There is a staggering amount of disagreement on True Strike and Blade Ward.
I'll not be changing them anymore, as it is entirely pointless. For me advantage as bonus action for one attack is borderline useless, for others its broken - as such there is no consensus to be had.
If you want a certain variant of these two spells I'm directing you to these mods: Blade Ward / True Strike. Load it after my mod. You may need to use a version that changes the duration to properly overwrite the changes from my mod.
patch 8: would it be possible that the new spell "Toll of the Dead" gets the same treatment as "Sacred Flame" did? --> "deals half damage on save"
Sacred Flame
Deals half damage on save
No longer benefits from the Potent Cantrips passive
It deals 1d12 damage to fiends and undead instead of 1d8
i am currently trying to run Shadowheart as a death domain cleric and i already got PTSD from her not being able to land any hits with that spell haha and thank you for your updated mods :) been using all of them since they came out, cant imagine to play without them anymore!
I've been considering this and I am unsure about it. It would make sense obviously, but there is this passive:
https://bg3.wiki/wiki/Potent_Cantrip
Now in the case of Sacred Flame I decided its just so unreliable as cantrip, I gave it that naturally, sort of as a "one off exception". If I do this to Toll The Dead too, I'll have to go a little further on the rebalancing and find a use or replacement for that passive.
One possible idea could be that Sacred Flame and Toll deal a third of their damage on save and with this passive they deal two thirds.
...obviously, but there is this passive: https://bg3.wiki/wiki/Potent_Cantrip
...If I do this to Toll The Dead too, I'll have to go a little further on the rebalancing and find a use or replacement for that passive.
but that passive IS "on save: target still takes half dmg" -> (Potent Cantrip) im a bit confused why you would need a replacement for that passive, why cant it just be the same as for Sacred Flame? wasting your action on a "full" save with 0 damage dealt (even if its just a cantrip) just feels bad haha
in my current run im a level 10 cleric with all your Rebalance mods: Sacred Flame deals 3d8+2 Radiant dmg + 3d4 Radiant (conditional, vs undead/fiend) on save: target still takes half dmg =(Potent Cantrip)
Toll the Dead deals 3d12+2 Necrotic dmg, less than that if the target is still at full hp i mean sure with Death Domain you can hit 2 targets at the same time with your cantrips and with Inescapable Destruction (lvl6) you ignore resistances but especially in Act 2 where most things are immune to nectrotic damage, it feels rather weak without going full into Death Domain i wouldnt even consider using Toll the Dead because the WIS save is almost as bad as the DEX save at this level (especially with some difficulty mods), the guaranteed dmg on save would make it at least not feel worthless
the main difference is that Radiant Orb make radiant focused builds so much better, there is just not as much going on for necrotic damage. giving necrotic damage just some more consistent damage would just make it even dmg wise
Thanks for updating all your mods for patch 8, despite so many people not being able to control their (dark) urge to scream for updates!
Also wanted to express that I really like your approach to game balance. I am someone that doesnt really enjoy focusing on META builds and super optimized play, but when many of the other options are just so meh, it kinda becomes boring after a few playthroughs.
Incredible mod and incredible series, total amount of time spent on the Rebalance mods has been mind-blowing and I deeply apprecite the time spent. I absolutely love these mods, they greatly enhance my love for the game, I can't really imagine playing without them at this point and I can't thank you enough!
I had some trouble with the mod, but I got it figured out so I wanted to share my experience.
The problem: cantrip tooltips showed the rebalanced version's info, but when actually casted, they would apply their base vanilla damage. This was made evident by the combat log. It happened with Firebolt, Vicious Mockery, and Bone Chill, on multiple characters.
In my case, it was fixed by changing my load order.
I have a bunch of class mods installed, including Blood Hunter, Magus, Vanguard, Alternate Monk, and the Druid mods by Syrchalis. I moved the class mods above the rebalance mods.
I have Valdacil's Spell Adjustments installed. I moved it and its patches above the rebalance mods. VSA doesn't affect most cantrips, but its affects are wide, so it may have contributed to my issues.
TLDR: If the cantrip effects aren't working, try moving it lower (later) in the load order.
Thanks for making these, I like this re-balance a lot!
Everything seems to work, but there is an issue with Thorn Whip. It should be dealing D4 damage according to your description, but instead it is dealing D6+1 as the baseline, (2 D6+2 at level 5 etc). That's really strong for a bonus action, I think you intended it to be D4 as it says in your description no?
132 comments
I'll not be changing them anymore, as it is entirely pointless. For me advantage as bonus action for one attack is borderline useless, for others its broken - as such there is no consensus to be had.
If you want a certain variant of these two spells I'm directing you to these mods: Blade Ward / True Strike. Load it after my mod. You may need to use a version that changes the duration to properly overwrite the changes from my mod.
the tooltip used for the Dirty Trick is the same for your version of "Vicious Mockery" but the actual effect is from vanilla still
thank you!
I saw the compatibility note for 5e Spells but wasn't sure about Mystras.
would it be possible that the new spell "Toll of the Dead" gets the same treatment as "Sacred Flame" did?
--> "deals half damage on save"
Sacred Flame
- Deals half damage on save
- No longer benefits from the Potent Cantrips passive
- It deals 1d12 damage to fiends and undead instead of 1d8
i am currently trying to run Shadowheart as a death domain cleric and i already got PTSD from her not being able to land any hits with that spell hahaand thank you for your updated mods :) been using all of them since they came out, cant imagine to play without them anymore!
https://bg3.wiki/wiki/Potent_Cantrip
Now in the case of Sacred Flame I decided its just so unreliable as cantrip, I gave it that naturally, sort of as a "one off exception". If I do this to Toll The Dead too, I'll have to go a little further on the rebalancing and find a use or replacement for that passive.
One possible idea could be that Sacred Flame and Toll deal a third of their damage on save and with this passive they deal two thirds.
im a bit confused why you would need a replacement for that passive, why cant it just be the same as for Sacred Flame?
wasting your action on a "full" save with 0 damage dealt (even if its just a cantrip) just feels bad haha
in my current run im a level 10 cleric with all your Rebalance mods:
Sacred Flame deals 3d8+2 Radiant dmg + 3d4 Radiant (conditional, vs undead/fiend)
on save: target still takes half dmg =(Potent Cantrip)
Toll the Dead deals 3d12+2 Necrotic dmg, less than that if the target is still at full hp
i mean sure with Death Domain you can hit 2 targets at the same time with your cantrips and with Inescapable Destruction (lvl6) you ignore resistances but especially in Act 2 where most things are immune to nectrotic damage, it feels rather weak
without going full into Death Domain i wouldnt even consider using Toll the Dead because the WIS save is almost as bad as the DEX save at this level (especially with some difficulty mods), the guaranteed dmg on save would make it at least not feel worthless
the main difference is that Radiant Orb make radiant focused builds so much better, there is just not as much going on for necrotic damage.
giving necrotic damage just some more consistent damage would just make it even dmg wise
Also wanted to express that I really like your approach to game balance. I am someone that doesnt really enjoy focusing on META builds and super optimized play, but when many of the other options are just so meh, it kinda becomes boring after a few playthroughs.
Hope you have a fine day.
I had some trouble with the mod, but I got it figured out so I wanted to share my experience.
The problem: cantrip tooltips showed the rebalanced version's info, but when actually casted, they would apply their base vanilla damage. This was made evident by the combat log. It happened with Firebolt, Vicious Mockery, and Bone Chill, on multiple characters.
In my case, it was fixed by changing my load order.
TLDR: If the cantrip effects aren't working, try moving it lower (later) in the load order.
Everything seems to work, but there is an issue with Thorn Whip. It should be dealing D4 damage according to your description, but instead it is dealing D6+1 as the baseline, (2 D6+2 at level 5 etc). That's really strong for a bonus action, I think you intended it to be D4 as it says in your description no?
i bet its a ton of work so i understand if not.