I'm making this so you all have a place to immediately provide me with feedback on the given changes. So, that said, how're people feeling with the public patch?
No other aspect of a character's appearance impacts gameplay. Perhaps an argument could be made for overburdened having some gameplay impact, but having appearance have such a massive impact as overburdened had is far too much. If overburdened decreased initiative by a small amount, or something of the sort, then it's a neat little impact that your rp has had on gameplay, but the 50% agility reduction was way, way too punishing, crippling any character which has it, because basically every character type benefits from agility regardless of archetype.Rp wise it makes the status effect feel more "arcade-ey" and less "true-rp-ish" now. It's a nice thing when aspects of your characters physique play into how a game is played.
That is correct. The game is lacking of that. And now the devs decided to get rid of it instead of adding more. - Which is something that I dislike.No other aspect of a character's appearance impacts gameplay.
It forced me to think more while playing. With the recent changes it doesn't do that anymore as well.way, way too punishing
Imo, it should have the exact same set of rules as its opposite effect. If you aren't getting one, you should always be getting the other. This is both a balance thing (the certain application of the perk in one of its two ways is a valuable tool in assessing the strength of the class) and a tool used to avoid more "GOTCHA" moments that result from failures of clarity or comprehension. Veteran has already confused enough people as-is. Besides, it makes the really bad fashion souls even funnier.I would probably extend the limitation to any type of non-heavy equipment like helmets slots, arms and the legs.
This is a complex issue, and a lot of it boils down to "I want to see how it feels now that people should be paying attention to it reducing all damage that the given character does by 10%", which is a pretty powerful ability in and of itself. I want to see how it lands, then I might tweak it more. Besides, it does still reduce evasion, which is a benefit on its own.It's a shame that it lost the physical resistance malus it gave to enemies.
Besides, it does still reduce evasion, which is a benefit on its own.
No no, staggered reduces the enemy's evasion. By 10. Used to be 15, actually, but it's 10 nowFine but you gonna get hit a lot.
W-wut, does this change mean every stat gets a normal boost every level up or is that still tied to race and background
Affinities literally just do not exist anymore. The only remaining fragment of it is a suggestion, where the three "affinity" stats your class, and only your class, had now have little stars next to them in the level up screen. There are no more greyed out stats. If you make a new character, the tooltips for backgrounds and races no longer have a section on affinities. Affinities, quite simply, just do not exist.The removal of affinities restricting stat allocation is the best to me though. I haven't had a chance to check though, does this change mean every stat gets a normal boost every level up or is that still tied to race and background and we can just the points wherever we want with nothing greyed out?
This much isn't quite true, I'll admit: the starting bonuses you get are still tied to those (and say as much), but nothing else.. Nothing about stats is still tied to race and background,
Do you mean +1 or +3? Whatever it is, you can assign +3 to any 3 stats on level up, and the others get +1.
and I'm not sure why your question was phrased like that.
No no, staggered reduces the enemy's evasion. By 10. Used to be 15, actually, but it's 10 now
They did. Always have, actually.The automatic plus 1. Didn't stats that weren't in the character's affinity not get that before?
Oh right, I forgot about that partThis much isn't quite true, I'll admit: the starting bonuses you get are still tied to those (and say as much), but nothing else.
No, all stats that didn't get +3 always got +1.The automatic plus 1. Didn't stats that weren't in the character's affinity not get that before?
They do indeed! I kept them around for a couple of reasons, including to make reactivation costs lower if you will and to make sure they could still be stealable. I'd assumed that this was to make up for your loss of a turn. Do they happen with the free activation too, despite no longer usin
To quote my post on the blog on this same subject:No longer having two separate HP bars is nice as well. I'm not sure about actually calling it HP though...
I mean now that resolve damage classes are no longer an all-or-nothing thing I've actually thought about using it. I think it's a little weird that being really horny would decrease your health. Wouldn't it make a little more thematic sense to rename it to fighting spirit or will or even resolve?
Being horny and getting bashed around the head with a giant fuck-off sword would both make people less willing to fight and damage their resolve to keep going but I really don't see how a magic
I’d thought about that tbh, but I felt it was easier to convey its overall role by maintaining the HP name instead, which is important for any new players. Functionally, you’re absolutely right, and I’ll probably write something in the codex to the equivalent of “health in this game is an abstraction of a character’s willingness and ability to continue fighting, which is why such a broad variety of abilities target the same bar.”
Oh, sorry, I didn't see an explanation for that in the blogpost.To quote my post on the blog on this same subject:
Hmmmmm. A summoning/support mage with willpower/presence/toughness sounds interesting.No it didn't. Presence was. Willpower increases focus, which is the resistance to the things that damaged resolve.
There's an argument to be made either way imo, and I went with presence for the time being for two reasons
1.) Consistency. Presence increasing some health bar meant it retained its function in the damage absorption category.
2.) Balance. Giving willpower, an already incredibly powerful stat HP scaling is just asking for mages to be completely unstoppable.
No worries. It's in the comments. I'm bouncing around between the two + discord. Just wanted to cite myself is allOh, sorry, I didn't see an explanation for that in the blogpost.