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Everything posted by Phenomenum
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Of course, if you go multi, some classes can't regen - Rogue for example. But i strongly opposed to add new abilities, to add some base class abilities, and to add less than rank 6-7 regen. I don't understand @MaxQuest plans to add regen on rank 4 abilities – on these levels player simply don't need resources regen (unless you plan to go for SSS DLC or Megabosses on lvl 7-10, which will be a suicide anyway). For Rogue it maybe additional effect for Deadblows (rank 7 passive), which can refund Guile with some chance (25%, 33%, 50%) on kill ENEMY from invisibility (but keep in mind that SC can combine this with Gambit). For Ranger we can modify Survival of the Fittest: +10 Accuracy against < 50% health targets, N% chance to restore 1 Bond with Animal Companion Crits against < 50% health targets)
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Because it's basically the same if we simply increase resource pool. You say about lack of resources for certain classes – you can solve this by 2 ways: adding base effects to regenerate resources, or adding resources directly trough resource pool adjustment. ________________________________________________ If you ask me, i totally don't understand all proposals about resources regen. We have a small numbers of fights in whole game, in which this is really matter – so you want to ruin all classes balance, all resources management to make several fights more comfortable?! I understand that some classes is lack resources in long fights, but tell me number of those fights – 4, 5, 10? I don't see problem with resourcea at all, even with Woedica challenge game is doable.
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Okay, Thank you. So the Question: IF i'll make separate ticks for casters and non-casters (for example, 6 sec. for non-casters and 9 sec. for casters)? Regarding SoT. I think we have a working solution: we add a timer for SoT (20-30 sec., for example) and within this time duration SoT are not applicable for characters, who already have this effect - so you can't spam it. To compansate this, we can add a PL scaling to Beneficial Effects Duration Adj: basically, lvl 20 priest with Prestige and Xoti lantern will add 13 sec. duration). I tested it yesterday - works as intended. Of course, we have a BPM-version, but we tryin' to bring another solution, which will be close as possible to original ability. Thoughts?
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I think KW's in status-effects works only with immunities and counters (since SE's don't receives any PL bonuses). Can you be more specific about this part: "I'm almost sure that only the status is poison-keyworded and that the whole attack got resisted"? You mean any specific ability? Ability >>> Attack >>> Extra Attack (with Fire KW). Extra Attacks and Attacks On Impact also don't receive bonus if main attack isn't keyworded. Even with KW in AttackFilter of +PL status-effect. Seems strange, but this is how it works. Seems like bug, because Accuracy bonus (+100 Accuracy with Fire attacks) correctly works with all secondary/extra attacks. Problem only with PowerLevel bonus. Even vanilla game has a lot of keyworded extra attacks (Holy Radiance for example) - i doubt they shouldn't receive bonus. Bugs, bugs, bugs everywhere!