Originally Posted by Baardvark
Thanks for the feedback gGeo and Hiver!

Thanks for modding work man.
I kinda missed the train with the first one so i fell behind but i know it takes a lot of time and effort.


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I like it. Maybe even chill nearby characters. Nearby damage did seem off to me. I could see burning cause damage or warm nearby targets, though.


Chilling enemies that are close to the frozen one seems like a good effect to add to these other ones, but i would still have it cause slowdown or loss of speed in addition to that.
Because chilling doesnt do much itself, if im not mistaking, except makes enemies prone to get frozen on next ice spell hit. (i could be mixing previous game effects with the new ones though)

So maybe reduction of speed or slow down while they are very close to the frozen enemy which lasts a turn when they move away. But also chill effect in addition to that which could last two turns...?

That seems reasonable while not being op.


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I'm not sure about my idea for fear, and am especially wary about changing charm, since it's indeed a very fun status to use. But they are still very hard cc. Maybe instead of fear damaging, it would only make the character spend 1 or 2 AP running away. Still very inconveniencing, can trigger AoO attacks, make you run through status fields, but it's not a turn ender. The thing is, whatever hard cc ability that remains after purging the others will be king, unless it has serious downsides as a hard cc like petrified.


Frankly i never used fear much and my guys usually quickly got either immunity to it or would resist it most of the time.
Ive only noticed it in EE version and only later in the game.
The way it is it isnt very inconvenient because usually if any of my guys get affected by it, they actually run away from enemies and so dont get damaged for a turn or two.
Same for enemies who usually run out of range while i have to focus on others that are closer.

It worked just like that in all rpgs i ever played.

So maybe, removing the "running away" effect would work better if the goal is to make it actually inconvenient or dangerous? Maybe it could work like some sort of softer stun as you want to make it, only the characters are "petrified by fear" so they basically stand in place - terrified.

But that would make it too similar to these other status effects. Basically the same as Blind effect, only with different animation.

hmm... what if Fear reduces chance to hit against that enemy and lowers resistances, and dodge?
While giving enemies higher critical chance?
So you could still fight while being afraid but it wouldnt be a good idea? Then it would be your choice to either move that character away - to run, or to try and fight while being scarred of those enemies and seriously penalized for it.

That way you wouldn't lose control over a character and you would have your player agency intact, but at a price for the duration of the spell or until you dispel it from that character. (idle animation of scarred character should remain the same so players can clearly see the effect)

In that case warrior encourage spell should remove fear (in case it doesnt do that already).


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I actually think charm needs the opposite effect after it wears off, some kind of buff or mixed effect. In the mod Epic Encounters, characters get raged after being charmed.


I dont know... i usually approach these things from realistic angle which seems to bring best results even in slightly distorted fantastical settings.

So im thinking, if i was charmed and then it wore off or i got turned back i would be pretty confused and maybe shocked for a few moments. I suspect anyone would be.
So... well, maybe first the character is "shocked and confused" for a turn (after charm effect stops) and then gets enraged or "angry" in the next turn?

I actually wish that charm was a weaker spell which only makes enemy not attack you, but that there is a second stronger spell like "mind control" or "hypnotize" which works like charm does now.

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I also think if a charmed targets takes enough damage to their vitality (like 25-33% of their max health or something), they get broken out of charm. This way you can't use a charmed target as a punching bag when convenient, or throw them in the middle of an AOE attack and expect them to stay loyal. Would also give you an option as a player to smack your teammate to wake them up.


I like that. (I thought something like that is already happening, in the previous game at least. I seem to remember that if i damaged the charmed enemy it would snap them out of charm...? But it didnt work for my guys who got charmed. Ill have to check that.)

That would be a good option to have.

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I'm not about making armor a sliding scale of effectiveness. Further complicates things. Regardless, it's going to be tough (mechanically and balancewise) to implement a global resistance system. I'm not quite sure how I'd go about it, but I think the formula would take armor, constitution, perseverance, vitality percentage, and glass cannon into account.


Yeah, i just thought to mention it.
I dont like having to chip away at the armor down to zero while its working at 100% efficiency regardless of how much I damage it.

Seemingly only to prevent hard locks like stun and knockdown. While it actually works as invulnerability spell after which you still hard lock enemies anyway.
All of it seems like a bad solution to a not that great starting idea to me.

The actually better solution would be to make those status effects less hard, as your modding plan aims to do.

Im not sure do you mean to say that my idea would need a global resistances system or is that something you want to do anyway?

If so, isnt that already in the game?

All i want, basically - is to get some damage in as the armor is reduced and to have enemies affected by elemental surfaces and their effects.

Not necessarily the hard locks, since i mostly dont use them anyway. It makes the game too easy and boring if thats all one does in combat.

Which is why i like your plan.

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Knockdown standing up could cost an AP perhaps. Does make some sense.


I figure that these kinds of status effects shouldn't wear off without any cost. Affected enemy should have some lingering penalty to approximate or simulate this, even if its something small. One Ap less seems appropriate for the new system, yes.

In addition to the other things you mentioned.