8,2-8,8,2) to (4,4,1-12,12,4) to make it less strong before affliction and make it more rewarding when used if afflicted and for those that like to gamble with stress.
- lyzm_campingskill_pgyl: cost raised to 3 and heal raised to 30% from 15%
- lyzm_campingskill_mmjl: cost reduced to 2 and dodge reduced to 10
I can post both my 'lyzm.info.darkes' and 'lyzm.camping_skills.json' files to save you the work or I can post these as a new balance mod on top of yours if you give me permission to do so.
So far I haven't checked the trinkets yet but they seem fairly balanced in my opinion. So far the trinket Sinful Gaze seems to synergize better with the Heal and Blazing Joust I reworked thanks to the acc/stealth-bypass and heal buff the trinket provides.
I hope this helps in case you're looking to balance your mod further.
I don't want to edit this version because the changes would be too drastic for those that prefer strong classes (but not as busted as the original, which nuked groups of mobs with 1 skill spam). I would say you can create a separate mod with your changes. I'd even love to try it out. If you need anything from me, I'd be glad to help.
Thanks for the permissions, I'll make sure to give proper credits once I publish the mod. I'll let you know on the comment section once the edit is published so you can try it.
Edit: Oh, doing it like that gives me duplicate buffs on the descriptions.
are you ok with me borrowing the files from this mod instead?
I'll put the edits on top of what you have, then remove the skin files and link your Eye of Sun Skins as requisite instead.