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This mod makes Jester a SUPBERB stress healer, so good that it feels way too easy, I didn't got a single affliction in several long maps.
Also he removed the finale buff which made the Hero really good against bosses and sizes 2-3 opponents, in my opinion it made the hero bland and a OP support you wanna in every run, even if it doesn't combo.
My honest suggestion for this:
1) Remove the team-stress-heal on every attack
2) Put finale buff back on attacks.
3) We could have a team-stress-heal when Jester kills a unit, instead of every attack, it would make it less bland and more balanced.
"the jester is now uncahined!...again"
If it doesn't work try to unsubscribe, restart steam, and then subscribe again.
If you have an in-game issue after you've done that, leave a comment.
I did not add the new abilties and stats changes from the DLC (except for the new buff you get when you crit) and I do not plan to add them anytime soon. If you want to make these changes feel free to use the files from this mod and upload your version (just put my nickname somewhere). I can also update this mod with your modifications, your work will of course be credited.
-A tear torn page from the Grimoire of GrimRose0
<Congrats, your mod has done outstandingly well and caught the eye of this Writer. This page has been tailored spasificly for your mod. Enjoy. Darkness awaits us all.>
Overall, this mod seems to give a lot to Jester without taking anything away; Vanilla Jester is still a good character if you use him right (even, dare I say it, post-nerf), so it doesn't seem like the mod is balancing him so much as just giving him buffs. To be fair, they're good buffs - especially Red Shirt which buffs a skill very few people use - but it feels a little unbalanced, like he's been given too much and needs something taken from him.
Amusing Fool would be ok; Jester already has a pretty powerful stress heal, and the most powerful one in the game to my knowledge. But an extra stress heal would make sense, especially if it comes from skills like Finale or Solo, cause they're music-based attacks. Slice Off and Harvest, though wouldn't make sense, cause they're just basic bleed attacks.
Red Shirt is a desperately-needed buff to Jester's sub-skills; no one even considers the non-Finale type skills, and those are actually my favorite. That part of the mod may make people notice him more.
Echoing Tune might not be for the best; while a longer-lasting buff is all well and good, making it last the whole battle outright seems a little silly.
The game's way too easy.
All I need to do is spam Finale.
Making it so the Jester has to "build up" he's killer move is a good idea to not cheese the game but the fact that they removed crit chance + made it extreamely tedious to reach high dmg is the real problem, the best way to balance it is to make the jester able to 1 shot the "big bad boy" of the fight on the 2* turn of fight.
Let's be clear in random encounters after the first "finale" the jester just stays behind buffing or healing stress 90% of the time, i've never found my self in a situation where i had to use finale twice for a normal encounter...
Personaly I would have kept the high damage but have it only move you back ONE space but also have it stun you and hit you with the "Marked" debuff, that way its risky as heck to use
And as a suggestion, could you tweak this mod to be more like the "new vanilla" jester?
On my opinion the new just is a good idea badly executed, it would be nice if you can make it better ^^
For when the antiquarian, occultist and houndmaster?