Update 1.1 - balance and bugfix
Changes:
Fire Shield
There was a bit of an issue with how the game handles time-limited tokens, where they were removed at the top of the round, not at the start of the unit's turn. This lead to situations where a Spellsword could cast Fire Shield as the last turn of the round, then it immediately got removed before any enemies got to attack it. Now, it should just last until their next turn, reliably.
Misty Step
Changed to be a swift move, only grant one dodge+ token, and have a 3-turn cooldown. Previously, it never really felt worth it to use a whole turn to just move back one space, even with the dodge tokens. Plus, Dancing Blade being so dang good really stepped on its toes, and made it useless, even with the Misty Step - Blink Strike combo. Now, it's hopefully worth taking even without Blink Strike, as a situational fix for being pulled out of position, and a buffer for a free dodge token.
Hail of Thorns
Fixed to clear enemy dodge tokens, not your own. My bad. I've kept everything else the same. I hope it doesn't step on the toes of abilities like the Ranger's Suppressing Fire too much, but I feel like it's... fine, for now. If it did change, I'd want to decrease the utility, not the damage. Curious if anyone has feedback on this skill.
Burning Hands
Changed the targetting to hit ranks 1 and 2, instead of 2 and 3. Wasn't bad before, but the targetting just felt weird and never really satisfying. This should let you burn up what you really want to burn up.
Shatter
Changed to ignore and remove defensive tokens on cast, and changed the token to outright prevent dodge and block tokens for 2 turns. The feedback about it being weird that enemies could dodge and block it, and it not clearing active tokens, was very valid. The way the game handles "countering" tokens doesn't seem to always work, for some reason, so the Shatter tokens never really worked as intended. (I even saw cases where enemies got block tokens WHILE having shattered tokens.) Now, the damage is still crap, but it has enough utility for that to be fine, hopefully.
Blink Strike
Significantly increased the damage, but removed the crit chance, and gave it a 2-turn cooldown. I'm curious to see how this plays with the Misty Step change, and how people feel about True Strike, Misty Step, and Blink Strike used together...
Haste
Removed the chance for blind, but upped the chance for daze. I don't want to make this much less punishing, since I feel like it's already rather strong, but this should make it a little less risky to use early in the combat.
Weapons
I have plans to make the Magus Blade much more interesting, and I have ideas for 6 more weapons to fill out the arsenal for this class. It'll take a lil time for me to put it all together, but hopefully the next update will include most/all of them, and the class will be pretty much feature-complete!
Class goals
I've updated the class goals, so the Spellsword should have more in-flavor level-up goals occasionally.
Files
Get Another Spellsword (aka Magus)
Another Spellsword (aka Magus)
A new class mod for Mado's Ero Dungeons
More posts
- Tiny update again19 hours ago
- Tiny update12 days ago
- Magus (alternate name)26 days ago
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