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报告翻译问题






- 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!
I think you should merge the 2.
Edit: The death sentence from minion can be remedied, not sure if intentional.
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.
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.
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.
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.
@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
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!