Crystal Project

Crystal Project

The Necromancer Job
15 条留言
呶呶 Bot 2024 年 10 月 24 日 上午 1:45 
:d2brewmaster:Hello here! I would like to make Chinese localization for this mod (and some other excellent mods) then share it with the Chinese community. Unfortunately,it seems that due to limitation of the localization MOD, I cannot create an add-on MOD, but can only edit your MOD contents and release a independent rebuilt localized version. Therefore, I think i should ask for your permission before i starting work:lunar2019piginablanket: TY!
GameDevDeputy  [作者] 2023 年 8 月 13 日 上午 12:13 
I've uploaded a change that hopefully will do the trick - Re-raise should restore just 25% now without affecting the Second Chance buff. Enjoy!
GameDevDeputy  [作者] 2023 年 8 月 12 日 下午 11:49 
Howdy - thanks for the feedback. I hadn't realised it impacted the regular re-raise too. I'll see if I can figure out how to tweak it all back to the way it should be to stop the conflict.
GargoyleGuy 2023 年 8 月 7 日 下午 8:56 
Hey! Love the mod. One thing I noticed while playing with my own personal mods is that your mod changes Re-Raise to the infinitely more interesting version. Unfortunately, one of my classes is balanced around re-raise (as well as a few vanilla classes) and the class ends up being super broken with the full heal. I suggest changing re-raise back and making your new revive a separate effect.
GameDevDeputy  [作者] 2023 年 7 月 22 日 上午 7:19 
Also, if you're enjoying this class please give it a rating to help others find it on the workshop too. Thanks!
GameDevDeputy  [作者] 2023 年 7 月 22 日 上午 7:16 
Thanks so much for all of the feedback everyone. I've made a bunch of changes now inspired by your comments and suggestions. Hopefully this will create a more focused playstyle and balance out the difficulty a bit. See changenotes for full details, but short version:

- Minion Master now inflicts 'Entropic Countdown' instead which cannot be cleansed.
- Recovery Allergy persists with death now
- Added 'Necrotic Leech' ability that gives an ally or self 20% life leech for all attacks for 3 turns, granting safe HP recovery
- Added 'Early Leecher' passive which grants Necrotic leech buff to self at battle start for 3 turns

I'm considering adding a permanent leech effect in future for a smaller amount, but still playing with that one for now.

I hope you find the updated version of the Necromancer enjoyable - please let me know what you think and put forward any other suggestions you might have. Thanks all!
firionyounes 2023 年 7 月 16 日 上午 11:36 
I'm trying your class and the duskblade. It seems to have puppet stuff to control enemies.
I think you should merge the 2.

Edit: The death sentence from minion can be remedied, not sure if intentional.
Aer 2023 年 7 月 15 日 上午 1:58 
I'm not sure if this is the direction you'd be interested in, but it could be a good opportunity to change the skills that are used from other jobs (Dispel, Mend) into something that might help to cut the curve. As an example, in Mend's place there could be an ability that grants -50% less HP damage from status effects (the opposite of Valkyrie's Thawed Heart), sort of like having necrotic blood coursing through their veins now.

I also noticed that, though you can't be healed, you can still use lifesteal / spell lifesteal. It might be useful to, in Dispel's place, have a buff that grants x turn(s) of one of these so they can regenerate a small amount of health when attacking. These might make the prospect of heal allergy easier to manage, but I can see how this might not be your vision for the class. Just some food for thought.
Lupus 2023 年 7 月 12 日 下午 6:50 
Glad I can help. :D

The restoration allergy as an innate passive is most of the initial difficulty. I'm not sure what would fit thematically and is possible in the current modding engine. Something to do with manipulating health or negative status effects is my first thought. Please ignore if that is exactly what you are going for - a class that is hard to start. The free rez is great and fitting. 1 effect that I think was unintentional is that it is on HP, MP, and AP. Using a skill that donates AP spends the AP and the necromancer loses that much.

I say change the innate passive and not remove it as a skill/mechanic because by the time that you get to it in the skill tree, the class has enough options to turn that to an advantage. One way I cheesed it is to have the necro grab 1st turn threat and soak up status effects, knowing that they would be cleared by dying, along with the recovery allergy, saving the rest of the party and draining the enemy of precious MP. I was VERY amused.
GameDevDeputy  [作者] 2023 年 7 月 12 日 上午 4:27 
@Lupus - i'm glad this is playing better for you and thanks again for the great feedback.

Now that the job is playing relatively well i'll look into crystals as my next approach. Alternatively I may add one or two more intro skills in early on to help cut that curve down - either way your feedback is really helpful.
Lupus 2023 年 7 月 9 日 下午 10:43 
With the changes made, this is very enjoyable! I'm working my way up to mastery.

Once you figure out how to use crystals, I would suggest making this not a starting job. It has quite a high learning curve vs say the cleric.
GameDevDeputy  [作者] 2023 年 7 月 8 日 上午 8:26 
I've also adjusted the AOE attacks to increase the chance of debuffs being inflicted. I didn't want to make it certain as I like the more uncertain feel to necromancer like the magicks are a bit of a gamble. That said, they should feel more consistent now - hope this helps!
GameDevDeputy  [作者] 2023 年 7 月 8 日 上午 7:55 
@Lupus - Thanks for bring this to my attention - I hadn't realised the animation played on repeat like that. I've adjusted it to be something less intrusive I hope

@aer - Your feedback is much appreciated and i'm glad you liked it. I've tweaked the MP cost of Minion Master from 10 to 15 and left the AP cost at 10 just to beef up the price a little. While it wasn't intended to be a cheap end-of-battle raise, the combo cost of AP and MP makes it a fairer balance I think. I'm ok with the idea of people playing strategically with their resources and turn orders to get a cheaper raise before taking down an enemy. After all, if they take too long the raised person dies again so its still a risk. Happy to revisit this if its too unbalanced in its given form.

Thanks for all the feedback; please let me know if you have any other recommendations
Aer 2023 年 6 月 14 日 上午 11:18 
I really enjoyed this job! It felt like one of the more creative ones I've seen so far. The abilities match the theme well. I wanted to add some feedback as well:

Minion Master can be used at the end of a fight to revive someone for just 10 MP, while avoiding the downside of them dying, essentially making it an extremely cheap revive. I felt like this kind of went against the idea of the ability. If it's not possible to make them die at the end of the combat, maybe increase the MP cost to compensate?

I noticed he necromancer has AOE debuffs like burn and poison that are really cheap, but have a chance to miss. I think they would feel a lot better if instead of having a chance to miss, the low MP cost was just made higher.

Hope you enjoyed making this job!
Lupus 2023 年 6 月 3 日 下午 9:42 
Also, please change the innate passive to not have a big pulsing graphic and annoying sound. I'm immediately switching my starter necromancer to another class to avoid it.