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报告翻译问题






Dredmor version 1.1.3 will include multiple skillbars, so one won't need to fret about that.
My point is that mobs on floors 1-3 have pretty compartively bad health and stats (since the player does need a chance), and when Hold It! is two-shotting mobs on floors seven and eight on GR, then I'll start worrying.
Evidence currently stacks up to five times because it takes 3 to to be able to use turnabout and there still needs to be some left over to do something useful.
But it does really go to explain it all when you mentioned you're not playing on GR - I balance all my mods on that level. By level 3, tank-ish mobs like Undead Aethernauts were taking three to four uses of Hold It! to kill on a rogue build. That's 21-28 rounds to kill something using it alone, which given the much higher respawn rate on GR can lead to problems when kiting.
Lockup doesn't do damage; Hold It does a ton. I haven't done numbers but it's a lot more than your typical low level spell. Compare it to Necro's level 1 and 2. It may matter that I'm not playing on Going Rogue difficulty?
*With the introduction of ravens in YHTNTEP, existential damage and resistance is hardly a rare thing.
*The lockup on Hold It! isn't any more powerful as anything on the base game. Lockup from burglary is 20 turn effect, 20 turn cooldown. If anything, if you were purely using Hold It! for the lockdown effect, it's actually worse, since one has to spend more turns recasting it.
*I will still disagree with the first few floors being particularly difficult. First few levels, maybe, for wizard builds, but not floors.
*Further investigation is hardly meaningless - even if it did nothing for more evidence, it still drops random items ala perception.
What I agree with:
*I will lower the chances of finding evidence, since this is a common complaint. With both skills, each monster kill is a 4% for 2 evidence, 32% for one and 64% for nothing. I'll reduce the proc% to 12-15% per skill and see how it goes from there. Objection may also lose its armour bonus and have points put in reflect, which is underepresented in the main game.
HOLY BALLS this is just as broken as it looks. Hold It stays ultra-deadly through floor 3 and 4 if you even somewhat have the stats for it, which is nuts. When it's not ultra-deadly, it's a lockup with a short cooldown that also deals a rare form of damage. Evidence stacks too many times to be considered a resouce, and as such the powerful Objection buff can be used whenever you need it. And then you superpower all your stuff. Again I emphasize that your assessment of "blowing through floors 1-3 doesn't matter" is sorta false; that's a major rough spot for most builds.
Another random criticism: The one that makes you find more evidence is rather meaningless as things stand.
Hope this all helps!
So no, I'm still not terribly concerned. If people are using Hold It! as a primary damage source, once every seven rounds, that's a lot of rounds being wasted. It's meant for kiting dangerous mobs or closing in on chicken ranged mobs.
Seems to me like the opposite is true. Surviving long enough to find some decent equipment and get a build going is hard-- the very first few rough spots you meet in the game might see you without any tricks to get you out of trouble. If your build is strong you can bulldoze through the middle of the game. Then comes the test-- towards the end, your build starts to hit its limit.
Typically, I weight the first three or so floors lower when it comes to balancing, since they're quite easy. Hold It! Is supposed to be extremely strong against single-targets, since the root and silence is resistable, but it's not quite a mob killer or even a reliable single-target damage dealer when you don't have turns to waste.