- Sep 14, 2019
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DarkGod authored
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- Sep 13, 2019
- Sep 11, 2019
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DarkGod authored
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- Aug 24, 2019
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Gordon Acocella authored
Load quickhotkeys prior to loading the game to fix hotkey ordering for "restart the same character".
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Lisa Greene authored
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- Aug 22, 2019
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Chris Davidson authored
} IS DELICIOUS
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Chris Davidson authored
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Chris Davidson authored
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Chris Davidson authored
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Chris Davidson authored
Changes for this were already discussed in PM and I'm lazy.
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Chris Davidson authored
This is now one of the 3 core 30 positive energy dump talents. This one is the highest total sustained light damage opener. - Cost increased to 30 - Radius increased to 10 - Fire damage removed - Damage greatly increased
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Chris Davidson authored
This is now one of the 3 core 30 positive energy dump talents. - Cooldown increase to 12 - Cost increased to 30 positive - Damage decreased - Now autotargets the farthest enemy in radius 10 - Now recasts itself two more times. This is to synergize with procs specifically at the cost of being a bad damage type.
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Chris Davidson authored
This is now one of the 3 core 30 positive energy dump talents. - Cooldown increased from 12 to 20 - Damage greatly increased - Damage occurs at all talent levels - Starting at TL3 you now gain a moderate amount of fire, light, and darkness resistance for 4 turns. This is designed to synergize with Darkest Light.
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Chris Davidson authored
- Positive gain reduced to 10 - Radius increased from 0 to 1. Single tile ground effects are hard to see and really unsatisfying. - Fix double crit
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Chris Davidson authored
- Radius increased from 7 to 10 - Added crit
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Chris Davidson authored
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Chris Davidson authored
Were increasing the cost on several talents as well as adding additional passive drain, making this more accessible lets you fix resource problems if you really have to by using turns on a bad talent.
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Chris Davidson authored
- Range increased by 1 - Double crit removed - Cost increased from 15 to 20 - Max duration added for very high scaling
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Chris Davidson authored
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Chris Davidson authored
Generally aiming to make this more in sync with Starfall as a core debuff talent. - Cost increased from 15 to 20 - Radius increased from 5 to 10 - Small damage value added so procs can happen - Max duration added for very high scaling
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Chris Davidson authored
- Remove the RNG on the damage. All it does is obscure the tooltip. - Change energy drain to occur only once per activation and happen before the spell crit so Corona's calculations come later
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Chris Davidson authored
This effectively means pos/neg energy both go to full out of combat which was already doable with tedious talent spam.
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Chris Davidson authored
This applied to both gains and losses so it effectively broke even but made costs variable and annoying.
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Chris Davidson authored
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DarkGod authored
Removed max level on all fixed artifacts. Material level already restrains them TEST
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- Jul 10, 2019
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DarkGod authored
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- Jul 06, 2019
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Lisa Greene authored
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Lisa Greene authored
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- Jun 21, 2019
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Lisa Greene authored
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- Jun 20, 2019
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Lisa Greene authored
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Chris Davidson authored
This is on an escort now and I can't think of a good reason all MS trees need to give the psi weapon.
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Chris Davidson authored
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Chris Davidson authored
Jesus fucking christ instant_resolve is weird.
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Chris Davidson authored
- Instant cast - Longer cooldown
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Chris Davidson authored
On top of being too strong the new Dominant Will creates really dumb friendly fire incentives.
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Chris Davidson authored
This mechanic is complained about endlessly, and for good reason. Currently it does little but make world map travel frustrating. I don't have a good idea for fixing this mechanic, so as a bandaid lets just reduce how many there are for now.
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Chris Davidson authored
This talent is really warping the defense stat. At high TLs it practically acts as a passive. This hits most of the same breakpoints for player TLs but limits the duration for NPCs.
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Chris Davidson authored
Still not overly thrilled with some of these proc effects, may as well let it happen more often for now.
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Chris Davidson authored
Its odd to have a % damage reduction happen after finite damage reductions like shields. Notably, the old order of operations has a lot of antisynergy with shield runes, which Ghoul uses a lot.
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