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Overall, great mod, interesting character mechanics that aren't seen in the rest of the game, however having Armor-Piercing on practicallly every attack while having great damage overall and a large healthpool is a bit OP in my opininon.
Upon your recommendation, I nerfed the base damage values and base health values provided by weapon and armor a little.
The armor-piercing is lore-based. Lightning was a primary means of penetrating dragon scales, and the Dragonslayer's 3 attacks in-question use lightning. Those will remain.
The base damage nerfs should help your concern. I removed about 1-2 off of low and top range for each weapon, and the same for health. His health is close to Hellion, while base damage is a bit weaker.
I'd suggest either making the Armor-Piercing %-tile (see Shieldbreaker camp-buff or Muscairne Shrapnel class for mechanics/code) or slightly reducing per-skill damage instead of the base damage, since he also has a Riposte.
Either way - great mod, both you and AceroSteel did a great job, both in terms of animation/mechanics and the text and callouts. The campsite stuff is priceless.
Riposte + Guard is a combo with tremendous strength, so the base damage nerf makes that more balanced imo. The riposte is already -40% damage, but it adds up. Considering the Leo Ring adds a lot of riposte damage, I think the base damage nerf is fine. I may adjust the Leo Ring, but for now, I'm very happy with it.
I'll check into the percent armor-piercing. I'll leave Impale at 100%, but the others will come down.
Sacred Oath - Perhabs you should increase the time cost to 4, as is the standard for powerfull single target camp buffs
Green Blossom - Also too low of a time cost, i can't think of a good cost but as it stands the cost of 2 is just too low
Swift Thrust - There's is a reason why mark skills deal little to no damage, because a skill that deals high base damage (close to hellion's damage) when combined with a mark
means a HUGE dps buff to entire team in some comps (specially against bosses) because you are no longer "wasting a turn" marking the enemy before dealing increased damage. And against bosses means you can constantly mark them while still dealing damage
Princess' Guard - I really like the riposte + guard combo but as it is now, specially when combined with the leo ring, it means not only a damage mitigation but a considerable dps increase with a single skill
Lightning impale - This skill just does everything. High stun + additional base and marked damage + full armor piercing is just exagerated, and there's nothing that stops you from spamming this skill since the debuff doesn't lower your dmg (even if it did is nothing a medicinal herb coudn't fix) and the skill also doesn't move the character backwards, the only downside it has is the restricted possitioning, as it stands it needs at least a limited amount of uses per battle
Golden Glint - The +250% heling received (it has that value on my version, don't know if you changed that) is just outrageous, specially when combined with soothing sunlight
Soothing Sunlight - My only big issue with the character, at level 5 it heals for a consistent 13 HP, and can be used in any position. This skill is broken, specially when combined with other healing skills, like the vestal's divine grace ( which heals for 7-9 HP at lvl 5 and can only be used from positions 3 and 4) and even the crusader battle heal (that heals 5-6 HP at lvl 5) and that a smaller value than other basic heals because otherwise the character would be too good at too many different things, soothing sunlight is too strong even when compared with other mod characters, like the lamia and the librarian, the librarian can heal for the same amount, but with her it's ok because she is a full support/healer character with below average defensive stats and little to no damage that has a strict back line positioning to be able to use this skill. The only downside to this skill is that you can increase it's healing using trinkets
I know this criticism may sound negative, but really REALLY like the ideas the skills and the design of the character. I just think he needs to be tuned down
First, try to unsub and resub. That should fix the Golden Glint issue. Also, you'll experience a flood of nerfs and readjustments. It sounds like you're using an older version.
Granted, the mod's only ~4-5 days old, but I've made 90 changes in that time period. The current version has much better numbers. It's hard for players to consistently get the updated version since I made so many changes, but now it's at a fairly stable point.
The code on Golden Glint itself is problematic, and does weird things with the in-game effect and the ability display. At max rank, it should only enhance healing/damage by 30%. For some weird reason, the code keeps multiplying whatever I put by 3 or 4. Not sure why. Before, when I had 30%, it gave an in-game effect of 120%!!! For now, it lists 7% at level 5, but yields 30% in-game.
Concerning Soothing Sunlight - I'll reduce its throughput in the next update. I've had the same concerns, but wanted more feedback to confirm. An upcoming trinket set in the future will make a faith-based build at back range more viable, and buff the healing and damage of his miracles at the expense of his melee.
That said, the throughput is good, but not as good as the Librarian's heal overall. Compared to the Librarian, though, I think Soothing Sunlight is weaker in many scenarios because it does not cure Bleed or Blight. The Librarian's heal is incredibly good because it avoids damage AND heals well. This is really important-- psychologically speaking, we don't associate much importance with what we don't see. The Librarian's heal/cleanse is incredibly potent in the Darkest Dungeon against the Templars, for example, because it can cleanse those 9 or 18 damage-per-turn DoTs. The Dragonslayer can't, and he struggles to lift healthpools above DoTs, especially since healing trinkets can't help him. You don't want him healing a Darkest Dungeon, IMHO, because everybody will heal for far more with healing trinkets.
This is one reason his throughput is so high. I'm going to leave it alone on its current version: 11 health healed (3 instant + 4 + 4). If you want to benefit from crit, which the heal does, you'll need to use trinkets outside of his set.
Concerning Leo Ring - Will nerf base riposte -40 to -60%, and the Leo Ring from 50% to 40%.
Concerning Lightning Impale - If players want to use Medicinal Herb to circumvent negative effects, that's something they can do with any character for a price. I'm not balancing around that. Instead, I'll add a -30% dmg effect to Impale which stacks. I'll also add a mark effect. It's not punishing enough, sounds like.
Concerning Princess' Guard - The passive prot is less than the Man-At-Arms, though he needs 2 turns to active prot and riposte. The tradeoff is that Dragonslayer's Riposte is much weaker at all levels. Leo Ring fixes this too well. Other than addressing this issue through the Leo Ring nerf, I've already addressed the base stats with some nerfs.
It sounds like a bit of this is solved already, but I'll apply nerfs elsewhere.
Edit: Removing the modifier should make him buff regardless of whether he hits things or not, but will remove the issue with buffing himself x4 times. Or, you could just make it hit a single enemy instead.
Here's one:
Does the percent penetration require DLC (or me to move DLC files)? I haven't implemented it yet because I'm helping a colleague with work, but will gladly implement it asap.
The Golden Glint code is fixed, now.