Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Empowered Winged Feet was a spell that I had made note of a while back but never ended up tweaking. It's difficult to formulate a rebalance that maintains the area of effect, so a secondary buff to a single target, similar to your suggestion, might work well.
Or another idea: When walking across water/blood with the buff active you electrify it.
Also emp wf looses its charm in the mid to late game, when your focus is getting better stats on sarongs. If you want to optimize your build (statwise to 21+ in selected stat(s)) you want +2 stat + resist + either spell or another resist late game, as your anti-feeze/stun rings will take care of the accidents you describe (especially stun, poison and fire are a non issue later on).
What's really op all the way up to the last encounter is ice wall...
Since back in the first release of the game I found myself exploiting it in every possible way, It makes fights that feel impossible manageable or brokenly easy.
If it would be turned in something like "ice spikes" where it does the same thing as right now with maybe more damage (so it still freezes and creates ice) but it does not create an ice wall or it does so only for a single turn then it would probably be fixed.
The CC through freezing/frozen ground and the damage would still make it worthwile to cast if the focus went on that instead of creating a wall that breaks pathfinding and makes mobs wait around for several turns doing nothing.
Here are just some ideas
As for Ice wall a cool (see what I did there?) idea would be to create ice spikes which enemies can still walk over but they take damage and have a chance to get frozen while doing so.
Content would become harder in general I would assume without icewall/smoke arrows.
Maybe add a utility spell or modify one that reduces enemie range/sight so casters and rangers need to come significantly closer to fire/cast. That would be a way to make up for a missing ice wall without being broken. The enemies need to spend some AP for walking, get more easy to catch for your melees and to shoot for your ranged. Since this isn´t as hard of a cc as blind it would either always apply or is hard to resist.
Could imagine that this fits as a debuff for a ranger arrow or witchcraft spell. But lightning and fire would deserve some utility. For Fire I could imagine a area spell that would create some fumes that make anyone who is standing in it get a debuff that makes it harder to see but not blind could get the visual effect of a smokescreen without breaking sight. I would call it "tear fumes" (like tear gas xD)
The main reason for Sphere of Negation to originally become Sphere of Negation (changed from Smoke Screen) was not the sight blocking per se, but the abuse of stunning cloud. During our first test after the mod went live, I built a character designed to abuse suspected OP skills and surface interactions, as well as see if claims of weak caster damage were exaggerated or not. In this test we found that the combination of blind on Smokescreen with the chance to electrify the cloud after allowed for essentially guaranteed CC on many targets simultaneously, hence its modification. This test also resulted in significant nerfs to Tornado and Icewall, and the creation of Ruin (weaken OP CCs and greatly increase elemental damage ceiling.)
That being said, smoke is an awful mechanic for us. It's very hard to balance, and generally functions for players as a sort of no-save AP drain to mobs, or some mobs will ignore is occasionally, causing a great deal of frustration. We try not to simply remove skills and items since our design philosophy is additive, but the idea of replacing smoke arrows, and the smoke grenades with something else sounds appealing. The only nuisance is that you can also still achieve a similar affect with fire and ooze in addition to the already high damage of this combination. This whole deal is an issue that we have been thinking about since very early in the development process, (weird how oil almost disappeared...) and we plan to continue working on it
As for the Icewall, I'm sort of torn. I honestly do not like the idea of removing the "wall" aspect of the skill. However, I think that the wall segments still probably have excessive HP (we lowered this too, how broken was this skill in vanilla?!?) This is another skill that is hard to balance because it's signature mechanism is the problem. It becomes difficult to manage power versus skill identity.