Amazing idea. I can see how this might be hard to balance. ATM, it feels like augments are either amazing (5% niche) or bad/debilitating (95% of cases). Essentially from a big picture perspective, the mod feels the same as a straight nerf to some builds and a buff to other builds.
I feel like it might be more fun if these were less readily available but better overall. For example, require a new craftable material with a really low drop% for each augment type and remove the debuffs. A rare material that can augment a wep with +1 range gives players an incentive to find/train a brother to use it.
Hopefully this doesn't take away from how impressed I am with your idea, 10/10!
Is puncture eating the 75% damage multiplier from devestating? Because I am doing 4 dmg to a hedge knight with a rondel dagger puncture... with killing frenzy activated.
Ok, i see where it went wrong. With the multiplier from the augmentation, it also reduces the armor pen from puncture skill, dropping the 100% armor pen down to 75%.
This is unfortunately something, i didn't expected, will patch it right a way
Thank you for this mod ! Can i ask you ? If this mod use Modding Standards and Utilities (MSU) , Are you planning to add option to configurate all weapon mod in game menu?
Sorry to confuse you, I just wanted to ask about the ability to customize your mod specifically in the MSU options in the game, For example, a mod for the lightness of weapons, through the slides to customize? P.S. if I did not write correctly again, then please forgive me, then I will not distract you
Well then, i have to reject that. Setting up the mod settings for each augmentations is quite time-consuming, i would rather want to spend my free time on balancing this mod or working other projects.
Neat mod. I had a suggestion for a 'Reinforced' augment for the extremely rare occasion that a weapon (like e.g. an orc or barb weapon) that has amazing stats but bunk durability. Increases durability by XX%, no drawback except can't augment others or maybe slightly more - fatigue.
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I feel like it might be more fun if these were less readily available but better overall. For example, require a new craftable material with a really low drop% for each augment type and remove the debuffs. A rare material that can augment a wep with +1 range gives players an incentive to find/train a brother to use it.
Hopefully this doesn't take away from how impressed I am with your idea, 10/10!
killing frenzy activated.
This is unfortunately something, i didn't expected, will patch it right a way
I mean option like this
You should be able to change parameters if you know little about BB modding though. At least for the time being.