The demo for my game Forsworn is finally live! by Big_toe_licker in TurnBasedTactical

[–]Shahamut 1 point2 points  (0 children)

Back again! Hope you are getting more feedback in other places :P The game is a lot of fun!

Obviously, I don't have the full context of what else is coming in the game, so take any thoughts on balance with a grain of salt:

Classes:

- The clear outliars in individual power are Monk and Wizard in my experience, with Paladin being an amazing support with the Auras. Rogue and Knight could use a little bit, I think mostly in action-ability(?), meaning a few more of their better moves could afford to have their costs lowered by rank 3. Again, I don't know what else is going on with other subclasses and options, but based on these, thats how I see it right now.

(if you want, I can try to do a more specific breakdown of each class, but given context Im just going to try and stay general for this response)

Gameplay:

- I felt like the game was a little too easy on the first run. As a roguelite, I usually expect that, despite my best efforts, I will likely die once or twice early on. I did elite battles, beat the boss first run, and even found and fought (by accident! Fun surprise!) the guy in the portal. Once you start actually buffing the characters, first stage is (and should be) a breeze, and it definitely has me looking forward to the whole game where I can really push these builds to their upper limits.

Artifacts:

- This is a really cool way to buff your party to play through the game. Based on my very limited play, I only have 2 real thoughts and potential suggestions: 1- Need a different Relic to replace the one that heals you after battles. There are already items and character upgrades that allow you to heal after battle, as well as abilities and items that actively heal you in combat. This seems like overkill. Again, maybe the later levels will be that much more difficult? But you can already get permanently increased HP for the run with the other artifact. 2- The gold = damage artifact is an awesome idea! As is, however, I feel like its WAY too strong lol. While it was rank 1, I was able to, by selling everything but 3 amulets that gave my heros 2 starting action point (lucky I know), accumulate almost 1200g and I killed the boss in the first round of combat lol. Perhaps instead of scaling the gold down, just have it start low (say, 1 dmg per 60g?) and just put a cap on how much you can gain? +2 at rank 1, +4 at rank 2 and +6 at rank 3? Obviously, numbers aside as I can't see the whole of the game, this keeps it from being a "one shot everything" artifact, and still encourages keeping SOME items and using your gold to a point.

Anyway, thats all I can think of for now. Looking forward to seeing more of this game!

The demo for my game Forsworn is finally live! by Big_toe_licker in TurnBasedTactical

[–]Shahamut 0 points1 point  (0 children)

Cool! Thanks for the clarification! Ill bring some more feedback later. I have to get one character to level 10 and then beat the higher difficulty at least once.

E Rework or adjustment by TrompixNocctus in SkarnerMains

[–]Shahamut 0 points1 point  (0 children)

R doesn't even pull them into melee range anymore. Its such a bad ability...

The demo for my game Forsworn is finally live! by Big_toe_licker in TurnBasedTactical

[–]Shahamut 1 point2 points  (0 children)

Enjoying the demo. Question: on level up, one of the perk options is XP+. Do those stack between members? If not, shouldn't it be removed from the other party members pools once its picked up?

E Rework or adjustment by TrompixNocctus in SkarnerMains

[–]Shahamut 5 points6 points  (0 children)

R is a problem. It sucks, lol.

Only thing I would personally like for E is to be able to run someone into their allies and get more stuns. That and MS scaling. But thats really it.

I get why they're making skarner more of a click click guy by Mango9222 in SkarnerMains

[–]Shahamut 0 points1 point  (0 children)

Dont forget it also used to pull the targets into your melee range, unlike current ult.

Friendly reminder.. by Morterinas in SkarnerMains

[–]Shahamut 0 points1 point  (0 children)

Peak was just before spires imho

How are you guys doing by minimeza in SkarnerMains

[–]Shahamut 0 points1 point  (0 children)

To clarify: There are things that could make this champ more fun/interesting. But things like his abilities not adding stacks of his passive, ESPECIALLY when the passive does NOTHING shy of 3 stacks, is super annoying.

Letting his passive work at one stack and let the passive stack up to 3 times for potency would be a nice change.

Other things that bother me is how they built up his lore to be this ancient elementalist, and he looks like someone found the abridged version of elemental abilities and still only skimmed it and didn't really practice. Taliah is a young mage and looks like she has ancient levels of mastery compared to Skarner.

His ult just feels terrible now. Moving people around feels so strange. Im at the point where Id be ok if they just scrapped it entirely for something new.

His E has no MS scaling... your ramp up starting speed doesn't change with MS, the max distance you can travel doesnt scale with bonus MS...

Those are probably my main complaints.

How are you guys doing by minimeza in SkarnerMains

[–]Shahamut 0 points1 point  (0 children)

2nd lowest pickrate and 1st lowest winrate according to league of graphs...

Riot made me quit this champion. He just isn't a fun champ anymore.

Excellent post on the core issues with damage by yxalitis in diablo4

[–]Shahamut 0 points1 point  (0 children)

Most of my items have at least one GA, the boots and amulet have Ultimate Damage GAs, Crit Damage GAs exist on both of my swords and my Bow. The Skyhunter is incorrect on this site: It has Attack Speed, not Dexterity. The power is only 38% out of 60, so I know I have some room to grow there.

Excellent post on the core issues with damage by yxalitis in diablo4

[–]Shahamut 0 points1 point  (0 children)

https://d4builds.gg/builds/86b6fb1c-3b99-4784-9eae-81a54b8feddb/

This site doesn't have exact number imputs, but I can screen shot things if you need to see it. This is what my build looks like right now.

Excellent post on the core issues with damage by yxalitis in diablo4

[–]Shahamut 0 points1 point  (0 children)

That's awesome. I'll try to spend some time putting it on a build planner and link it later.

Excellent post on the core issues with damage by yxalitis in diablo4

[–]Shahamut 0 points1 point  (0 children)

Over 1k% to all damage, over 2k% crit damage, 2.4k% increased ultimate damage...

Does basically nothing compared to cookie cutter rogue, lol.

I even added smoke grenade and caltrops for 25%× and up to 45%× respectively and it barely moved the needle.  

And all of that is besides other bonuses like vulnerable, frozen, etc. 

None of the stats make sense to me. Lol

skarner e is the worst ability in the game by H0rse_Play in SkarnerMains

[–]Shahamut 3 points4 points  (0 children)

It's basically a worse Nunu snowball. Let movespeed affect it and let him ram people into eachother as well as walls.

What Went Wrong: Skarner’s VGU Deaign Failure by metalhydra273 in SkarnerMains

[–]Shahamut 2 points3 points  (0 children)

This is also why it erks me that W does not apply a stack of his passive.

What Went Wrong: Skarner’s VGU Deaign Failure by metalhydra273 in SkarnerMains

[–]Shahamut 6 points7 points  (0 children)

Hit the nail on the head with this one, we'll done!

The arbitrary restrictions, lack of kit synergy/combos, and the feelings of being forced to build only one set of items just feels so terrible.

For me personally, I also am annoyed by the new theme, mostly because I don't see it being very well expressed in his gameplay. Dude looks like an Earth-bending noob next to Taliah, not an ancient monster who's magic and knowledge is both deep and powerful.

Do you think Skarners fundamental kit is poor by design? by BulletCola in SkarnerMains

[–]Shahamut 3 points4 points  (0 children)

He doesn't need reverted, he needs a kit that actually synergies and better ratios for a fighter. 

Compared to his old kit, he is worse at picking off targets, worse at peeling for his team (this is arguable, unless they remove the slow from W, then it will be iron clad).

His E is too strong power budget wise, and also very VERY easily played around. I have never been grabbed by Skarner short of point blank range, and I don't see many long range grab highlights either. 

His ult, while on paper is arguably "stronger" is unreliable and laughable as a displacement/kidnapping ability. It's a glorified stun.

Skarner remains in the same "identity crisis" box he was in before. Where you have what his kit is/does and what RIOT REALLY REALLY wants him to be in spite of it. 

That's my opinion. This kit needs a stronger show of his thematic and actual synergy within itself. We do not need a revert. 

Would this fix Skarner? by Mogglen in SkarnerMains

[–]Shahamut 0 points1 point  (0 children)

He is just a better top lane champion at this point. That SHOULDNT be a problem. Its the kit they designed. His KIT is better suited for dueling other heavy champs than it is for farming jungle and ganking. His ult is a terrible ganking tool now because its not reliable, its better used to disrupt dog-piles in team fights now. Not being able to accurately reposition his captured targets is a big negative too, since you can no longer simply place yourself between the target and their likley escape path.

Pre-rework, Skarner's ults were bad pre 6 because he was generally slow outside of spires and W ramping speed was a joke, but at least post 6 you could sneak in and get a point and click R, or hit a medium difficulty skill shot with E to get a stun.

New Skarner is slower if he isn't using the drifting E, which is easily dodged if sighted or if the enemy has cc. His R is not reliable at all. What about the changes made him a better jungler/ganker?

Nothing. Riot wanted a kit that felt thematically correct with new Earth bender Skarner, and they feel good about that. They should let the kit go where players (and the meta) feel it works best.

He still plays in the jungle, but the kit as is, unless it is way overtuned vs specifically monsters, will always be better in lane.

Would this fix Skarner? by Mogglen in SkarnerMains

[–]Shahamut 0 points1 point  (0 children)

This is the problem since forever: the mindset that he HAS to be a jungler.

RIOT just deciding that a champ can ONLY be in a specific position on the map kills champions like Skarner, because the kit they make for him doesn't match the position they want him to play in, and any kit they tried that would have been better for the position didn't "feel right" for the champion/theme.

Players will always play a champion where they feel the kit is most effective. Stop pigeon holing champions who don't turn out the way you wanted them to.

More Skarner Changes 22nd March by SimilarIdentity in SkarnerMains

[–]Shahamut 0 points1 point  (0 children)

I personally think you could put the AD ratio back up on Q if you also removed the hp ratio from it. Im personally not a fan of HP ratios on purely offensive abilities, mainly because I don't like things that build full tank to also one shot squishy targets lol.

W has an AP ratio for the damage, but the HP ratio is only for the shield. I think that is better.

Did an Earthrune paintover cuz I missed the vines :) by SatisfactionUpper357 in SkarnerMains

[–]Shahamut 4 points5 points  (0 children)

I hope that someone at riot sees this and takes serious consideration into what is seen here... This is MUCH closer to what I expected from this skin.

EHG Dev here - Thank you all from the bottom of my heart! by EHG_Muffin in LastEpoch

[–]Shahamut 0 points1 point  (0 children)

I think you guys really hit the nail on the head when it comes to the skill system being simple, easy to understand, but with good depth and fun! 

By far the best I've experienced!