Code: Select all
blind_immune = 1,
blind_immune = 0.3
stun_immune = 0.7
Reason: Blind is less powerful than freeze. Right now the player cannot use a sun infusion for a 3-turn blind (this is not overpowered), but the player can use a 7-turn freeze without any problems (or a 9-turn flame-shock or whatever). Increasing stun resistance and reducing blindness resistance will re-balance this.
Code: Select all
resolvers.talents{
[Talents.T_FREEZE]=4,
[Talents.T_ICE_SHARDS]=4,
[Talents.T_LIGHTNING]=5,
[Talents.T_SHOCK]=4,
[Talents.T_HURRICANE]=4,
[Talents.T_NOVA]=4,
[Talents.T_THUNDERSTORM]=5,
[Talents.T_TEMPEST]=5,
},
[Talents.T_ICE_SHARDS]=3,
[Talents.T_FROZEN_GROUND]=3,
[Talents.T_LIGHTNING]=5,
[Talents.T_CHAIN_LIGHTNING]=5,
[Talents.T_SHOCK]=4,
[Talents.T_THUNDERSTORM]=5,
[Talents.T_TEMPEST]=5,
Reason: The combination of nova, shock and hurricane is unbalanced (in fact, the entire storm tree is unbalanced):
* Nova has 75% chance to daze for 3 turns -> you get another action
* you use shock and daze for another 3 turns -> you get a third action
* hurricane has a 50% chance to trigger whenever you daze someone, this give you a fourth free action: A 10-turn heavy damage over time skill (this talent is by itself overpowered)
* thunderstorm is a sustain that shoots a bolt each turn -> you get a fifth action
A potential stunlock worth 5 attack turns is not balanced, sorry. This will not always happen, but when all these effects trigger than the player will be dead.
* freeze is currently overpowered when the player has no stun immunity
So in my suggestion I removed one of the two daze skills (nova, 75% chance to daze). I had to remove hurricane simply because it is overpowered in combination with daze (daze is already a very strong effect by itself). I replaced freeze(4), a 6 turn freeze skill with frozen ground(3), a 4-turn immobilize.
Hopefully these change will make this fight more balanced.
Thoughts? Opinions?