0 of 0

File information

Last updated

Original upload

Created by

SephiraSkye

Uploaded by

SephiraSkye

Virus scan

Safe to use

About this mod

Changes the Coldbrim Hat and the DC for Frost Debuffs

Permissions and credits
####################DESCRIPTION####################

This mod makes a few changes in order to add more viability to the Frost mage archetype. My goal is to keep the game balance and not make anything too overpowered. I would like to get frost mages to the same level of effectiveness as Fire/Lightning. I understand the concept that the additional utility (Slow/Frozen/Frozen Ground) was supposed to offset the damage from the other archetypes, but unfortunately spending 1 turn to kill something with a fireball is almost certainly always going to be more powerful than slowing it down.  The times where this can balance are where it takes more turns to kill with fire/lightning, but in my testing this is more of a rarity if built correctly.  And the "built correctly" portion is what I am trying to address in this mod with making changes to the specialty gear for frost mages. There are quite a few pieces of gear in the game already that contribute to a frost build, but some of the effects seemed a bit under-tuned to me. The main reason is that there aren't stronger variants of the gear later in the game.  Most of them feel like they would be good during Act 1, but then fall off in Act2-3 (Even though you don't get some until later Acts).  The following are the things that have been changed.

Coldbrim Hat - This no longer only activates once per turn, but can activate multiple times per turn upon any condition inflicted.

Encrusted with Frost - This now has a DC of 15 instead of 12 for saving throws. I need to test this more to see if this is the right number but 12 was definitely too low for me since most every enemy could hit that pretty consistently. 

Chilled -  This now has a DC of 19 instead of 12. I will admit this may be over-tuned now however this condition is crucial to the theme in my opinion and should be very consistently up in order to match the viability of fire mages. Unfortunately since it too had a saving throw of 12 when you leave act 1 and the enemies in act 2 and 3 hit DC12 pretty regularly. As I play with this it will probably also get changed at some point or i may put out another version with it somewhere in between if its wanted.

####################DISCLAIMERS####################

Please keep in mind that Encrusted with Frost debuff seems to have some issues in triggering at 7 stacks (randomly). Also it doesn't seem to affect non-hostile targets the same. These are not issues with the mod and are present in the base game.

Upon further testing with and without the mod Encrusted with Frost sometimes seems to use your Spell Saving DC and sometimes references the hard coded DC.  I have not yet been able to figure out a rime or reason for when it does this, but so far the only time i have seen the Spell Saving DC show up is if they succeed in the saving throw roll. It is possible that this is purely graphical though and will require further testing.

If anyone has any info on why either of these issues are happening I would love to hear.

I don't use Vortex and therefor haven't tested that, but I have tested with BG3 Mod Manager which is what I recommend.

Tested and working after Patch 2.

Edit: I have added a lighter version with both debuffs set to DC:15 in case the original change to chilled feels too strong for some players.  Only download 1 of the files.  You don't need both.

This mod should also be safe to uninstall at any point without breaking your save as it doesn't add anything new, however all changes will be reverted.  It is always recommended with any mods to make backups of your save files though just in case.

####################FUTURE PLANS###################

Here are some things I am considering changing as a part of this mod as well. Please let me know if you think any of these should be done. Keep in mind I don't think all of these will be changing.  I am just trying to decide which ones do if any.

1.  Snowburst Ring - This ring feels underwhelming to me especially for when you get it. Thinking about adding additional cold damage to cold spells with it equipped.  Maybe 1d4? Also could have it give you access to something like Sleet Storm or Create Water (Maybe even as bonus actions?).  Not sure if I would do damage and spell or just 1. 

2. Winter's Clutches - Thinking about adding additional cold damage to cold spells with it equipped.  Maybe 1d4?

3. Coldbrim Hat (additional) - Thinking about adding additional cold damage to cold spells with it equipped.  Maybe 1d4?

4.  Mourning Frost - change heart of ice from 1 to 1d4.