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报告翻译问题
Happened in the Weald and i didn't do anything specific beforehand
but what ive done is download the mod that enable all the skills to all heroes and enable all his skills and then disable the mod...
what it does is its make all of his skills avalible only if you dont touch them again and make your other heroes still have only 4 skills
you can use this method
Not a massive issue but it can waste camp time
I've already lost 2 mercs due to friendly fire (affliction act outs) i'd prefer not losing anymore due to my own stupidity
And his high riposte damage does make sense since counter damage is a thing in Bloodborne
Yes i googled it to make sure i wasn't going insane or remembering it wrong.
Getting hit by a greatsword would hurt regardless tho
Hallo again, thank you for your continued enjoyment in my work!
I've taken the feedback you gave so far into consideration and did a little bit of rebalancing; lmk if the new changes make him feel a bit less insane (details can be found in the Change Notes)
Did consider nerfing the riposte as well... but... my (adopted) son can have a little bit of riposte damage, as a treat <chuckle>
At least it's not gamebreaking
And i do feel like a madman rambling
Could have it be more effective against beasts and eldritch foes but that might suit a trinket more.
Having what is essentially a self sustaining man at arms with party stress heal is nice but all the skills having late game effects like 30% protection and 13+ dmg ripostes at level one is just slightly op.
I literally had a prospector spam tackle and oathbound as i had no good healer to bring other than a crusader. And swapping the extra protection when marked on tackle for something else would help reduce the rookie level 50% protection available to them.
Having relatively low speed does help with the balance but giving the prospector drugs negates that easily.
Then again, drugs (ingame) are basically capable of turning any character into a godslayer.
Visceral has that scaling because you are wasting at least 1 turn beforehand to set it up for a big return as opposed to just attacking twice, so I figured I'd rather make it worth it.
As for the prot buff, it lasts the same amount of 3 rounds as a base game buffs. The duration can be reduced by how frequently you transform back to 1 handed.
Thank you for your continued enjoyment with this mod, I am open to at least letting players go for a 5 skills select instead of just the base 4
This limits you to 2-4 skills and forces you into staying in a specific mode.
Having all skills be available but different in each mode would, personally, be far more like a Bloodborne character. Having more than one skill that allows for mode swapping could have a similar effect since interchanging different attack patterns is possible in Bloodborne.
By the way, visceral damage may need a slight nerf in the early game. Hitting for 50 with a crit or oneshotting medium tier enemies does feel like Bloodborne but it makes encounters end in 2-3 turns even with a completely new Prospector recruit.
Protection buff on tackle might be lasting for too long as well, it literally makes the character unkillable in most situations outside of shambler or bleed/blight spamming enemies.
Still love the mod, i can understand if you don't agree with what i've written but i'm not writing this to start a feud or anger you.
i like your version more but having only 4 skills at a time meeses with his 2 hand 1 hand change playstyle...
how can i fix this?
for some reason the "notebook" camping skill isn't a resolve boost but a 25% virtue buff for himself and a companion. it's only that camping skill that's different.
I've made a visual tweak mod for it that fixes the walk animation and beefs up the core sprites a bit. Requires this mod of course. (Hope thats okay Fermint! I'll delete it if not)
Check it out here
I also don't know if this is an issue in the original mod itself.
The daze itself is just the usual daze debuff that you see on the workshop nowadays