- Dec 04, 2018
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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
Its so annoying when you trigger this too early given how important it is.
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Chris Davidson authored
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Chris Davidson authored
This has been an insanely strong tree for a long time. Toning it down is a better idea than tinkering with Shadowblade's mastery. (MISC) - Shadowblade Temporal mastery reverted to 1.0 (TEMPORAL) Congeal Time: - Projectile speed increased Time Shield: - Base shield reduced - No longer reduces effect durations - Renamed Temporal Shield to avoid confusion with the TW Time Shield talent Essence of Speed: - Scaling greatly reduced. This has been a problem far too long, it acts as a force multiplier on everything an Actor does and is the single biggest reason were stuck treating dispel access as mandatory. PC values are notably reduced as well.
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Chris Davidson authored
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Chris Davidson authored
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Chris Davidson authored
Courtesy of Hellowhat
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Chris Davidson authored
Absolutely no idea why I did this
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Chris Davidson authored
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Chris Davidson authored
Part bug, part bad decisions. The strength of this talent crowds out things like breaths because its a super high damage AoE with no real downsides. Also gives randbosses a huge range weapon attack on an abnormal damage type which is generally not great. Lets just not talk about the save scaling.
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Chris Davidson authored
How did I even do this
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Chris Davidson authored
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Chris Davidson authored
- Fix a bunch of stuff left out of the first SB commit - Dirty Fighting unlocked base for Rogue - Revise many talent costs
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Chris Davidson authored
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Chris Davidson authored
The new version of this is aggressively powered against defenses partly because it has a high stamina cost if you want to keep it up. NPCs cheat resources too much for this to be reasonable.
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Chris Davidson authored
Currently you have to spam ask escorts and extrapolate their pathing from that. This is reliable but tedious, may as well just show where they're going.
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Chris Davidson authored
Token buff pending some more interesting revision.
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Chris Davidson authored
This style of crutch is being phased out in favor of sane early game numbers.
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Chris Davidson authored
- Fix exploit on levelup screen to cleanse - Fix Chant Radiant causing insane rest times
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Chris Davidson authored
(MISC) - Moved to generic. This is partly because Rogue is getting another class category unlocked base and has too many. - Aggro behavior no longer changes with difficulty. We don't need hidden behavior like this and the number is pretty small anyway (STEALTH) - Enemies no longer share target_last_seen information at all if the target is stealthed. - Enemies will still chain aggro against stealth to prevent cheese but aquiring you as a target will be delayed by 3 turns. Shadow Dance: - No longer clears targets or forces you out of stealth.
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Chris Davidson authored
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Chris Davidson authored
(MISC): Mostly mastery changes. I think hybrids having lower masteries on core weapon stuff is good for differentiation. I am not worried about this class becoming weak. - Temporal mastery reduced to 0.6. Fun fact: Essence of Speed still goes to 29%. - Dual Techniques mastery reduced to 1.0 - Duelist mastery reduced to 1.0 - Combat Training mastery reduced to 1.0 - Combat Techniques locked. Even Rogue doesn't have this unlocked free, Shadowstep, Conveyance, and Mobility are more than enough (SHADOW MAGIC) Shadow Combat: - Mana cost removed, I'm tired of people correctly noting that you should turn this off past early game - Damage dramatically increased. Paired with Umbral Agility this should be a nontrivial % of SB damage. Also improves early game notably. - Sustain cost added Shadowstep: - Added 20 mana cost - Range capped at 10 (AMBUSH) Shadow Leash: Removed and added to npc.lua as spell/other. Shadow Ambush: Removed and added to npc.lua as spell/other Ambuscade: Removed and added to npc.lua as spell/other. The only thing this talent does is let people find ways to avoid interacting with enemies at all in a game about combat. Feels like it doesn't fit. New Talent - Shadowguard: Grants all resistance when exiting stealth briefly and gives debuff immunity, spellpower, and defense when your life drops below 50%. New Talent - Shadow Grasp: Merge of Shadow Leash and Shadow Ambush with Darkness spell damage added. New Talent - Umbral Agility: Increases accuracy, defense, and darkness penetration scaling with spellpower. Shadow Veil: - Fixed duration of 3. - Now does 4 attacks total the first as soon as the talent is activated. - Range is now based off the first target hopped to so you can't get screwed by chaining across the map.
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Chris Davidson authored
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Chris Davidson authored
- No longer forces unarmed - Duration fixed to 4
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Chris Davidson authored
Lots of tooltip fixes and behavior clarifications. Clinch: Toned down especially at very high TLs. Still a big player nerf, but the scaling duration on NPCs made this especially brutal on NPCs sometimes. - Cooldown increased to 8 - Duration fixed to 5 - Damage increased Crushing Hold: - Slow reduced - Physical power reduction increased Hurricane Throw: This isn't as exciting as it should be. - No longer lets you throw things with never_move - Causes the thrown target to lose a turn if they collide with another enemy - Range increased
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Chris Davidson authored
Doomed shade can still use it, etc.
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Chris Davidson authored
This is a bandaid pending some sort of dispel overhaul in the future. Generally cooldowns are increased so you won't get in situations where your stuff is just getting spam dispelled.
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Chris Davidson authored
As this isn't a core defensive sustain we should make sure dispels stick.
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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
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Chris Davidson authored
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Chris Davidson authored
Currently its optimal to immediately go to a shop and buy inscriptions (which are very cheap). This alleviates that a bit by improving the starting inscriptions as well as tweaking/updating some of them.
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Chris Davidson authored
Currently there are a lot of tier 4-5 Maj'eyal artifacts but very few places in the game to drop them. This helps correct that problem and changes mummy wrappings to be a stronger arcane themed robe subtype.
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Chris Davidson authored
Even with drowning gone this is just leading to people luring citizens to kill 1 by 1, a tedious but very efficient source of experience and items. Keeping classes on townsfolk is always going to create warped incentives and on top of it is just weird.
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- Dec 01, 2018