One small suggestion: obviously it's made moot by level 10 (always on), but could you have Tempestuous Magic: Flight be triggered by cantrips as well? Even if only for cantrips that deal lightning or thunder damage.
idea:level 9 subclass features:pursue of lightning:when an enemy attempts to move more than 6m from you, you can consume a reaction chance to deal (sorcerer level) lightning damage to it and pull it 3m to yourejection of thunder: when an enemy attempts to move more than 3m to you, you can consume a reaction to deal (sorcerer level) thunder damage to it and push it 3m from youlevel 11 subclass features:add to Storm's Fury:when you are hit by a ranged attack, you deal (sorcerer level) lightning damage to the attacker and potentially pull them closer (still consumes a reaction)Wrath of the Storm: you gain an additional reaction chance each turn, when your hitpoint is lower than half the limit, your reaction chances each turn are doubled kinda sticking to a glass cannon(if you get what I mean) impression (while wild magic could be moreabout giving and taking buffs and debuffs, and draconic blood could be more tough and harder) :D
idea: level 9 subclass features: pursue of lightning:when an enemy attempts to move more than 6m far from you, you can consume a reaction chance to deal (sorcerer level) lightning damage to it and pull it 3m to you rejection of thunder: when an enemy attempts to move more than 3m close to you, you can consume a reaction to deal (sorcerer level) thunder damage to it and push it 3m from you level 11 subclass features:add to Storm's Fury: when you are hit by a ranged attack, you deal (sorcerer level) lightning damage to the attacker and potentially pull them closer (still consumes a reaction) Wrath of the Storm:when your hitpoint is lower than half the limit, your reaction chances each turn are doubled kinda sticking to a glass cannon(if you get what I mean) impression (while wild magic could be moreabout giving and taking buffs and debuffs(like moving a notwanted wild magic to enemy or give a wanted wild magic to ally), and draconic blood could be more tough and harder, focused on certain dmg type and strong in keeping concentration and even self healing) :D
is there any way this could be done to work w/out the improved UI requirement? the improved UI really slows down the game and makes the animation janky on my machine but i love the look of this mod and love storm sorcerers A Lot...
oh fantastic! alright, i will try w/out and see. do u want me to post if issues crop up, even if just so anyone else who wants to run w/out knows what to expect?
Hi, would it be possible for you to upload an alternative version with the original Destructive Wave? I would do it myself, but I cant edit .pak files on Mac :/
Great mod! Always loved lightning magic in games like this and this fulffils that power fantasy without being too OP. I noticed some weird behaviour with Tempestuous Magic, the flight action isn't added to the hotbar when I cast and disappears from it when placed there in turn based mode once the time runs out. Haven't found a way to keep it there yet. Not sure if it's related but I have no other Storm Sorcery mods so thought I might ask. I do have a couple mods touching the hotbar though, could it be one of the them maybe?
The Ascension passive is toggleable, if you turn it off you get the vanilla behavior for Tempestuous Magic, see if it works then. It's possible you have another mod that's affecting it somehow.
Can confirm it was another mod "causing" it, Better Hotbar 2 specifically, though it was mostly my fault lol. Hadn't enabled all the shutters from that mod properly. All fixed now, thanks again for the mod!
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One small suggestion: obviously it's made moot by level 10 (always on), but could you have Tempestuous Magic: Flight be triggered by cantrips as well? Even if only for cantrips that deal lightning or thunder damage.
kinda sticking to a glass cannon(if you get what I mean) impression (while wild magic could be moreabout giving and taking buffs and debuffs, and draconic blood could be more tough and harder)
:D
level 9 subclass features:
pursue of lightning:when an enemy attempts to move more than 6m far from you, you can consume a reaction chance to deal (sorcerer level) lightning damage to it and pull it 3m to you
rejection of thunder: when an enemy attempts to move more than 3m close to you, you can consume a reaction to deal (sorcerer level) thunder damage to it and push it 3m from you
level 11 subclass features:add to Storm's Fury:
when you are hit by a ranged attack, you deal (sorcerer level) lightning damage to the attacker and potentially pull them closer (still consumes a reaction)
Wrath of the Storm:when your hitpoint is lower than half the limit, your reaction chances each turn are doubled
kinda sticking to a glass cannon(if you get what I mean) impression (while wild magic could be moreabout giving and taking buffs and debuffs(like moving a notwanted wild magic to enemy or give a wanted wild magic to ally), and draconic blood could be more tough and harder, focused on certain dmg type and strong in keeping concentration and even self healing)
:D
I noticed some weird behaviour with Tempestuous Magic, the flight action isn't added to the hotbar when I cast and disappears from it when placed there in turn based mode once the time runs out. Haven't found a way to keep it there yet. Not sure if it's related but I have no other Storm Sorcery mods so thought I might ask.
I do have a couple mods touching the hotbar though, could it be one of the them maybe?