{"action":"created","issue":{"url":"https://api.github.com/repos/jeremygurr/dcssca/issues/383","repository_url":"https://api.github.com/repos/jeremygurr/dcssca","labels_url":"https://api.github.com/repos/jeremygurr/dcssca/issues/383/labels{/name}","comments_url":"https://api.github.com/repos/jeremygurr/dcssca/issues/383/comments","events_url":"https://api.github.com/repos/jeremygurr/dcssca/issues/383/events","html_url":"https://github.com/jeremygurr/dcssca/issues/383","id":151955842,"number":383,"title":"Feedback for the latest effort mode implementations","user":{"login":"yrmvgh","id":16616851,"avatar_url":"https://avatars.githubusercontent.com/u/16616851?v=3","gravatar_id":"","url":"https://api.github.com/users/yrmvgh","html_url":"https://github.com/yrmvgh","followers_url":"https://api.github.com/users/yrmvgh/followers","following_url":"https://api.github.com/users/yrmvgh/following{/other_user}","gists_url":"https://api.github.com/users/yrmvgh/gists{/gist_id}","starred_url":"https://api.github.com/users/yrmvgh/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/yrmvgh/subscriptions","organizations_url":"https://api.github.com/users/yrmvgh/orgs","repos_url":"https://api.github.com/users/yrmvgh/repos","events_url":"https://api.github.com/users/yrmvgh/events{/privacy}","received_events_url":"https://api.github.com/users/yrmvgh/received_events","type":"User","site_admin":false},"labels":[],"state":"open","locked":false,"assignee":null,"milestone":null,"comments":8,"created_at":"2016-04-29T19:57:58Z","updated_at":"2016-04-30T00:04:19Z","closed_at":null,"body":"- Power mode feels like it's just right. At least for melee characters and spellcasters. (need to play more ranged folk) It does what it's supposed to do, and feels significant without feeling overpowered.\r\n- Care mode still feels cheesy on some spellcasters. Transmutations are fixed, but nothing stops you from Care-moding some summons. Then again, with sufficient time you can probably cheese out some high level summons regardless of care mode. I shall test that out.\r\n- As far as +Stealth and +Acc are concerned, Care mode **does the most** for the characters that **need it the least**... dig it? I can explain further. Maybe flat instead of % ?\r\n- Care mode still lacks clear and satisfying feedback. Maybe when you enter Care mode with non-zero stealth, you can get a \"you meld into the shadows\" message? Or become semi transparent? Maybe when you're in Care mode and \"barely\" land a hit, there can be a \"you almost miss, but manage to hit\" description change in the combat log?\r\n- It's become second-nature for fork veterans, but new players still find mode toggling tedious, sorta in the way chopping was tedious. This probably can't be satisfyingly fixed without The Big Keybind Overhaul that has been alluded to, however.\r\n- I want to reiterate that I think Power mode is in a perfect place right now, well done! You could remove Care mode from the game and suddenly the SP / mode system would appear to have no problems whatsoever. :wink:  (though vets might miss Care a bit - I personally enjoy it and just wish it had a smaller effect on spell fail, smaller effect on stealth, and more \"player signaling\" to make the +acc boost more obvious)"},"comment":{"url":"https://api.github.com/repos/jeremygurr/dcssca/issues/comments/215911438","html_url":"https://github.com/jeremygurr/dcssca/issues/383#issuecomment-215911438","issue_url":"https://api.github.com/repos/jeremygurr/dcssca/issues/383","id":215911438,"user":{"login":"jeremygurr","id":3094011,"avatar_url":"https://avatars.githubusercontent.com/u/3094011?v=3","gravatar_id":"","url":"https://api.github.com/users/jeremygurr","html_url":"https://github.com/jeremygurr","followers_url":"https://api.github.com/users/jeremygurr/followers","following_url":"https://api.github.com/users/jeremygurr/following{/other_user}","gists_url":"https://api.github.com/users/jeremygurr/gists{/gist_id}","starred_url":"https://api.github.com/users/jeremygurr/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/jeremygurr/subscriptions","organizations_url":"https://api.github.com/users/jeremygurr/orgs","repos_url":"https://api.github.com/users/jeremygurr/repos","events_url":"https://api.github.com/users/jeremygurr/events{/privacy}","received_events_url":"https://api.github.com/users/jeremygurr/received_events","type":"User","site_admin":false},"created_at":"2016-04-30T00:04:19Z","updated_at":"2016-04-30T00:04:19Z","body":"Right now care mode reduces spell failure by 30% or cuts it in half, whichever is worse. I need more details on how it is overpowered. For me overpowered means it ultimately takes away choices / interest from the game by overshadowing other options that would otherwise be viable. \r\n\r\nCurrent care mode allows a player to cast a level 5 spell when they are only at level 4 skills, but it is at a significant cost in stamina, since you have the normal careful mode cost, plus the hunger cost of casting a spell that is out of your league. That price seems to be a sufficient limiter at least in that scenario from making it overpowered. \r\n\r\nStabbers would definitely have a significant advantage in being in careful mode (which is the intention), but it shouldn't always be to be in care mode even for them, because of how it lowers their chances of escape in exchange for significant boosts in stealth (50% higher currently). Stabbers should have about as much of an advantage in careful mode as melee fighters do in power mode, because they have the same cost.\r\n\r\nThe proper balance here is that it should not always be optimal to be in power or careful mode. There should be some situations where the risk is too great, and the optimal path is for the player to conserve stamina. But for basic popcorn battles, it makes sense to burn stamina in whatever the highest damaging mode is for the character.\r\n"}}