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报告翻译问题






может я не все скачал то что нужно было?
Thank you.
Except: One big THANK YOU.
My thoughts were that sneaking at 2AP with Guerilla already allows you to sneak and use a 2AP attack from a hidden position repeatedly while remaining stealthed, but requires you to have a really good position for that. Reducing it to 1AP allows for even further abuse by letting you reposition yourself between the sneaking and the attack. I'm not entirely sure if the game's AIs are ready for players being able to go into strealth too easily. Besides 3AP base sneaking is already enough to allow a character to jump away and go into stealth for safety, so I'd say it's fair enough for a very occasional combat use.
Thank you.
Reactive is also fine right now.
Unless you want to do something else, it is perfect right now imo. It's now vanilla abilities+ . Giving tons of options and build variety. As I said, great job!
About Corrosive skills, I'm cautious of empowering them any more than I already did. Typically I think that if I reduced the cooldown, I would have to reduce the damage as well, spamming an armor-annihilating skill every two turrns or so sounds awful for game balance. I'm wary about adding more effects to it too, typically Suffocating would be a symmetrical addition, but it's a very Air-aligned effect, and would further empower the skill that doesn't need any further improvements. Same about removing the source point cost on the spray, virtually mass-removing all armor "for free" sounds nuts.
(character count got the better of me)
About Corrosive skills: First, in general. They are amazingly powerful now. Not OP by any stretch, but useful. Finally. But there are some considerations now:
1. Should they interact with Armor of Frost like they interact with Fortify? Not terribly important because I don't see a lot of such enemies, but just from the mechanical perspective.
2. Suffocation(aka magic Acid)? Should they have that?
3. Length of armor DoT? Vanilla is fine?
Touch: Its amount of armor damage is amazing(basically deletes even medium armor and the weaker parts of light / heavy), but the cooldown is still ... ass. Sure, it's a 1pt "delete armor" now, but 5T cd on a melee(basically) skill...?
Spray: Ideally it wouldn't even be a Source skill and I would compensate that by removing Atrophy(=not necessary change). Regardless, it's fascinatingly powerful and actually dangerous now. Imagine that!
Which enemies use Taunt? The only ones I noticed are those plants in Arx. Besides the big plant in sewers. Regardless, given that your changes work with the other Taunt mod(Taunt makes sense), I'm more than fine with it. It's just cumbersome, but also quite powerful.
With your mod, there's very few skills that need anything.
One more thing. The "Silencing Stare" skill from Necro now deals Physical Damage, BUT applies Silence which is blocked by Magic Armor. It's just nice, but weird.
And Farsight should be a toggle imo.
About Fortify, I think both Geo values are taken into account, if I remember correctly. I'm not 100% sure about what I remember though, and it's easy enough to try out - just take 4 characters, 2 of which have a high level of geomancer and the third with maybe 1 point in it, and try casting Fortify from low geo to low geo, from low geo to high geo, from high geo to low geo, and from high geo to high geo, and compare the values :) I'm sure it scales with the caster's geomancer, but I have a little doubt about the receiver.
2. Fair enough. Mend Metal change is very nice.
3. No problem. As long as the basic ones scale(they do), it's alright. GB grenades are more of a completionism. And grenades now deal very nice damage. Especially once you start using them properly(Ambidexterity feat = 1 AP nade). Too bad we can't go Shield + Grenade.
Further comments:
4. Healing: I applaud you for buffing the actual Vitality healing skills(Healing Ritual etc), but that just don't work except as last resort. Healing in D:OS works the best when "healing" armor values. Because it's those that actually prevent nasty stuff from happening. With that said, if I cast Fortify on an ally, whose Geo does it take into account?
5. Acid: I still feel those two are kinda ... meh. Ok, Spray has a potential for Mass Atrophy(and that's super powerful), but Touch is almost pointless. Idk what to do with these.
1. Yeah I possibly overtuned Reactive Armor, reducing its damage might be a reasonable idea. I'll check it once I get some time.
2. The issue with Elemental Skins not costing source points is that it makes way too easy to completely bypass any elemental enemies. Currently I think that my changes do make Geo Polymorph very self-reliant, but the other elements have a more gimmicky role, and I don't think I can get it to a better state without too many changes or adding more skills.
3. Yeah, it's a bit tricky. Since I don't use that gift bag myself I never really got the incentive to go through the trouble to do that. I could try but it's a bit annoying to do since it would require me to either include a dependency on that gift bag, or to browse the gift bag's files to extract the grenade stats and copy them to my mod. Anyway, right now I'm not really available to do that kind of work.
1. Reactive Armor: It deals, what, 60% Armor now? Isn't that a bit much? Shield characters are gonna burst everything down just with that.
2. Elemental Skins: Having these WITHOUT Source Point cost and with your changes would most likely give Poly the self-sufficiency that I think would be nice to have. Can / Do you want to do it?
3. Gift Bag Grenades: Too bad. Would be nice if they got the base Grenade treatment, but meh.
I haven't put it on Nexus, but here you should be able to get it on my Drive: https://drive.google.com/file/d/171-MH7L1-KwWvQ5dpy_XKbuUr7MpTpAx/view?usp=sharing