Love the class so far but I was wondering if the dragons attack rolls scale with dex? its hit chances are pretty low, although it could be me having karmic dice turned off.
After you have enough stacks, you use the character's ability on the dragon "Unity Cataclysm". Costs both an actiona and a bonus action. Then the dragon will be able to use it. It's melee range btw.
Hi there love the mod so far, just having a weird issue where the normal bite attack makes the game lag out, like sometimes it happens instantly and sometimes it lags out for 5+ seconds like there is a delay on the attack, anyone else had the same issue or is it on my side?
The concept is super cool and so is the execution, but the class feels incredibly weak and not balanced around tactician play. The dragon consistently has around 30% hit rates, has very little movement, and is very squishy.
One other thing to note is that the fire dragon's reaction skill is named "tiny ice ball" I assume it's meant to be "tiny fireball"?
EDIT: After playing some more, I'm pretty sure this is just a much weaker fighter or ranger. The dragon is still consistently dealing around 1~3 damage per turn on Tactician. I'm sticking with it to level 5 to see if there are any decent power spikes for the dragon, but everything in this class needs a significant buff.
EDIT²: Despite what the mod creator says, the dragon does glitch a lot when moving around. Like, a lot. Also, no power spike on level 5, the dragon still does 1d6 with the fireball or 1d12 with the other, but they both have roughly 20~30% hit rates at all times. The melee multi-attack is also extremely glitchy in both looks and functionality and doesn't work like the bear multi-attack for example. The dragon just glitches wildly in place and then a few numbers pop up seemingly at random.
I really, really like the concept. I love "Elemental Archers" and Dragon tamers, but this is just sort of half-baked and weak at the end of the day. I don't think I can recommend this mod.
Hm strange. I was playing my own mod 2 months ago on highest difficulty + 3 difficulty mods and had no problems so far. I think only the melee subclass could be underpowered as i played the archer class which becomes hard overpoweres at i think lvl 6 especially when using some "specific" arrows to stack toooons of damage, while the dragon is mostly the one finishing foes until lategame where he becomes extra attack and bigger/stronger aoe spells. The class is supposed to be weak rp wise in its early levels a bit like sorcerers do as they both grow stronger with time (Dragon ages + their bond strengthens with time)
Oh and to mention, the damage per round of the class is balanced arround fighters damage per round (i did use a fighters maximum damage per round table to have something to balance arround) while they do bit lowrr max damage then a fighter early while doing more damage then a fighter with his 3 attacks + action surge later on
This is a really fun class, but there's a couple things about it my group of friends and I realized after playing around with it to level 5 before respeccing. (I'm currently still this class, but its rough going and want to see it through but not be near useless on Tactician) We couldn't clear some basic fights at all.
The Dragons Multi-Attack doesn't roll Slashing damage for the first attack like it is supposed to. Enemies flinch or dodge as if attacked, but no damage or roll is made anywhere we can tell and the damage is never applied. This is pretty hard on us especially when you see a confirmed kill but it does less damage than it shows it will- Which is hard to do given how inaccurate the dragons are overall.
The Dragons do not heal on Short Rests, making the cookies and a ton of potions a requirement when you have no healer. That, and thanks to the very low AC and stats line of the Dragon in general, it gets destroyed or heavily damaged constantly.
The 6m movement speed seems to really impair its ability to fly in combat, specifically, and we cannot figure out why. It's very difficult to get them into range of the enemies to attack without getting them sunk on first enemy turn.
Our group likes to play on Tactician as mentioned above, but the Dragons only having a 1d4 Hit Die or 2 + Con on level up really doesn't help the little guys much. I don't think we expected it to keep up with other modded classes who are hard to balance, but when enemies can 2 shot the little guy with ranged attacks the class ends up feeling like a worse Fighter.
On the plus side, they're so damn cute when enemies kill them or attack them we single those foes out for "The baby". Hope you give this a read and take what I put here as constructive and not criticism, and thank you for making the mod for us to enjoy.
So there's a funky interaction with the Scarlet Remittance passive, where at 3 stacks of Scarlet Remittance you take 4 damage from the dragon power stacks instead of 1. At higher stacks you can possibly down yourself.
Hey! I love your mod, but after the latest update, the ice and lightning dragons are no longer visible. Do I need the Script Extender now, or could it be something else?
In the description of the mod, I did not find any mention of the class, how exactly it is played. Does this class look like a ranger from Drakewarden? Apparently not, since there is a comment suggesting adding moves from that mod, which would be useful.I also want to mention one "strange" problem. I actively play Trials of Tav, where enemies have a cooldown of more than 30 seconds, which makes the summoned creature weak. In a normal game, this manifests itself, for example, in boss fights, where summoned creatures can only distract enemies. It would be logical if the summoned creatures evolved more often than once every 5 levels, at least every 2-3 levels. In principle, I would advise you to take a closer look at Drakewarden, and also say thank you for this mod as a dragon fan
124 comments
do they get extra attack at any point as fighter or ranger path?
One other thing to note is that the fire dragon's reaction skill is named "tiny ice ball" I assume it's meant to be "tiny fireball"?
EDIT: After playing some more, I'm pretty sure this is just a much weaker fighter or ranger. The dragon is still consistently dealing around 1~3 damage per turn on Tactician. I'm sticking with it to level 5 to see if there are any decent power spikes for the dragon, but everything in this class needs a significant buff.
EDIT²: Despite what the mod creator says, the dragon does glitch a lot when moving around. Like, a lot. Also, no power spike on level 5, the dragon still does 1d6 with the fireball or 1d12 with the other, but they both have roughly 20~30% hit rates at all times. The melee multi-attack is also extremely glitchy in both looks and functionality and doesn't work like the bear multi-attack for example. The dragon just glitches wildly in place and then a few numbers pop up seemingly at random.
I really, really like the concept. I love "Elemental Archers" and Dragon tamers, but this is just sort of half-baked and weak at the end of the day. I don't think I can recommend this mod.
Oh and to mention, the damage per round of the class is balanced arround fighters damage per round (i did use a fighters maximum damage per round table to have something to balance arround) while they do bit lowrr max damage then a fighter early while doing more damage then a fighter with his 3 attacks + action surge later on
The Dragons Multi-Attack doesn't roll Slashing damage for the first attack like it is supposed to. Enemies flinch or dodge as if attacked, but no damage or roll is made anywhere we can tell and the damage is never applied. This is pretty hard on us especially when you see a confirmed kill but it does less damage than it shows it will- Which is hard to do given how inaccurate the dragons are overall.
The Dragons do not heal on Short Rests, making the cookies and a ton of potions a requirement when you have no healer. That, and thanks to the very low AC and stats line of the Dragon in general, it gets destroyed or heavily damaged constantly.
The 6m movement speed seems to really impair its ability to fly in combat, specifically, and we cannot figure out why. It's very difficult to get them into range of the enemies to attack without getting them sunk on first enemy turn.
Our group likes to play on Tactician as mentioned above, but the Dragons only having a 1d4 Hit Die or 2 + Con on level up really doesn't help the little guys much. I don't think we expected it to keep up with other modded classes who are hard to balance, but when enemies can 2 shot the little guy with ranged attacks the class ends up feeling like a worse Fighter.
On the plus side, they're so damn cute when enemies kill them or attack them we single those foes out for "The baby". Hope you give this a read and take what I put here as constructive and not criticism, and thank you for making the mod for us to enjoy.
(For now I'll just keep using the 3.1 version)