Open Chickenudoom opened 8 years ago
Most things looks good to me. I literally just posted that you should drop quen's absorb per rank from 5 to 3. I like the aard change, though it seems a tad redundant with axii now. I guess it's more group cc vs single enemy cc. Dunno what you mean by stamina consumption as 50/second for alt axii. Does holding it longer have a better effect? Just seems like it punishes you for holding the sign key longer than you need to.
I'd really like Yrden to have a weaker slowdown effect, but for the Yrden intensity skill to let you convert some of the damage it does to healing (though that'd only synergize with the essence drain and alt Yrden talents). Or if you sort of leeched speed from your enemies, and gained a speedboost, though that might be weird to balance, and would stack too much faster roll-speed you get from ESGO's flat-footed. Even a subtle bonus (10-15% faster speed) would make Yrden more fun and skill-indexed though.
So, cat/bear/gryphon skills now have virtually no benefit? They just indicate how much stamina penalty different armor gives you? Seems a bit odd to me. Should have a subtle effect, at least. Light armor increases damage by 1% for each piece, heavy increases vitality by 1% per piece, medium does something else.
Alchemy changes sound good, but I'll have to play with them to really know. I don't know if 10% per point is too much. Sounds like a lot. What about a trophy that decreases potion duration by 80-90%, but boosts your toxicity drain a lot? For the person who likes to drink a lot of potions at the right time but only has like 15-20 seconds to utilize the effects (which will probably be weaker if you're balancing potions effects for 90 seconds minimum.
Another idea is higher max toxicity (+1000, maybe) but again reduced potion duration by 80-90%. This would be good for stacking decoctions, which even at 10% would last like 4 minutes, whereas regular potions would hardly be worth using even if you could use a couple more of them in a fight.
Lots of other possible tradeoffs to boost alchemy efficacy. -attack power or sign intensity or armor for higher potion duration or toxicity drain.
Not sure about general skills being passive but still needed to be unlocked. I kind of like the dynamic of having to sacrifice mutagen bonus for for a general bonus, though obviously they need need to be strong enough to compete. I think making them passive would make entail nerfing them a lot or they'd all be pretty obvious choices for single point investments, unless you made some of them require multiple points.
(Excuse any typos, writing from my phone) I'd like to put together a list of confirmed changes to be made in upcoming releases. These aren't finite though, and opinions/criticism are welcome.
Alchemy:
Melee:
Signs:
General: Change the respec potion to include the same effect as Triangleauthority's original cleardevelop script, and also tweak it to not destroy the player's equipped mutagens. May need to tweak the GUI to prevent level-up spamming on the screen.
Please share your thoughts on things that could be changed. After discussion, we will decide if it makes the list. :)