nekarcos wrote:@nsrr
By the way, how does Ritch feel now?
For my first game, very lackluster. I made some pretty questionable build choices and ended up losing all my lives. I was focussing pretty heavily on the melee assassin aspect of Ritches and ran into some problems with durability[Both of my weapons and of me]. In retrospect, I was far too paranoid about breaking my weapons and should have gone more ham against actually dangerous enemies.
The Ritch game I'm currently playing is going better so far. This time I'm milking Flamespit for all its worth. Flamespit itself does very little damage due to only scaling at a 1:1 ratio with Willpower points, but its super good at quickly stacking up Inflame to silly levels. I also took Hoarding Beast, so I'd have a way to deal with confusion, teleports and emergency healing.
That said, Ritch really suffers from not having especially reliable self-healing capabilities. They've got lifesteal, but the majority of it is locked behind inflicting a bleed effect[And incidentally by the Bloodletting Beast tree being Willpower based, despite being most beneficial to a Dexterity build]. Against undead[A non-trivial segment of enemies], they have great difficulty sustaining themselves through long combats.
Other balance things I noticed:
-Flamespit travels SUPER slowly, especially given how fast you can shoot them. If you're doing what I do and bind it to left clicking on an enemy, its super easy to misclick and walk straight into your own Flamespit.
-Summon Vines seems basically useless, except maybe on Hydras, who can wield more mindstars. The %weapon damage and physpower increases are tiny and the equilibirum sustain cost is pretty huge.
-Flutter seems like it doesn't have any use whatsoever. Melee Ritches suffer horribly from losing a bunch of accuracy and stamina[Plus access to Predator Stance] and Flamespitter Ritches can't afford the 30 equilibrium sustain. Plus the defenses seem only so-so unless you have a whole big pile of Luck.
-Blood Feast is really really weak for what its trying to do. Less then 11% of any adjacent burn/disease is pathetic and I don't know if 22% of any adjacent bleed is any better. It also doesn't work with the blights that your Stingers inflict, which seems pretty strange considering that's your only source of DoT blight damage.
I also found at least one, possibly two bugs.
Bug #1: I reloaded the game, took a step and got the following error:
Code: Select all
Lua Error: ...erianthropy_summoner/talents/heart/ritch/firestarter.lua:53: attempt to index global 'Map' (a nil value)
At [C]:-1 __index
At ...erianthropy_summoner/talents/heart/ritch/firestarter.lua:53 particles
At /engine/interface/ActorProject.lua:515 projectDoStop
At /engine/Projectile.lua:230 base_act
At ...a_therianthropy_summoner/superload/engine/Projectile.lua:18 act
At /engine/GameEnergyBased.lua:129 tickLevel
At /engine/GameEnergyBased.lua:64 tick
At /engine/GameTurnBased.lua:51 tick
At /mod/class/Game.lua:1386
It turns out that I'd saved and quit in the middle of a Flamespit barrage at some enemy or another. When I reloaded, I got this error several times per turn. My Flamespits all moved to their target location and then stayed there, instead of exploding like they're supposed to. For science, I walked into the mass of Flamespits, hoping to dispel both them and the constant Lua errors. Instead, I took ridiculous amounts of fire damage and died. I respawned and the mass of Flamespits was still there. I upped my fire resist to prevent another instadeath and walked into them. I took the same amount of damage from all the projectiles stuck in one place, but they didn't disappear and neither did the Lua errors. I ended up having to abandon the Old Forest entirely, but the errors didn't follow me out of the zone. I used one of the obsolete Summoner meeting areas to test if I could reproduce the bug. I fired 3-4 Flamespits at a location, saved and quit the game and then reloaded. Sure enough, I was greeted with the same error.
Bug #2:
Sight of Red is a super weird ability to start with. I can't even imagine how much of a pain it was to manually mark monsters as being red or having red blood. That said, sometimes it will trigger semi-randomly with the following message[Paraphrased]:
[Insert monster here's] staff causes you to go nuts!
This triggered a lot in the Rhaloren compound, from enemies with staves. But I found the same message from a degenerated skeleton warrior in a vault there, who didn't even HAVE a staff. I don't know what's going on here.