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Teamspirit skill branches, different commands should have different cooldowns and actions. 团队精神技能分支不同的指令应该有不同的冷却时间和动作。


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Different commands correspond to different usage scenarios, so there should be differences.

  • The 'escape' and 'attact at' commands correspond to controlling Abigail's position in the heat of battle, and they should use shorter actions to avoid Wendy being less vulnerable to attacks and scrambling when commanding, and the cooldown of these two commands is currently reasonable.

By the way, the main function of the 'attact at' is to allow Abigail to quickly move to a dodge position instead of attacking, and its name should be changed to 'dash' to make more sense.

  • The 'scare' command can easily keep a creature in fear until it is killed, as the cooldown of all abilities has been reduced, and the effect lasts much longer than the cooldown.

The cooldown of 'scare' should be slightly increased so that cooldown = duration of the effect, and the command action should be changed to summon Abigail. As a result, a longer cast animation time will be a vacuum in the creature fear state. This will require some skill from the player and not as simple as it is now.

  • The 'Hunt' command should have a shorter cooldown due to its main use for daily batch use, and the action time is now reasonable.

 

 

不同的指令对应着不同的使用场景,所以应该有所差别。

  • ‘escape’和‘attact at’对应着在激烈的战斗时控制Abigail的位置,他们应该用时间更短的动作以避免在指令时Wendy不那么容易被攻击而手忙脚乱,这两个指令的冷却时长目前很合理。

顺便一提,attact at’的主要功能是让Abigail快速移动到躲避位置而不是攻击,它的名称应该改为‘dash’更为合理。

  • scare’指令由于所有技能的冷却时间都减少了,效果持续时间远超冷却时间,可以轻松地使生物一直处于恐惧状态直到将其杀死。

应该略微增加scare产生的冷却时间,使冷却时间=效果持续时间,并将指令动作改为将Abigail召唤出来的动作。如此一来,较长的施法动作时间将是生物恐惧状态的真空期。这将要求玩家需要一些技巧,而不是像现在这么简单。

  • Hunt’指令由于主要用于日常批量使用,应该有着更短的冷却时间,现在的动作时间很合理。

That makes sense, I don't think Abby has a simple CPU. She should have ability to do more things at the same time. And it's not like those commands will offer me any powerful effects (like causing a huge explosion or idk). I have to say, this branch is most valuable (maybe not but still 2nd) in whole skill tree tho that designer may not think so.

7 hours ago, Natsuki Bamboo said:

By the way, the main function of the 'attact at' is to allow Abigail to quickly move to a dodge position instead of attacking, and its name should be changed to 'dash' to make more sense.

That's also a more simple and encompassing name for it

7 hours ago, Natsuki Bamboo said:
  • The 'scare' command can easily keep a creature in fear until it is killed, as the cooldown of all abilities has been reduced, and the effect lasts much longer than the cooldown.

The cooldown of 'scare' should be slightly increased so that cooldown = duration of the effect, and the command action should be changed to summon Abigail. As a result, a longer cast animation time will be a vacuum in the creature fear state. This will require some skill from the player and not as simple as it is now.

This might be useful for DF lavaes, hounds summoned by Varg, McTusk group, or whatnot.

10 minutes ago, Fitzee said:

This may not be true.

Apparently, Abigail has behavior that makes her look for nearby targets to attack after the dash is completed, especially if she's riled-up, but I think it's bugged right now? I'm unsure of the exact details. 

Yeah, usually she just sits there for a second or two after she dashes and doesn't attack anything even if riled up until that time has passed.

Indeed, the cooldown for the Scare skill is a bit too short, allowing it to easily render Tallbirds and Damaged Bishops completely defenseless.

As for the Haunt skill, its cooldown is somewhat long, and many things related to Haunt are probabilistic events, so reducing the cooldown would be a great QoL improvement.

Similarly, I hope the Escape skill could reduce Wendy's wind-up time to make it more practical.

It would be even better if each skill had its own exclusive animation/voiceover.
 

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