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报告翻译问题








It has very bad mobility (opening sweep is like 3 range, +1 every 2 levels I think?) to reach the mages, can't kill them fast enough, can't survive more than 1 turn of being focussed by more than 1 mage, can't stun them because the stun is massively delayed (it takes 5 turns for the stun to stun; on a melee class, this is terrible. It also does terrible damage without significant investment. I get it hits more than 1 guy, but this does not feel like a class that's going to be fighting multiple enemies at once in melee for 5 turns. Its squishy), can't deal with the archers and can barely go toe-to-toe with the melee guys 1 v 1. If you manage to get a mage/archer on its own and pull them to you then you have hope, otherwise you just fail to do anything fast enough to get anything done.
I also don't really understand why it uses dex/cun for most trees, then randomly will for one of them. 3 stats being used for unlocks is too many.
Presumably its fine for the normal campaign since by the time you fight anything like Gates of Morning in it you are level 30+ rather than 9. But for EoR it feels incredibly weak. Which is worrying when EoR is the easier campaign by far.
Not locking the gambling tree to level 10+ so we could go cornac for more options would probably help a lot. And be more fun. There are a lot of nice survivability options in those cards that could shore up its early game weaknesses. I wouldn't suggest turning that stun into a 1 turn one, since its pretty unique as is and it'd be a shame to ruin it, but we could use some way to make the stages progress faster. Stun massively outperforms all other status effects in the game and for most melee classes its on demand on a stronger attack.
As for the Symphonic Whirl ability: I'll try to fix that up; the stages were only supposed to last one turn each, but for some reason ToME's engine thinks that duration 1 actually equals duration 2.