I greatly approve of killing multiple actions, that's probably done more for making this playthrough interesting than a dozen other more complex difficulty mods.
However, Haste as it is now is pretty much a trash pick for a 3rd level slot. It's kind of comparable if not worse than Grant Flight (Low Ground vs +2 AC), and Grant Flight wasn't winning any awards either.
How about giving it multiple targets to compensate? I might consider it if it buffed all three other party members, like Bless. Heck, I don't think it would be broken if it were an AoE buff.
The main difference between Flight and Haste is that the former is used for mobility, and the latter is used for defense. The main aspect of Haste isn't AC, but Advantage on DEX Saving Throws. The movespeed bonus and AC are just additional bonuses that fit lvl 3 spell category quite well, imo.
Besides, this mod was made with the intention to be used with my future mods. For example, if you use only Spell Rebalance, then Grant Flight is kinda meh, because Potions of Flying exist. But if you use Spell Rebalance with my latest Consumables Rebalance mod, then Grant Flight gets a bigger value because Potions of Flying no longer exist. So look at these changes through the lens of "This'll probably make sense once I see other Rebalance mods".
About making changes in general: Sadly, I'm not planning on remaking mods post-factum (unless we're talking about bugs). It took me a lot of time to consider the balance changes and actually implement them, then test them, then test them with other interactions/items. And as you can imagine, remaking 1 thing post-release will just open the can of worms. People would want more and more changes, and each change will require this long testing/polishing process. These mods are my passion project; they take a lot of time and energy to make.
If you still disagree with this and you really-really want to change something, then feel free to open the files and modify the changes. I'm ok with this if it's done for your own personal use.
I am indeed using the consumable rebalance as well :)
I do still disagree, so I'll go ahead and edit the mod - which works quite well if you don´t plan on releasing updates, since I'll only need to do it once. Thanks!
I saw that you edited a domination spell to target multiple targets when upcasted. Usually the game does not allow multiple dominations. Only one works, is this the case or you made this work somehow?
Hey, good question I'll check it out tomorrow and let you know. But normally, when I edit/mod something there's always an in-game testing. Then again I'll let you know as soon as possible.
I've just finished testing again: you're actually right, Dominate Beast didn't dominate multiple characters even if they all fail a Saving Throw. I guess when I was doing the initial testing, I didn't pay attention to the amount of controlled characters. That's definitely an oversight; I'll make an edit in the Google Doc. Besides that there are no other Dominate mind spells that were changed upcasting-wise. (Crown of Madness and Enthrall work as intended.).
Yeah from what i know dominating multiple npcs is hard to mod in. Ive been looking for such a thing for a while. I think it requires a lot of scripting. Ive heard its hardcoded. There is something called CharmPlus, but its very old and i havent tried it. Doubt it works. Are you planning to try modding it in?
Nah, I think at this point the mod is done and gone. I don't want to continuously add/remove stuff. Besides the mod was initially designed as the one that doesn't need a Script Extender. Plus I prefer working on the entire thing (for example, all spells or all consumables), then releasing it with minimal future changes. Like with this Dominate Beast situation, I'd just wait for some amount of bugs to accumulate, and then release a fixed version w/o upcasted Dominate Beast. A simple warning in the Google doc is enough for now, I think.
is it safe to uninstall midgame??? i didnt notice changes to revivify scroll and when i tried it mid combat ( im on honor + CE hp and ac boost)it made me mad. Such changes definitely not for me
The mod only tweaks stats, it doesn't touch any scripts so technically it should be ok. But it's never recommended to delete mods mid playthrough. With that said, if you're adamant on removing the mod, then I'd recommend backing up your save files, copying them somewhere else and then removing the mod. If I'm not wrong the save file location is: System - Users - *Your user name* - AppData - Local - Larian Studious - Baldur's Gate 3 - PlayerProfiles - Public - Savegames - Story. But obviously double check everything before doing anything.
Ideally I'd use them with the mods I haven't published yet (there'll be a series of rebalance mods). But as for now, any mod which expands npcs spellbooks/gives extra spells to npcs could be good. It should increase the difficulty for sure.
This is cool I think we needed something like this with syrchalis seemingly no longer active. I was wondering if you could make long strider aoe? Just for quality of life reasons. Also you took concentration off many paladin smites but you've kept it on searing smite. Was this intentional? Anyways, keep up the great work I look forward to trying the other mods you mentioned to be working on.
Good work! This seems better balanced than the large rebalance mods. Some cheeky suggestions off the cuff:
Sacred Flame: Saving Throw is changed from DEX to CON. Damage is changed from 1d8 to 1d10.
How about damage 1d8 as normal, but 1d12 against undead, devils and demons? Makes it more thematic, a bit more situationally powerful while generally less so.
Ray of Sickness: Now you can hurt one additional character with it.
How about making this an AoE ray instead? Should promote and reward clever tactics (potentially more targets if positioned just right, but only one if not) - while also being more true to the name (a single ray, not rays).
Shield: Spell’s AC boost is changed from 5 to 2.
+2 AC for a 1st level spell is tiny in a setting where Warding Flare exists for free. How about a scaling mechanic where AC = proficiency bonus, making the spell significantly less powerful early on yet allow it to be relevant at higher levels?
Misty Step: Teleportation range is changed from 18m to 9m.
BG3 has a large emphasis on tactical movement with generally buffed movement. Enhance Leap is a lower level spell that is more powerful than Misty Step, yet you nerf it only by 1/3 while you nerf Misty Step by 1/2 (albeit in line with DnD). 12m would be a better compromise imo.
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However, Haste as it is now is pretty much a trash pick for a 3rd level slot. It's kind of comparable if not worse than Grant Flight (Low Ground vs +2 AC), and Grant Flight wasn't winning any awards either.
How about giving it multiple targets to compensate? I might consider it if it buffed all three other party members, like Bless. Heck, I don't think it would be broken if it were an AoE buff.
Besides, this mod was made with the intention to be used with my future mods. For example, if you use only Spell Rebalance, then Grant Flight is kinda meh, because Potions of Flying exist. But if you use Spell Rebalance with my latest Consumables Rebalance mod, then Grant Flight gets a bigger value because Potions of Flying no longer exist. So look at these changes through the lens of "This'll probably make sense once I see other Rebalance mods".
About making changes in general: Sadly, I'm not planning on remaking mods post-factum (unless we're talking about bugs). It took me a lot of time to consider the balance changes and actually implement them, then test them, then test them with other interactions/items. And as you can imagine, remaking 1 thing post-release will just open the can of worms. People would want more and more changes, and each change will require this long testing/polishing process. These mods are my passion project; they take a lot of time and energy to make.
If you still disagree with this and you really-really want to change something, then feel free to open the files and modify the changes. I'm ok with this if it's done for your own personal use.
I do still disagree, so I'll go ahead and edit the mod - which works quite well if you don´t plan on releasing updates, since I'll only need to do it once. Thanks!
But normally, when I edit/mod something there's always an in-game testing. Then again I'll let you know as soon as possible.
Besides that there are no other Dominate mind spells that were changed upcasting-wise. (Crown of Madness and Enthrall work as intended.).
Are you planning to try modding it in?