Bateman

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Posts posted by Bateman


  1. 1 hour ago, raics said:

    The point of 1h katana sidegrades is mostly lowering luck so they're less likely to crit when dual wielding, the intended use is sidegrade in first slot so you get the parry bonus and a normal katana in second slot, I might give them a small damage bonus on the account of being reinforced, though. Thrown are the heaviest ranged weapons because you're assumed to carry a stack of them, but also cost the least RT to use of all ranged weapons so it cancels out if you're using them a lot, and their damage is good. I'll be tweaking the items further for sure, it's a recent addition so they're still a bit rough around the edges.

     Ah I honestly didn't think of that purpose for the katanas, it makes perfect sense tbh to lower the crit chance on the first hit.  I dont think youd need to increase the damage, maybe lower the weight and the dmg actually and shorten the actual description, something like "main hand katana to improve defense and ensure follow up," something to indicate its intended purpose isnt for raw dmg.  Adjust it around avd or something instead, 2 1h katanas do good damage regardless even if you make the sidegrade a more defensive option.  I dont have the mod up to actually see what the stats are on most of em.  It honestly didnt occur to me but its a good design after you explained it.


  2. Oh forgot to add this on, couple notes on crafting and gear in general, thrown weapons are wayyyy too heavy i dont see the benefit of using them at all when theyre almost double the weight of other ranged weapons for similar results, if anything they should be the lightest category.

    For the most part i love the sideways crafting, but a little variety might be better then a static sideways upgrade.  For example, all crafted daggers are mage daggers, maybe mix it up slightly and swap the bonuses, a couple mage daggers, a couple status daggers like poision slow stun etc, adding elemental weapons earlier in general through crafting would be amazing.  For example lets say silver weapons add a holy element, or something like the falchion adds an air element instead of a static always 2hand.  Just food for thought.

    Also while on weapons I prefer the base katanas much more then crafted ones, resetting tp completely trumps adding the parry skill, 1h and 2h, katanas if you want to take a look, might benefit the most for random buffs from crafting, adding early elements to those would work real well, i just dont see the benefit honestly of losing completely restting tp for +1 parry and losing the luck boost of the main hand katana.  Basically 1h and 2h katana rework are great imo, the crafted variants dont seem as special imo.

     

    Just a quit feedback, overall very positive changes.


  3. Just started chapter 4 after running the neutral, few things off the top of my head.

    Absolutely love Tamuz, hes probably my favorite "new" unit.  Hawkmen with access to knight jug and hop is fantastic, without being broken.

    On the topic of knights, regular knight feels much, much better, you did a great job with the revamp.   Aegis, even when ai controlled, is great.  Only problem is now white knight feels very lackluster, i find myself using regular knights to use aegis over using white knights, the rt skill is great but i think they might need a little more.  Maybe give them back heal 1 and 2, maybe 3, i dont think it will imbalance them and cause you to sit out reg knights.  Like i said aegis is great, giving wk aegis would just negate knight entirely.

    I abused monsters alot in the original, Gryphon and octopus feel very good right now, but dragons feel a little too squishy.  The main problem with monsters in the original was abusing lob boulder, but since you nerfed the range attack in general i think a small defensive buff to dragons would be fine even if you lower the offensive values to balance it out, they really do feel quite squishy.   Right now with monsters they all feel relatively the same.

    I also love the static no stat growth when leveling classes, its very refreshing not even considering having to multi grind for stats.

    The only negative thing ive encountered so far really is with vartan.  Im not sure if taking away 2h xbow was needed.  Right now the class just feels like a meleish focused spellblade.  I think your intended design was to keep canopus using a 1h weap and 1h range while allowing a little deadshot here and there.  The skill redesigns are very nice, but the class just feels less complete then the other reworks.  Personally I think it could use either duel wield or 2h bow or xbow, one of the 3.  Also for notsalgia sake, let canopus use tornado even if its just level 1 lol.

    Side notes: Swordmaster is wonderful, duel wield on berzerker was a great idea, and i like that warrior is a jack of all trades now, its actually viable to keep denam as warrior till lord imo.  Lord still feels a little heavy tho, so does angel knight, also still miss donaltos old sprite and i kinda miss folcurts gold knight, maybe give the gold knight to voltaire since the red knight is used be enemies sometimes.

    Edit: Also i was looking for a base sprite modifier list for cwcheat, and the one on the cwcheat zeta forums is very incomplete is there a better one around?  Maybe i can give voltaire the gold knight myself with cwcheat if you dont agree.


  4. I'm gonna give this a serious playthrough shortly and the mod is really nice from what i can tell so far.

    I'm not entirely sure what youve edited stat wise in the changeloge and specifically what you added and subtracted from the classes and what you can actually edit, but from what i can tell you increased the base weight of lord class, it seems a little much at the same weight as knights, maybe a slight rebuff would be suitable seeing how it is the lord class.  Secondly i was hoping for some pretty big buffs to lich and angel knight.  I didnt dive into their skills heavily yet, but from a difficulty to aquire standpoint ive always felt these 2 classes should serve as the real endgame class setups for generics.  The angel knight specifically is very heavy and has a very limited holy spell pool, which themeatically never really made sense, i wouldnt be opposed to seeing you give them access to virtually all light magic and a little beefier weapon selection with a little lower rt.  Lich isnt terrible but maybe bring the rt closer to necromancer.

    Ill give you more detailed feedback when i play through it, but without knowing the scope of what youre capable of editing in game its gonna be a little difficult to figure what can and cant be edited or improved.

    Edit: I dont want to come off as unaprreciative or bossy, we spent alot of time on id helping arch balance 1.3, and since i love this game, honestly helping you get the best mod out of it is a really exciting proposition, just wish i came across this earlier, so if i can help you out in anyway im happy to do so, the best i can do right now is give feedback.

    Edit2: I LOVE the sara and voltare static sprites, donalto tho is a little ... weird at first.