3 things i wanted to mention since this mod is pretty cool i ran into a bug with auntie ethel(the second fight in act 3) where she polymorphed mahoraga, and since he turned back to normal i thought nothing of it until later he stopped using the riposte ability and when i checked his reactions it said cannot use while polymorphed, i'll try desummoning him then bringing him back but i'd wish i didn't have to since i'd lose all of the adaptions he got across act 3.
2: will mahoraga be able to adapt to status conditions, i was walking through the sewer and he would keep falling over due to the grease to the point i had to take over and use misty step just for him to get past, on a side note will he be able to adapt to domains like gojo's, as well as the effects of max red and blue.
ive noticed that when you use easy cheat for long rests or use an angelic potion, when the divine dogs are defeated and you have that debuff that you cant resummon them until you long rest. it still stays after a potion of angelic slumber or if you use easy cheat for a long rest. the debuff goes away after you do a long rest in the camp though as intended.
RU-Хотел сказать спасибо за такой хороший мод и спросить примерно когда планируется обновление? EN-I wanted to say thank you for such a good mod and ask approximately when the update is planned?
Just Tried it out, it is pretty awesome, on par with the Gojo one. The only problem i had was that deer was harder to fight then mahoraga lmao, but overall i love this mod, i will surely play it coop with a friend, Megumi and Gojo, until Toji releases one day at least. Awesome stuff, Keep it up!
Thanks for the feedback! Yes, perhaps the mahoraga ritual should be made more complicated. It's just that if you overdo the complexity, it will be almost impossible to kill him. And I like the complexity of the deer, it makes you nervous and use everything in your arsenal. But maybe it will have to be weakened a bit in the future
Without any details I can't figure out the problem. Is the game initially not loading with this mod or on some save? Do you also have other mods? Perhaps there is incompatibility with them
Congratulations on the mod and ty for all your work! It's amazing and you managed to do a real miracle to adapt this technique to bg3! I'm still testing the mod, but I'll try to give some feedback on my first impressions now:
Dogs: I think they're okay, I didn't think they were op or weak, great for the beginning.
Toad: I didn't test them much in practice, but the skills seemed okay.
Nue and Piercing Bull: They're okay, I think? Nue might be a little too strong for the level you unlock him at, but I didn't test them much. Bull seems balanced, but maybe his push throws him much further than he should, in terms of balance? Idk.
Tiger and Elephant: I haven't tested it, srry :c.
Great Serpent Spider: I haven't used it much, but reading the skills, it seems pretty strong, thanks to the varied stun options. I imagine it can trivialize many fights with Hold Monster, but I've never used this spell in any of my parties, so maybe it's not that broken cuz of limited uses(CE).
Deer: Wow, this beast is really an abomination, in terms of strength, his reaction to reduce damage is veeeeery strong, he reduces 99 damage I think? Too much op.
Mahoraga: I haven't used it much in practice, it seems good I think? It's quite imposing and has the adaptation, but when I used it, it didn't adapt well, the enemies completely ignored it, clever ones.. It doesn't seem broken, mine died to a trap in act 3 xd
Totality and Agito: If they didn't have the percentage damage, they wouldn't be so unbalanced/strong... I found them quite op, but other than that, nothing that will ruin the difficulty imo.
I think the biggest difficulty in balancing this mod is the base class, which is similar to a monk and does as much damage, so a subclass that uses summons will be very difficult to balance, since it will have even more tools to cause even more damage. Maybe a solution would be to limit the number of summons active at the same time and nerf their damage maybe? Or increase the cost, give some kind of penalty, like concentration for certain summons or time limit, maybe. In my opinion, this technique translated to bg3 would be much more strategic than summoning 5 creatures (yourself Agito!) and letting them destroy the enemy, making the player choose wisely which shikigami to use in the current situation. I believe that this was the intention, thanks to the CE refund when unsummoning the creature.
I tested the mod directly in act 3, so perhaps using it right from act 1 onwards will give a completely different impression and that's understandable...
33 comments
2: will mahoraga be able to adapt to status conditions, i was walking through the sewer and he would keep falling over due to the grease to the point i had to take over and use misty step just for him to get past, on a side note will he be able to adapt to domains like gojo's, as well as the effects of max red and blue.
3: uuh i forgor mayhaps i remembr later
EN-I wanted to say thank you for such a good mod and ask approximately when the update is planned?
Dogs: I think they're okay, I didn't think they were op or weak, great for the beginning.
Toad: I didn't test them much in practice, but the skills seemed okay.
Nue and Piercing Bull: They're okay, I think? Nue might be a little too strong for the level you unlock him at, but I didn't test them much. Bull seems balanced, but maybe his push throws him much further than he should, in terms of balance? Idk.
Tiger and Elephant: I haven't tested it, srry :c.
Great
SerpentSpider: I haven't used it much, but reading the skills, it seems pretty strong, thanks to the varied stun options. I imagine it can trivialize many fights with Hold Monster, but I've never used this spell in any of my parties, so maybe it's not that broken cuz of limited uses(CE).Deer: Wow, this beast is really an abomination, in terms of strength, his reaction to reduce damage is veeeeery strong, he reduces 99 damage I think? Too much op.
Mahoraga: I haven't used it much in practice, it seems good I think? It's quite imposing and has the adaptation, but when I used it, it didn't adapt well, the enemies completely ignored it, clever ones.. It doesn't seem broken, mine died to a trap in act 3 xd
Totality and Agito: If they didn't have the percentage damage, they wouldn't be so unbalanced/strong... I found them quite op, but other than that, nothing that will ruin the difficulty imo.
I think the biggest difficulty in balancing this mod is the base class, which is similar to a monk and does as much damage, so a subclass that uses summons will be very difficult to balance, since it will have even more tools to cause even more damage. Maybe a solution would be to limit the number of summons active at the same time and nerf their damage maybe? Or increase the cost, give some kind of penalty, like concentration for certain summons or time limit, maybe. In my opinion, this technique translated to bg3 would be much more strategic than summoning 5 creatures (yourself Agito!) and letting them destroy the enemy, making the player choose wisely which shikigami to use in the current situation. I believe that this was the intention, thanks to the CE refund when unsummoning the creature.
I tested the mod directly in act 3, so perhaps using it right from act 1 onwards will give a completely different impression and that's understandable...