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Everything posted by Lamppost in Winter
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Went a bit wackier for Berath and Wael, might change Magran's as well since the plain +% recovery malus isn't too exciting. Wael: Bonuses: +1 to Inspiration, Deception and Illusions Power Levels. On scoring a Hit or Crit against a target with a Mind Affliction, Deception or Illusions Effects, gain +5 seconds to all beneficial effects. Penalty: Become Shaken and Confused when under the effect of a Perception Inspiration. This one needs either multiclassing with Cipher or Wizard or using my extended keywords mod to work, so I may end up just rolling this mod into a larger one. Not married to the malus either but I thought it was appropriate. Berath: Bonuses: +1 to Decay and Condemnation Power Levels. On ally death or scoring a kill, +3 to Decay and Condemnation Power Levels for 10 seconds. Penalty: -20% healing done for 10 seconds on scoring a kill. Not too sure about this malus either, but other ideas didn't really pan out. Ally death conditional also doesn't show up properly on the ability sheet.
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Working on a mod to overhaul the Priest subclasses to be more interesting. I know there's already Stardusk's Dynamic Priests mod, which is very cool, but I wanted to make something less extensive that preserved more of the vanilla balance. The goals for this are a) provide some active gameplay bonus from the Priest subclass, b) allow for some multiclass synergies and c) use the underused Priest keywords more. I've developed a proof of concept with the Magran subclass, using the Wizard subclass model of keyword Power Level bonuses, a unique passive effect and a recovery penalty for opposing schools. Priest of Magran now provides: Bonuses: +1 Fire and Punishment Power Levels +3 Armour Rating and Concentration for 10 seconds on scoring Hit or Crit with a Punishment or Fire attack (still toying with this duration) Penalty: +15% Recovery with Restoration and Frost abilities (dunno why the Fire/Punishment condition isn't showing on this, but it does work in gameplay) This, hopefully, encourages Magranic priests to get up in the action and cast spells in melee and allows some multiclass synergies with melee classes, other casters or classes with Fire attacks, like Paladins. Attached the gamedatabundle if you want to play around with it. Still thinking of ideas for the other deities, ideas and feedback welcome! magran proof of concept.gamedatabundle
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New icons look great! I like the more consistent Priest keywords as well - I might have to incorporate these into my keyword mod if I have the time and energy (and only release if you're cool with it). I recall a couple of the Wizard keywords bothering me as well.
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I've sort of set Eder up like this as a Swashbuckler with Streetfighter modded in and using a melee weapon + hand mortar with Powder Burns on. Every time he gets a kill it triggers the AoE hand mortar attack + powder burns on every enemy, it's pretty fun. I was thinking as well for my next character a fast swashbuckler that applies weapon modal effects (Interfering Strikes, Bewildering Blows) to as many enemies as possible with Mob Stance.
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Veteran now has stat increases for enemies, although smaller than PoTD. Relaxed and Classic are the only dififculties that don't change enemy stats now. Pretty easy to mod out though. I've tried a modded version of Rym's challenge where it includes Woedica's stipulation that only prepared meals cure injuries. At first I really liked it, resource management felt really meaningful compared to vanilla, but I found the combination of the two to be overly strict, even with longer shelf life for food. I removed the Woedica mod and found Rym's challenge to still be very enjoyable on its own.
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There's the fight with Ser Cauthrien in Dragon Age: Origins that is unwinnable for most players; if you're quite good at the game and metagame a little you can beat it and the game will go on. I wasn't around for the release for this game, but I don't see any teeth gnashing in the fandom about it. This is probably because losing the fight leads directly to a cutscene that starts one of the more popular quests in the game. I think it is cheesy how a good amount of the difficulty comes from Cauthrien's stats being absurdly jacked up, but that's also a larger problem with the humanoid enemies in DAO in general.
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I actually doubt the significant reason for this lack of feature is for character's sake. The original multiclassing design would've allowed you to make, say, Aloth, a Level 1 Wizard and a Level 19 Barbarian if you wanted, on which Josh Sawyer simply said it was up to the player whether they wanted to build companions in some wacky out-of-character way. Since you have to choose what classes a companion is when they join, I suspect giving any more options would've been overwhelming for new players.
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Let's talk about ability duration
Lamppost in Winter replied to ballad's topic in Beta Feedback for Turn-Based Mode
Some of it will come down to us getting used to the idea of rounds, I think - one round lets you do a lot of things. And when you think about it, you weren't getting a whole lot of mileage out of INT when it came to short duration effects, either - at 20 INT, 5 seconds became 7.5 seconds. However, I think it unarguably feels bad that you really have to pump INT to feel any benefit on some things. Even though it was relatively small, INT still gave you benefits on short buffs in RTWP. Perhaps INT scaling bonuses need to be bigger, or effect durations could be more aggressively rounded up, e.g., having 7 seconds round up into 2 rounds. Maybe a more granular stat could also govern duration? The same way Initiative determines who acts when in a round, some stat could increase effect durations within a round on a similar basis. -
This has been kind of a pet peeve of mine as well. I'd also like to be able to see what their abilities do in the Bestiary; the names alone aren't very informative. Same deal with status effects in combat tooltips; you kind of have to dig through the combat log to get an idea of what their status effects are doing.
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Coming off my caster synergy mod, I had the idea to introduce more opposing keywords. Very much an experiment at the moment, feedback is welcome. So far I've thought: Inspiration counters and is countered by Deception and Condemnation Protection counters and is countered by Punishment Deception counters and is countered by Inspiration and Echo Shred and Decay counters and are countered by Restoration and Rejuvenation I also thought that the Wizard schools could counter and be countered by their opposing schools (e.g., Evocation counters and is countered by Transmutation and Conjuration), but I'm not sure how much sense that makes (not that making sense is a huge focus). Also not sure every keyword necessarily needs a counter. The idea is to have more countering in gameplay and add some utility to some underused keywords. Problems I can see are that it would be a lot of work and not a great mod for compatibility since all the statuseffectids for these abilities would have to be edited (since they don't all have the keywords in there). I can see it also being annoying if effects are constantly be applied and un-applied because of keyword interactions. The enemy AI would also not be able to really utilise this to the same extent as the player since they're not programmed knowing about these. What do we think? Cool idea, not cool? What keywords should interact with each other?