Crystal Project

Crystal Project

Sequoia Reborn (Beta)
Adi 4 May @ 4:27pm
Feedback
I posted this here cuz the character limit in the comments was annoying.

So I just finished a quick playthrough of this mod up to Poko Poko Desert and I thought I'd give some feedback to help! Also note this was done on 0.1 so I didn't get to try any of your changes for the update.

First off I liked your changes to the bosses. They were surprisingly interactive and tough for early game bosses which I definitely enjoyed, and the sprites you picked for them looked nice. King Slime in particular I think was a lot more interesting than the original fight. The little hat was cute too.

I also noticed the offhand passive was removed, I'm not sure if that was intentional or not but if it was a lot of "shields" in the mod are probably gonna need some tweaks. Your call if you wanna have it or not, since it's a fairly large change to some classes power.

Also I noticed that the multipliers for Apotheosic are actually lower than the base game's hard? Aside from bosses getting +40% instead of +30% HP anyways. I'm not sure if this is intentional or not but I figured I should mention it.

There weren't that many changes aside from this that I could see, but overall I think your changes were definitely good!


For bugs/non-design issues there were only a few that I noticed, these were:

1: Mega Mole has incorrect stats for its buried form. The buried form is only lvl 15 and has lower stats.

2: Shroomy Gaze and Shroomy Leer are nerfed by the class pack for... I have no idea why? I'd just reset them since it's weird that the class pack changes an enemy only move.

3: The class pack changed several moves used by enemies. For example, normally the Nut Oracles use Firena as a multi target attack, but the class pack changes it to a single target move, making it a lot less dangerous when they use it. I'd recommend making the class skills shared with enemies into separate skills, and resetting the default skills so the enemies have the correct skills.

4: Alchemist's potions have backwards scaling, so the higher your stats, the lower your healing.

5: The Voodoo and Fear status effects in the class pack I'm pretty sure are bugged, the former doesn't wear off and the latter gives enemies -150% TT time.


Lastly for the class pack I don't really have much to say. I just don't enjoy how Apotheosis classes play so I don't think I'm really gonna be able to offer the most useful feedback. All the changes you made in your update seem good though, so if you wanna use them I think your definitely headed in the right direction.

The power level I think is the thing most in need of work currently. This was at lvl 27.

https://images.steamusercontent.com/ugc/17671962657589397021/C6C3D6C2CB281EC3D3354393C7B743A76CEA0C77/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false

I do have a more detailed write up if your interested, but it's pretty wordy and a lot of it is repetitive complaints about "numbers too high", "too many effects", and "doesn't fit the class".


Anyways, I hope development continues to go well! Almost all the changes you've made so far seem good so I'd definitely be interested in trying this again when it's further along.
Last edited by Adi; 4 May @ 4:28pm
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Showing 1-2 of 2 comments
Norere  [developer] 4 May @ 5:00pm 
Thanks for all the feedback, I believe from what you are showing that is Thunderbolt being used, as I'm writing this, compared to 0.2, which already nerfed some stuff, specially regarding Fire element spells, Malicious Prayer is being heavily nerfed, Wet status is algo getting nerfed, and per debuff damage increase on thunder abilities might also get nerfed if it still looks like too much.
All of those changes regarding enemy abilities are definetly not intentional, including the Mole fight (I did very little edits to that fight other than the sprite work, still need to make a new burrowed sprite), and I'll look into reverting them.
And yes, the new difficulty mode is a modified hard mode (mainly because I wasn't going to edit every enemy one by one), where enemies get a little bit less health, but gain on other stats to make fights less "bullet sponge" and more "exploit enemy weaknesses to win", I'll even add a fourth difficulty mode that will make the same thing, increase hp a little bit, but boost other stats that will encourage optimizing strategies and equipment choices.

Of course, post as much feedback and ideas as you want, I'd love to read them all, and thanks for trying out the mod.
Last edited by Norere; 4 May @ 5:03pm
Adi 4 May @ 6:37pm 
Originally posted by Norere:
I believe from what you are showing that is Thunderbolt being used

The build I specifically used for the screenshot had a bunch of stuff. Breaking it down into parts.

My weapon was the Tachi (thunder katana) and I had a Water Necklace for double elements. Since as you've already mentioned Malicious Prayer and the elemental debuffs are op, so I was using the fact melee can get multiple elements to benefit from multiple of them at once, and double Malicious Prayer's already strong boost. The sword and necklace I don't think are OP, they just happen to exploit the OP debuffs.

The skill I was using was Piercethrough, since it was only Katana skill in my setup. It also had 50% defense ignoring and got extra damage from every debuff. I think you already nerfed the debuff bonus damage on this compared to 0.1. Also I think this skill should also have the sleep ignoring removed, since that's a very strong bonus that is super easy to abuse.

Then I had the two low HP +damage passives from both Warrior and Death Knight, the latter of which is particularly huge. Given you nerfed the former and removed the later I assume you also thought they were OP. I'm not sure if +50% is still too high, but it's certainly a lot more reasonable than before. I also had blindside which I think just needs to be bumped to 3PP for it to be balanced.

The last step was my crit, I used Thick as Thieves to get 100% crit, then used Fencer's crit bonus and the rock elemental debuff for even more crit, and Fencer's Tonal Resonance for yet more crit damage. Fencer's innate passive is fine, the rock debuff you already mentioned will be nerfed, and I think Thick as Thieves should have it's effect changed. +100% crit for the entire party for 3 turns is really really strong, and it gives you +400% gold on top of that. I think changing it to a smaller crit and gold bonus would be good, since the effect feels on brand for rouge, just too strong. Tonal Resonance I think needs to have both a duration added and less crit damage bonus, since +60%(or was it +50%?) forever for only 12 AP is really strong.

As for my notes on the classes I'll post them once I get the time to make them less rambly. Hopefully you can get some useful info out of them!
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