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AFriendlyIrin

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Additional tweaks to Gyll's Vanilla: Heroes

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This mod is a tweak of an existing mod, Gyll's Vanilla: Heroes. You will need to install that mod first. Place this mod above Gyll's Vanilla to ensure this mods' changes take effect.

This mod was made with Gyll's permission, but he was otherwise uninvolved.


I greatly enjoyed Gyll's heroes rework, but felt that some aspects were a little unbalanced. I've made a few additional tweaks based on my own experiences and based on user feedback on the mods' pages.

Arbalest
  • Sniper Shot: Changed to +50% vs. Marked (from +100%)
  • Sniper Shot: Target changed to 2/3/4 (from 1/2/3/4)

Double damage vs. Marked right out of the gate is ridiculously overpowered. Gyll's notes state that his intention was to make Arbalest the main damager for Mark parties, but I disagree that that should be her focus when she has so many support skills. Giving her both great support and great offense makes her way too overpowered.

I reverted Sniper Shot back to its vanilla targeting, because I felt that was also an important part of balancing her high damage output. It just doesn't make sense for such a long-range weapon to be able to hit frontliners. Gyll's rework significantly improves Blindfire, so you can bring that if you need to hit rank 1.

Crusader
  • Last Rites: Can now be used from any position (from 2/1)


This was made due to a comment on the Steam page requesting it.

Hellion
  • Bleed Out: Main bleed changed to 3/3/4/4/5 (+1 to all levels)


This was made due to a comment on the Steam page requesting it. I agree that Bleed Out felt a bit lackluster given the heavy self-debuff, and it's especially glaring now that it's her only means of inflicting Bleed. So now it's just a little bit stronger.

Houndmaster
  • Blackjack: Changed to -65% DMG (from -80%)
  • Guard Dog: Can now be used from any position
  • Hound's Rush: Can now target all ranks (from 1/2/3)
  • Hound's Rush: Changed to +75% vs. Marked (from +50%)
  • Target Whistle: Debuff vs. Marked changed to +100% Hound's Rush DMG (from +125%)
  • Go Fetch: Can now be used from ranks 4/3/2 (from 3/2)
  • Cry Havoc: Can now be used from ranks 4/3 (from 4)


This class had the most changes. While I loved the idea of giving the Houndmaster and his hound separate actions, I feel the original mod overcompensated in nerfing him to account for the double actions. Halving his base damage sounds reasonable until you realize that he has virtually no offensive skills in his human form, relegating him to a pure support role -- which he can't even do well, because he was also hit hard in positioning limits by making Cry Havoc and Go Fetch mutually exclusive. I've loosened those restrictions so he can function more effectively in multiple ranks, and I buffed the Marked bonus for Hound's Rush so he no longer needs two turns of setup to do meaningful damage. (It's not +100% because being able to Mark an enemy and attack for normal damage in a single turn would be overpowered.) The extra damage debuff was reduced by 25% to compensate, so his average damage will still be the same.

I'm not sure why Blackjack's damage was further nerfed after already halving Houndmaster's base damage, especially when it's so weak to begin with. I reverted the damage back to vanilla's -65% to make it a bit less useless.

Jester
  • Inspiring Tune: Stress resist buff restored


This was made due to a request on the Steam page. Maybe Gyll thought it was overpowered, but I still get afflicted in plenty of runs even when I bring Jester.

Leper
  • Overpower: Launch changed to 2/1 (from 3/2/1)


Giving Leper a forward move in rank 3 felt a bit too much like cheating to me. Leper is supposed to be balanced both by his complete inability to attack from the backline and his extreme difficulty in moving forward. Overpower is a good enough skill that I feel it can still be worth using in rank 2 to get you in position for an Intimidate.

Plague Doctor
  • Noxious Blast: Accuracy debuff restored
  • Plague Grenade: Blight strength reduced by 1 at every level
  • Corpse Explosion: Can now target all positions (from 2/3/4)


Giving an AoE attack the same blight strength as Noxious Blast was way too overpowered. It's now slightly weaker, and the accuracy debuff has been restored to Noxious Blast to make it a bit better in comparison.

Corpse Explosion can now target the frontline, based both on a comment request and my own experiences. Backliners are often killed before frontliners (especially if you're using Plague Grenade), so if you're using Corpse Explosion it's probably to hit a sturdy frontliner. It's a situational enough skill to begin with that I think it's fair to expand its options slightly.

Musketeer
  • Aimed Shot: DMG vs. Marked changed to +100% (from +25%)
  • Rearm: ACC buff changed to a +DMG% buff (25/27/29/31/35%)
  • Buckshot: Can be used from all positions (previously 3/2/1)


Gyll's notes state his intention to make Arbalest the DPS for Mark parties, but logically I think that makes more sense for Musketeer. Aimed Shot now completely annihilates Marked enemies, but I think this is balanced by the fact she can't apply a Mark herself. Buckshot's launch was expanded due to the competitiveness of the rank 3 slot in Mark parties, and because I felt it just didn't make sense that a gunner should be positioned closer to the enemy than a crossbowman.

Rearm's buff was changed from ACC to DMG based on a Steam comment I agreed with. Musketeer's accuracy is already so high that she has little need for an accuracy buff, making it feel like a wasted turn compared to using Sidearm. A damage buff lets you recoup the opportunity cost a bit better.