Got this mod and Syrchalis' rebalance common effects mod to work together and my god, heat goes from being an undercooked status to on power with arcane acuity, but oriented towards damage.
From what I've seen Common Effects Rebalance only reworks the status itself (but also reworks other statuses in the game like chilled or lightning charges), wheras this mod focuses strictly on Heat/Fire damage, but adds several new passives and effects around it in addition to changing the mechanic itself. I think what we do to Heat itself is slightly different as well, but I'd have to look it over to say for sure.
https://bg3.wiki/wiki/Ring_of_Fire what are your thoughts on reimplementing this ring, along side minor buffs (maybe making its fire boost 1+heat degree?)
There are a few reasons I didn't, mainly that it just does what Heat already does so it seemed redundant so my thinking was why make people use another equipment slot?
I have thought about increasing the damage of Heat a bit, but I'm on the fence about it since I didn't really want to change the vanilla balance. I just wanted to make Heat actually as functional and interesting as some of the vanilla alternatives (and also make some hopefully fun side-effects too). Increasing the damage bonus can get pretty wild with multiattacks/bonus action attacks/spells like magic missile and scorching ray, etc.
but if it would be more fun for everyone that way then I'm happy to do it cause imo fun > balance. I just don't really know what anyone thinks about 1.4 cause the comments have been quiet for a while, so thank you for actually taking the time to post your thoughts!
Instead of what i previously put what about it giving fire resistance, as a early game was to help mitigate heat damage while also making it do a touch more? You’ll probably have to find a good place to leave it, maybe an imp corpse at the crashed nautiloid?
also slightly unrelated but blurg seems to no longer sell the cinder shoes, so i can only get the one pair from Arron
I thought about it, but for a few reasons I decided not to. I wanted the necklace to offer something to non-casters as well, and the ring already does quite a bit. also I wanted to make sure that no matter what path somone takes through the campaign they get something useful for heat, even if they miss some other pieces.
This paired with Boznaz's Heat Convergeance Buffed mod makes for a devastating pyro build and I love it. Both of these together puts fire on par with ice and lightning with their wet conditions. Very nicely done u two.
Apologies for the excessive number of minor updates all! I've been running different playthroughs as different classes to try and pin down all the issues I can and as I find them and I happened to find a couple really important ones (that are now fixed as of 1.2.5.3) that I wanted to address as soon as I found them, but before I had time to finish some of the minor design changes I wanted to make.
Oh yeah I looked at that, didn't really think that there was anything wrong with it to change so I didn't think to add it to the list, but I'll do that!
Took me a minute because I wanted to roll some other things into the update, but I think you're right about the axe. I added 1d4 fire damage to it with the latest version. ... and I went to take a screenshot of it on an old save and realized that because editing the roottemplate only affects items generated after the change old saves will not have the updated version... you'll have to console command it in if you want to use it on old saves.
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Edit: Just saw the google docs file lol, anyway thanks for the mod!
my forge cleric with fireheart casting warding bond on the other heat user for free heals from heat and burning:
edit also i use this to try and help bring pyromancers to the same tier as necromancers with dread overlord and similar
I have thought about increasing the damage of Heat a bit, but I'm on the fence about it since I didn't really want to change the vanilla balance. I just wanted to make Heat actually as functional and interesting as some of the vanilla alternatives (and also make some hopefully fun side-effects too). Increasing the damage bonus can get pretty wild with multiattacks/bonus action attacks/spells like magic missile and scorching ray, etc.
but if it would be more fun for everyone that way then I'm happy to do it cause imo fun > balance. I just don't really know what anyone thinks about 1.4 cause the comments have been quiet for a while, so thank you for actually taking the time to post your thoughts!
also slightly unrelated but blurg seems to no longer sell the cinder shoes, so i can only get the one pair from Arron
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