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I do feel witch is a little off, however. The main class feature is throwing potions, so potion throw seems like an obvious choice. (Rodwyn has magic arrow, magic bolt, and potion throw.) While chaos is one of the domains of witch, witch also has an affinity for hexing, and since there are no other nightmare-casting classes in this list, maybe nightmare and taking shadow arrow fits better? For example, shadow arrow/throw potion/eye of insanity/nightmare
最悪は、妹フィート10から使用できるアビリティの再構築(ランダム)で頑張ってもらう方針です。
前回アビリティリストを更新してから半年が過ぎているので、新しく実装されたアビリティも含め、そろそろ再検討のときが着ていると考えています。
私の知る限り、パラディンと神官、異端審問官が人気のようです。
それぞれのお兄ちゃんの妹へのイメージ像の問題で偏っているならいいのですが、ゲームバランスの問題なら見直したいところです(もちろん、弱いジョブを強化する方向で
主にアビリティの採用方針は下記のとおりです。
-アビリティ変更は既存のプレイヤーに影響を与えるので、ある程度間隔をあけて一気に対応する予定です。
-ロアフレンドリーに越したことはないですが、MODなので多少は強くてもOKの方針です。
-そのジョブの専門領域の属性が優先して採用されます。が、理由付けがあれば例外も考慮しています。(バニラのNPCが使用しているなど)
-ゲーム開始から終盤までずっと一緒にいられる仲間を想定しているのでデメリットが大きいアビリティは避けています。
--氷や炎、範囲魔法など序盤はデメリットがあるので避けていますが、対処は可能なのでレベルアップによる追加習得ならOKという方針です。
--最悪、ジョブチェンジやアビリティ再構築という逃げ道はあるので、デメリットが大きいアビリティでもプレイスタイルでリターンが上回るアビリティであれば採用を検討します。
So far as theme goes, at least in the West, witches are heavily associated with hexes. I'd actually say that eye of dimness suits a witch better, since it is more of a magical curse from an evil eye, which is characteristic of witches. Still, eye of madness is perfectly reasonable. Beyond that, however, it would make sense for witches to have more focus on hexing the enemy or possibly blessing the party. Darkness can blind, which is crippling for physical attack enemies, while dim can cripple casting. Holy Veil isn't represented in any other sister, and party-wide curse protection makes sense on a witch who curses the enemy and prevents curses on her big brother or big sister.
I also have to say that bolts are not very helpful on NPCs most of the time because the AI does not bother trying to aim them effectively. Hence, they are just weaker arrow spells most of the time. Ball or breath (funnel) spells are more generally useful. They have much greater risk of hitting allies along with enemies, of course. You can have a very useful NPC that only uses arrows for attacks, and that's what the exile does. Add some hexes to make the enemy weak to darkness, then hit them with darkness arrows is an effective combination.
When you are talking about "abilities with drawbacks," I have to presume you're talking about throw potion, because nothing else mentioned has a downside. I have Rodwyn in my party right now, and her throw potion ability is not terribly disruptive. Unlike Elona, in Elin, throw potion only throws harmful potions at enemies so they don't accidentally help the target any more. There are also very few puddles left over. Unlike Elona, I haven't had real problems with throw potion on an ally. The only thing that might be a serious problem is if you're playing a snail and a salt water puddle forms.
While it's a little odd, if you want something with no drawbacks, however, there is darkness intonation. (weapon_Darkness.) Witches are specialized in throwing, and if their older sibling gives her a boomerang, putit in amber, or her own panties back, they could then hit with darkness damage on their throwing weapons that pierces resistances, which would combine with what Nightmare does to reduce darkness resistance. It's not entirely fitting the theme of a witch, but it would be effective as a combat tactic.
While it's not a normal spell, something else you might consider if you think throw potion has too much risk for players to want a younger sister using it would be chaos miasma, which would try to inflict the various statuses that chaos inflicts over time to a single enemy. Those statuses are similar to the ones potions inflict, so it kind of matches. A curse that increasingly disables enemies is also very witch-like.
(I also would really like seeing some sort of option to make Rodwyn or Aoi an official "younger sister." For that matter, "Theolucia" is already a younger sister, so there should be an option to make her a "younger sister.")
I have a younger sister I won from a fortune drum I gave her favorite foods until I could recruit her, but have kept her in the base for now. (She's livestock so I can get a younger sister egg I can feed some high-level OYS milk to so she grows up big and strong like onee-chan...) I'll probably want to make her a priest or maybe warmage because only [[Farris]] does support casting right now, and I don't intend to keep her in the party forever. It's easy to find melee combatant allies, but allies that can cover healing, blessing, or cursing are more rare, so there's more value in having a character that can cast a spell like Holy Veil or Hero constantly.
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If you're looking for feedback on other class choices, some things that do stand out to me are:
Thief is better suited to weapon_Poison because it's the dexterity domain. Darkness suits them, but darkness is tied to magic. Steal or steal money are obviously thematically a fit, and I don't think they steal money if they're in your party, but they do if they're just a resident, so it's annoying to deal with and you might reasonably avoid it. Stealing money would let the thief younger sister pay for her own training pretty easily, however. Speed is a great buff. I haven't had an Invisibility-casting ally before, but I'm not sure how much invisibility helps. It seems like something that would be cast mid-battle then broken next round when they attack. You might alternately do darkness intonation and then poison touch to have some element coverage.
Farmer's tough to really give a clear useful role to as an NPC. Their best attribute is learning, which has few spells besides nerve spell tied to it, their natural domains are based on magic which they gain 0 bonus, and thematically, she's best suited to doing something like making omelettes or a bonus to how often she makes homemade lunch boxes. While she has high strength and endurance, she also has high will, though, and that could be used to justify giving her more blessing spells. In fact, why not: Nature's Embrace / Hero / Holy Shield / Holy Veil. Farmer younger sister is just there to cheer on her older sibling, and only swings a pitchfork after that.
An archer casting Hero party-wide would probably be more useful than lightning intonement. Having an intonement spell can be a downside because a creature that resists that element can be immune to the basic attack of the younger sister. Hero also raises dexterity, so it benefits the archer. Cat's eye also helps with skills like marksman, but isn't able to be cast on the party. Slow is less useful on an archer because archer has no will bonus to beat resistance.
Warmage's cold arrow has little synergy unless you just want warmage to have any ranged option. Presuming you don't want to use Rush again, warmage might be more suited to having a sword spell, such as fire or magic sword.
Pianist is tricky to match to abilities because blessings make sense on them, but they have the worst will value. Sound makes sense as an element in terms of theme, and it's good because it inflicts the dim status, but the best attributes of pianist are charisma and learning. Pianist is ideal for a summoning spell, but I can understand not wanting to have summoning other than summon tentacles on an ally, and farmer already gets tentacles, although if you change out farmer's spells, that's a good spell for pianist. Mind is the charisma domain, so having a mind bolt or ball spell makes sense. Their second best attribute is learning, so a nerve arrow spell also makes sense. You could even throw in a sound bit and make it like a "chorus" effect. The lullaby ability is also obviously suited to pianist.
Gunner should probably gain cat's eye earlier as it's a low-level spell. Casting it on herself improves her perception, so there's little reason to put it off, and things like gravity make less sense. Unlike archer, gunner has some will bonus, so it makes sense to have Slow and Weakness, while a blessing like speed also makes more sense. There are a lot of younger sister classes with healing, so maybe look at something like: Cat's Eye / Weakness / Slow / Sound Bit. Having deployable "sonic turrets" as a high-level spell means perception is used in attack magic but doesn't lock the attack into sonic element that might be resisted.
Sword sage seems influenced by OYS, so chaos intonation remaining the first spell makes good sense. The other spells are a little iffy, however. No class is better suited to a sword spell than this, so both nether sword and fire sword both seem like good matches. The high will means there's good reason to put a blessing like Holy Shield on sword sage if you wanted to diversify from healing spells. I also can't help but feel like rush is a good ability here. Chaos Intonation / Rush / Nether Sword / Cure Critical Wounds.
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Also, while we're suggesting things, here, might I suggest you add a way to look over what abilities younger sisters have in their classes inside the game? For example, a book that tells you what each class gains and when. Or you could just make it a dialogue option in "Actually..." so the younger sister tells you what she'll learn when.