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报告翻译问题








What are the specifics of Xenon's Wild Ride? Didn't see that on the page as a feature either. You did say you'll add more info as the mod leaves Alpha, so maybe this is part of that "info" idk.
Freelancer's skills don't have previews. I'm not sure how I feel about that. On one hand, it encourages exploration to figure out how these things are supposed to be unlocked. On the other hand, I can't chase after exactly what I want, or plan for what I might need. I could end up building an entire team comp, having no idea that Freelancer has some amazing new trick that will blast open the door for me.
Many of Grappler's skills require the target to be restrained. That's fine of course. But unless I'm missing something, the only way to restrain a target is via the 5CD skill - Grab. Was the vision for this to go for the Rogue type class that works under specific circumstances? Or maybe you're trying to encourage more basic attacks? If it was an oversight, I think that incentivizing the restrain instead of restricting skills to restrain could work well. You hint at it with the skill - Spin Throw, where the target takes more damage if they are restrained. The easier solution could be to allow for ways in which we can reset Grab's cooldown. Maybe doing any "combo ending" skills would refresh Grab. Pretty much everything about Grappler screams "I'm here to kill single targets!" but it feels like I'm fighting against the class at time to make that happen.
Magical Girl has this really cool skill called Splash!, but it feels a tad expensive when you compare it's MP & CT cost vs the ability to give the entire party Power and Magic Up with Power Sprinkles. Takes longer to unlock it too. I guess I'm pointing at an opportunity cost issue here more than anything else. (Magical Girl in general is so good that I honestly don't have a reason to run Cleric at all. It covers every base and then some. THIS IS NOT A BAD THING BTW lol)
The length of the Machinist descriptions almost made me faint, but don't change that. It's not bad design or anything, just different. Examples are https://imgur.com/a/ksbBHrc from Yu-Gi-Oh and League's Aphelios. I can pull more examples out of my hat, but the overall point is the class justifies it's nuances. I have half a mind to ask you to make it MORE complicated actually. Make the stances even MORE diverse. Give me a technical challenge to chew on! But maybe that's a bit far lol. A stumbling block I hit though was a bit of trouble weaving in and out of the stances. I can eat the MP Cost, but the 5 Turn CD is painful. I'd like to see that more around 3 or so. Even if you have to bump up the cost of weaving stances, I'd be fine with that too.
Trickster is a prime case of why River should've had scrolling text boxes implemented into the engine. Anyways, I LOVE this one. A counter heavy class is always welcome and I'd love to see that tree expanded to show it off more. No major cons for me here. I guess I COULD nitpick about Counter Disarm? Maybe that particular counter should work for 1 Action instead of 1 Turn but it's not a big deal.
Ok that's all. Once again, this mod is seriously sick! Can't wait to see where you take it!
Xenon's Wild Ride is just me testing difficulty mods, it has most stats increased instead of just mind and atk, (dex and speed only slightly), and hp bumped up to 50%. Not really a feature of the mod, in hindsight I should've made it in a different mod, so I might either remove it or add it fully as a feature.
I implemented the freelancer learning gimmick cuz I thought it was pretty fitting for the class, FFV style as you can build it up as you get new jobs. Unfortunately I can't really bypass the skills not having previews if they aren't unlocked. At least the master hints that every new class will unlock a relevant skill based on it.
For Grappler, initially Grab is your only way to restrain, but you can learn Strangle for another source. The idea was for the class to be very strong against single targets, but have a tough time switching between them, I am not fully satisfied with the combo system yet so I might end up changing it though, maybe I could have the combo skills not need the status but be stronger if they have it, and keep the hard requirement for the finishers (which i do want to streamline as well), overall make the system less clunky. Cooldown refreshing is a tempting idea but I don't think you can refresh a specific skill's cooldown sadly.
For Magical Girl, when I tested it myself I did feel like splash was a bit too niche to cast, maybe I'll make it weaker and cheaper and focus on the soaked status utility. And yeah I wanted the class to scream magic utility but I might have gone overboard with the amount of it lol.
Machinist is one of my fondest classes, has gone tru a lot of change, still need more testing on its current iteration. For stances I didn't want to make it too easy to just change it all the time, make it more of a commitment, but in retrospect the CD is too artificial. Toying with an idea that instead of a CD, switching stance would give you a short status that increases your MP costs, maybe each stance could have a different copy of it so if you switch too much between too many the costs will ramp up. Have to think about it.
Trickster is still very early so I def appreciate the feedback, I still have to polish it a bunch. Descriptions are a battle between showing the damage formula and having the description not escape the screen rn lol. Gotta work with that I got for now. Right now standarizing the power of the counters is in the works, would add more and rebalance some as well.
Again thanks for all the feedback! Def pumped to do some more work on this now. Lemme know if you have any more thoughts I appreciate it.
There is one thing that is bugging me tho ... trickster is like, way to strong
way too strong in a sense that you can achieve basic immortality and still do very decent damage with it
between the show must go on that add extra turns to buffs and the dodge passive, you can easily have permananent phys and magic dodge, class giving a free counter that gives AP, you can really easily achieve 3 counter per turn
it's really fun to min max damage and all, but it feels way overtuned
The class is currently unfinished and untested so I left it in the testing NPC only, if it's game breaking feel free to ignore it for now. Input like this should help me fully release it in a better state at least though. 🙏
I also may need to include clarifications in the testing NPC itself.