- Turn Based: Durations of effects(most notably: CC)
-
Turn Based: Durations of effects(most notably: CC)
I wanted to discuss how Turn Based affects duration of things like (de)Buffs, CC etc. While the (de)buffing side is still very valuable(including) on CC abilities themselves, the CC effect itself is practically broken. Why? Because of how Turn Based is put together. Here is how it works. And why CC durations should be in ROUNDS, not in Turns. I am going to be using your bog standard Knockdown for this example. and comparing it to Real Time. Real Time: You not only interrupt the enemy, but also delay its activity for a FULL ROUND(most of time, 6s is very achievable). There is also the difference on the Round 0. In Real Time, you can mostly just KD everything down for a full Round. Turn Based: Useful only for interrupts, slight rearranging of Turn Order and debuffs that come with the actual CC. Here is why. You can't reliably CC the enemy before it acts(unlike Real Time). Even if you can, I am not certain you should. Because you KD enemy down, it loses some Initiative. Then when that enemy's turn comes, the enemy PASSES THE TURN(because it can't act = CC) and what happens when it passes the turn? The enemy just gets a delayed turn at 2 Initiative(=min Initiative allowed afaik). This causes the enemy to just get up, practically ignoring the actual CC and just whack you like nothing happened. Again, let's compare it to Real Time(duration and its effect are the key): 1 Round vs 1 Turn. That is: 6 Turns vs 1 Turn. I tried multi Turn CC and it's only marginally better than single turn CC. Because in order to reach a middling 1 Round of disable, you have to have like 20+ Int and at least 9s base duration. =good luck with that. Durations of (de)buffs could also be argued, but I want to focus this on CC duration in Turn Based. And this isn't something subtle or half invisible, it's practically flashing you how obvious it is. /// What do you think?
-
Self made changes not working in game
Right, I modded some stuff for Druid, Fighter, Priest, Rogue and Wizard. Could modify some Paladin talents as well. So there is actual competition between the choice of Orders. And, ofc, this also required to update companions, otherwise they would have "old" abilities. Which is exactly why I can't imagine modding spells(like, for real). Now, the game is much more to my liking. More like Deadfire, but not quite. Per Rest is still here, but you have more those Per Enc abilities to not feel bad that you have to Auto-Attack. Spiritshift also lasts longer and most of those abilities are Per Enc now(except Cat, that's powerful enough). If nothing else comes out of Pillars, I am deeply, deeply grateful for option to do this. And for an option to say something not quite politically correct. Given Maerwald, Awakenings etc.
-
Self made changes not working in game
They didn't work because I haven't modified (class)progressiontable. Because I thought that had everything to do with progression, time etc, but, as it turns out, it has a precedence over the lower ability, talent etc AssetBundle AND it contains numbers within itself. Meaning, you have to change BOTH! Even if you do not change a placement of single atom. Otherwise, table is gonna drive you nuts. Just as a memo for everyone else that might find itself in a predicament like my own. Take care, people.
-
Self made changes not working in game
Right. First of all, hello everyone. Ok, with that said, I wanted to change some numbers when it comes to skills. Make Disciplined Barrage have 2 activations, make Spiritshift last longer etc. And sure enough, I go into UABE, I find the AssetBundle(that has no .unity3d extension anymore btw), I find the MonoBehavior Asset, I change the duration of Barrage(just to test whether it works) to 24.00000 (in the float DurationOverride line), I Apply+Save, exit. Replace the original file and ... ... it doesn't work! The game still sees the ability like it is in its vanilla state. Why is this? What am I missing? And what do I need to do to make it work? Thank you!