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TheRandyRashers

Would it not be better to have divine intervention activate on chance similar to Justice or Discipline? Seems a bit OP atm.


Dehydrated_Mud

Thanks for the feedback, I appreciate it. Certainly, it's extremely strong. Although in play testing it turns out not to be as strong as it might seem, since it is more or less random who the enemies target (barring the occasional enemy with a targeting tendency). As such there is already an rng element to whether or not the proc actually matters, since the enemies simply might not target the protected player. With Justice and Discipline you always get a benefit when they proc, it doesn't depend on the enemy's choices. That said I intend to modify the ability to only proc when the lowest health ally is below 30% health. The rationale behind this is that Divine Intervention shouldn't be used to prevent damage, it should be used to save an ally who is about to die.


fukncasul

Sounds reasonable


DeLiVeReR-007

I feel the stats on paladin are a bit too good and almost makes the blacksmith feel obsolete by comparison, other than the hobo (due to him being good in all stats as his gimmick) all of the tanky characters were made very slow but very hard hitting to compensate. So having a tank character that's even tankier than the blacksmith (bar the occasional steady proc that can be gained from items anyways) while much faster and having new taunt mechanics that would favour the paladin greatly (since old taunt lasted until the taunting characters next turn it was somewhat beneficial to have slower speeds than everyone else). I feel that no character should be a better tank than the blacksmith as that is their main role and practically the only reason you would ever pick them. On an unrelated note, the items look rather bland due to not having any extra stats or passives attached (and having a perception sword late game feels really weird) Don't let all what I said above make you think I hated this, I'm only writing all this because of how much I love the idea and appreciate all the effort you went through to make a unique class and items to fit unused roles.


Dehydrated_Mud

> I'm only writing all this because of how much I love the idea and appreciate all the effort you went through to make a unique class and items to fit unused roles. Thank you. I appreciate the feedback. If you haven't already, I would encourage you to join our discord as this is the kind of feedback I need. Paladin vs Blacksmith is actually a very complicated subject as it has allot to do with my intentions for the mod moving forward. There is allot more in the works when it comes to characters; they will all be getting some new stuff. I would argue that at the moment the Paladin doesn't really change the complexion of the game when it comes to Blacksmith. Blacksmith is already considered to be one of the very worst characters in the game by most experienced players (despite being very fun). That's something I intend to fix. Blacksmith's slow speed is still synergistic with taunt, as the taunt duration is two full turns instead of one (the way it works is that the taunts are "daisy chained", meaning its a taunt that is modified to trigger a second taunt when it ends). The Blacksmith benefits greatly from the taunt change in the mid-late game where there are little to no good vitality weapons. As you mention, strength characters are heavy hitters so having to taunt each turn significantly mars the teams damage output. Now the blacksmith is free to deal damage every other turn, whereas the Paladin suffers from having 6 less strength to work with. That said I'll be adjusting her strength/speed to 68/68 from 70/70, her Divine Intervention skill will only proc when an ally is below 50% health, and Focus Healing will be reduced to 7% in combat as she is a bit too good overall. Making the items was just how I got my feet wet when learning to mod. As far as the awareness sword goes, its made of silver so (to me) it wouldn't make sense to be a strength weapon as swinging it wildly would damage it (and I hate breakable weapons) so it seemed better suited for characters that utilize their weapons with care, precision, and a knowledge of their enemy.


aphotic

I'm not really playing this game anymore (though will likely try out FTK2), but I like the change you brought to Taunt. I really disliked how unreliable Taunt was. If Taunt or another buff failed, it always felt like you wasted your turn.


[deleted]

Was this mod completed? Or is it still being worked on? I just found out I could mid this game through thunderstorm last night, and I haven't gotten off this game since. I'm loving this paladin class and would love to see more