Except Vestal and some minor problems it works fine.
btw, "Pick to the Face increased the minimum damage by 1 for normal and 2 for upgraded, increased crit chance by 5% upgraded". Original damage is 4-7, mod damage is 9-14. You literally doubled it. Also, some perks are also doubled.
Yes, that is what I mean by out of date lol. So the way mods used to work for the game is you make a replacement file, so like pick to the face deals 5-9, and it would replace the base. But now it adds it together with the base so it takes 5-9 damage and adds it to the 4-7 base. So a lot of things need to be rewritten to fix them.
I have a lot of suggestions and am bad at introductions, so Imma get ito them.
Man-at-Arms Paths besides Vanguard are basically pointless. My solution: move the health and riposte damage bonuses to Bulwark, removing the Stand Fast Taunt feature since it fits the theme better, encourages usage of the underused shield playstyle and covers the lack of reach into rank 3(Since your Crush is worse); Completely rework Sergeant: make it REALLY support-oriented by making Bellow ignore dodge and have a better chance of sticking(Like 15%), possibly making strategic withdrawal also add vulnerability token(The move is already strong, but just for the healing when upgraded, IMO at least), making Command have a chance to add crit instead of Strength(I'm thinking like 20% at base and 30% upgraded), possibly increasing the Path damage penalty to 50%; For Vanguard I suggest making it allow Courageous abandon to hit rank 2, possibly ignoring Block, which would incourage usage the move(It's better + on the path that buffs Crush) and Stand Fast due to the synergy they have
Leper Make Ruin give you 2 taunts when upgraded instead of Bleed and increase the DMG bonus from 20% to 30% when upgraded, since now it's inconsistent, isn't really about Leper's tanking potential(More about Flagellant-ish msochism), inconsistent and just loses to Revenge that is more consistent, lets you deal your damage quicker(Unless you get hit 3 times on turn 1), has a chace to give you Crit and usually gives you more total DMG (With Ruin you gotta get hit 2 times in addition to its bleed). Then it would be a more tank-ish option taht would allow you to deal more DMG at the cost of getting screwed with the attacks(Especially when considering the healing thresholds limiting your ability to stay at 100% and extra thing like stress or DoTs which may come with attacks). Even if you consider tthe tanking to generally be more of a boon than a curse, especially considering that Revenge gives you Vulnerability, replacing Bleed with Taunt without increasing the DMG bonus would make it a more interesting alternative to Revenge: you deal more damage more quickly with Revenge or get to tank with Ruin, also making it an "offensive tanking" option(Tank + deal\increase DMG), which are very much in need in the dmage-racy DD2(MAA is the best tank because of Retribution, afterall); Make Poet's getting Taunt guaranteed and make them appear at Rounds' start to solidify its tanking role and make it more consistent; Drop the whole "vs Cosmic" thing on Monarch, make it a more supportive Path by making Hew apply Weak, Break apply 2 Vulnerability ontop of getting rid of Block, Intimidate ignore dodge and Pull by 2 and add Combo instead of Vulnerability, Bash apply 3 Weak, also all of these moves just ignore Blind. Brings more use to underused skills, makes the Path better and the flavour text now actually fits it, LOL
Occultist Make Anamnesis ignore like 15% bleed resistance so half the targets don't just laugh at your long setup move(Possibly, make it an Aspirant thing), let Binding Shadows be used from all ranks to incentivise using it on Warlock and for fixing positioning, let Wyrd Raconstruction heal at <50% or even <60% due to its inconsistency; Make Ritualist remove Cooldowns on Curses and make the tokens more consistent: either make them just add 1 Unchecked Power or have Weakening Curse add Strength(Don't need Dodge much, since the scariest target is Weakened) and Vulnerability Curse add Dodge(Don't want Strength much, since you're a support and your DDs are gonna use the Vulns and (almost) kill the target by the time your next turn comes anyways), also make Malediction better by making it do 3 DoT instead of 2 (At least when upgraded) to bring more use to it and keep with the theme of each Path being associated with an Unchecked Power skill
Grave Robber Make Pick to the Face a little stronger so Glint in the Dark isn't basiclly straight up better. Make it 6-8 at base and 8-10 upgraded, possibly removing the Combo gimmick
Jester Make Solo also apply Vulnerable so it's not a marginally better Razor's Wit taking up a slot, making it get rid of Block like Razor's Wit, Make Play Out heal 20% when the target is under 33% HP and make it give 2 Block at base and 2 Block+ when upgraded. Battlefield Medicine is still better for healing due to the threshold stuff, the move is now more usable for tanking-ish purposes too and it's worth sacrificing a valueable Jester move slot for. You may give it a use limit of 2 or 3, but due to it being largely a worse Battlefield Medicine in that regard and doing the movement you have to work around\plan for, I think it'd be fine
Hellion Make Brearthrough not give Winded, its movement and Guard removal aren't worth it, especially compared to Toe to Toe; Remove the health bonus from Ravager, since it's literally Hellion+ now; Make Carcass the "Edging" Path taking advantage of the lower HP passive: Make Winded tokens always give a Block when under 50% HP and a Block+ ontop while under 25%, move the Deathblow Res buff from Berserker here, make Winded have no downsides when under 50% HP, remove the Wicked Hack removes Block thing. The game is very damage-racy, so having a character as focused on tanking as a Carcass Hellion is now that is barely capable of doing damage sucks; At least on Berserker, make Bloodlust increase Bleed done by 2 points in addition to its buffs. It doesn't work well as a button to use after Bleed Out, since the target's already basically dead and hitting them twice would do more DMG anyways(And do so while they're still alive) and for other sources of Winded you just use Toe to Toe, so its Winded-clearing capabilities are irrelevant if your Toe to Toe is upgraded for non-Berserkers. They do want to stay in rank 2 to use If It Bleeds, so it's kinda useful for them in that regard, but bleed-out is somewhat of a fight-finisher anyways and even if you open with it, Bloodlust still feels kinda like a waste of a turn. The change I suggested, however, would make it a much better buff-move as well as buff Bleed Out openings significantly, thus making the Path cooler and more effective, especially compared to Mr.Turn-One-Howling-End Ravager
Runaway Make Cauterise usable from all ranks so active usage of Dragonfly and front-rank Orphan become a lot better, make Firestarter give a 15% or 20% Burn Res piercing buff when upgraded to make it more consistent and worth it, make Hearthlight pierce 20% of Debuff Res and make in Debuff all Resistances by 15% when upgraded and increase its blind chance to 15% and 30% to make it more worthwhile, make Run and Hide give you like 30% Burn Res piercing for two turns to give it a proper good usage: Rank 4 Orphan
Vestal Mantra is kinda underwhelming, so make the Wanderer and Confessor versions heal 20% base and 30% upgraded instead of 10% and 20%. For Chaplain, it's already fine.
Flagellant Fester is underwhelming compared to later skills, so increase the Blight it deals by 1 at both levels; Make Scourge not lose relationships when going Toxic, because it's like the feature of the Path, why'd you get punished(Da bum tss) for wanting to take advantage of it. To minimize balance problems, make Endure only heal stress with the normal threshold; Sepses on Scourge and Exanimate are too alike and are largely Causes of Death. I suggest leaving the Scourge one the way it is, since it's unique in being the only non-healing Sepsis and keeping the BLight if the target has Combo and make Exanimate Sepsis get you DOWN to 45% HP and do like 6 or 7 Blight with a Cooldown of 3 turns. Makes the whole gimmick of staying under 50% HP so much more convinient and less of a pain in the neck; Exanimate's Lash's Gift isn't worth using because it's too hard and dangerous and rare to get under 10% HP to even consider it really. Make the threshold 33% HP and give it a Cooldown of 1 or 2
Bounty Hunter and Highwayman Are perfect just the way they are, LOL
So, thanks for reading this f*#@ing essay, hopefully it was interesting and some of the suggestions will make it into the mod. I am very much open for discussion, but before criticising, please, reread the segment you have questions or complaints about. It's 3 AM rn, I'm bad at delivering thoughts clearly and am not a native speaker, so I may have put an answer to your question\criticism somewhere, just not in clear sight. HAve a good one!
I think PDs emboldening vapours could really use a buff. Right now it's just worse Command. I think maybe giving a crit token plus some kind of drawback could be interesting. I'd say blight or stress but it still might end up being OP.
Also some other way to apply burn would be good. I think it would best fit Occultist but I have no idea how.
I wouldn't really say it's just worse command, as at least the Upgraded version gives speed, but it's really only usable on the Physician path, it's true, but I'm not really sure how to balance that. I could remove the Physician effect and buff the base ability, but I'd want to compensate Physician somehow.
Interesting. I had similar ideas back when the game was in early access; you're free to use any of the code and ideas in my mods, though I warn it's been a while since I've updated them so they might not be compatible with 1.0.
Personally, I don't think Vestal needs any buffs, as she's already one of the best heroes. Increasing Consecration duration also messes with the balance of Mantra and Seraph Conviction generation; I would recommend keeping it as it is in vanilla.
I think the most important things to mod are:
Hellion's bad skills (Breakthrough, If It Bleeds, Barbaric Yawp, Bloodlust)
Disorienting Blast (it is so useless)
Break (currently useless outside of Tangle skellies)
Courageous Abandon (is so very not worth using)
Binding Shadows (either give Occultist a move-back skill so he can dance with it, or buff it to counterbalance the fact that it puts him in a worse position)
Occultist in general feels like a worse version of Vestal right now, he could use some more ways to generate Unchecked Power
Grave Robber needs some way of generating stealth that isn't Shadow Fade
Runaway needs an all-around buff
I feel like Vestal, Flagellant, Jester, and Highwayman are all fine as-is in vanilla; if anything, they could maybe stand to be nerfed a bit.
upgraded Ransack dont take path 3 (orphan, more or less burning depending on position) into account. No matter the position it always deals 5. maybe its intended that spread burning is not direct burning and work the same in the base game thou i don't know i never played without your mod
haven't tested unupgraded version i just noticed mid game it didn't deal 6 burn when i was using ransack in position 3
tooltip showed no blind at my place so i checked the files and there was no blind in the upgraded heartlight file
As for vestale illumination, theres no unupgraded illumation actordataskil file so the new castable from rank 1 thing is only for the upgraded version and not showing on the tooltip.
Sanctuary stress heal has some inconsistence between versions, some are missing stress heals, others dont have the intended block values. also this skill kinda very strong now i dont think changing block is necessary , i agree vestale deserve to be a good stress healer so the changes are welcomed but giving it more block is too much when you compare it to MAA skills, the button has more value than 2 of the best maa skills combined (the protect and the stress heal one) keep the stress heal, the upgraded stress heal for chaplain path but give it default block values
I also noticed a lot of undocumented changes while going through the files like more crit on mace bash, more crit and rank 4 cast on occultist stab and so on ...
Confessor mace bash could use some love too i guess ? a bit more damage and the crit chance u gave it would fit the front row vestale dream its about
theres a file changing score rules ? does it makes you earn more candle ? maybe you forgot to remove that from the mod ?
anyway great stuff mate i'm having a lot of fun discovering how to code stuff and i can tell how much work you put in this
"tooltip showed no blind at my place so i checked the files and there was no blind in the upgraded heartlight file"
Hmm, well, I guess I'm just bad at version control heh. It was in my files but not in the ones I was exporting. Yeah totally derped on not changing base Illumination launch rank, I'll add that now.
Yeah there's several small changes I just forget to add because they're quick changes, I do mention I probably missed stuff in the changelog, but yeah... I don't see any crit change on Sacrifical Stab though?
The score rule files is because I accidentally added a modded version to the files early on, and so I put in the base version to fix that for people. I should just remove that now though.
Thanks for the compliment and the feedback. It's a really nice game to mod, will be quite interesting to see how far we can go with proper modding tools.
Flashing dagger is really really OP. It's already good with the poison path applying 4 infection on 2 target but now it can crit (longer poison) and is not removing mark and is applying weak like wtf its too much. i think you can keep all of these ideas but spread them around paths like
Deadeye path : remove combo on hit, keep the crit and the weak (you're going for this skill and big crits damage with this build being able to chain crit off 1 combo application is too much)
Poison path : No combo interaction but keep the weak (theres no reason to cast dart anymore even on single target if flashing dagger deals about the same damage and doesnt remove combo and apply weak, so dart should be stronger on single target with Crit combo and more poison while flashing dagger can be an option if you really need the weak but you don't get to apply crit poison on top of it, on 2 target flashing applying 4 dot + a chance at weak is the way to go everytime as it should be)
Stealth path : keep the weak, is not removing combo but increased damage instead of crit ? (this spell should be used as a filler/option when you don't want to dive with lunge so weak is a good idea for an option spell but adding crit on it makes it a double dip weaken/stress heal, not removing combo even though kinda op, makes sense here since you're not getting much off the combo anyway and you're using the spell to stall an inconvenient turn)
Pirouette giving damage token is very strong too with path 3 there's no reason to run the intended vanish skill since it gives the same damage you would get with vanish's stealth (path 3 stealth bonus) and 1 more drawback and 3 dodge token wich is arguably more valuable than 1 turn stealth (but you get dazed to compensate) i think a good idea would be to give it 25% to put a combo mark like other multitarget spells instead of the damage token, this way you'd have to choose between applying combo or getting more damage on the next hit from the stealth vanish give you (and kinda fits the fantasy/lore of doing pirouette then lunge like its a combo attack)
The speed token on Lunge is unecessary, +50% damage from combo, path 3 and +50% from stealth is +100% damage on combo with a skill that has very good base damage its kinda op already. Having the speed on top of it makes you able to go straight to the back row on next turn before letting the monster a chance to pay you back for diving in the front row wich is supposed to be the danger of lunge. i'd just remove the token entirely. Hitting the 4th row is op too there's a good reason they didn't make lunge hitting the back row in DD1 and kept it like that in DD2 with the way it is right now you can all in on lunging everytime and don't need any other option. Any big hitting spell in the game has some target restriction and big condition/malus. Right now lunge is free real estate decimating any monster anywhere as the diving condition is totally managable. i'd keep it row 1-3 only so throw dagger becomes a viable skill if you want some 4th row targeting option. As it is now if you go path 3 you take Lunge + pirouette + 1 guy with a move forward and you just do lunge lunge pirouette lunge lunge pirouette and destroy everything while having 3 available skillslot that you don't really need
as for the plague doctor, he's already SS tier character and blinding gas 50% combo chance on 3 target is op, just hitting 3 target is already very very strong by itself since you can remove defensive token on 3 target i found myself not really caring what the skill does i just used it as a "remove positive token on 3 target". Most skill applying combo on 2 target dont go pass 25-33% chance so i'd make it 2 target again with just the buffed combo chance its already very good. if you want to keep it 3 target it needs to be tuned down a lot like only 20% chance of combo and half a daze and it would still be op
Hi, I really appreciate the feedback, I'm going to post my thoughts/counter thoughts. I'm still open to further discussion of course, but hopefully in the places where I do disagree my reasoning makes sense.
Yeah, Flashing Daggers with Venomdrop is definitely too good. Your changes for the first two paths are good, I'll have to communicate the difference between removing and not removing combo though. For Nightsworn I doubt you'd even take Flashing Dagger, and it doesn't get the buffs that the other two paths give, so I think the current form is fine.
There's still plenty of reason to run Vanish, besides avoiding the daze (which is quite bad) it also directs more attacks to your tank, which is generally a very good thing since you probably have "when hit" effects and block/dodge tokens etc. Audrey is fine taking hits since she has tons of defensive and recovery options, but you'd still prefer them on your tank. Although thinking about Pirouette, I do agree it's problematic to an extent, what I'll do is change it to only give strength when upgraded, and not have it upgrade to dodge+ when upgraded, so it's more of an offensive option. I'm not fond of giving Audrey ways to apply combo as I want her to be entirely a combo pay-off, a "carry" type character that needs others to generate the combos for her. Of course, trinkets can change this, but that's costly.
Yeah, Path 3 is going to spam Lunge, but that's kinda the whole point of Nightsworn. I could see about giving Lunge a damage reduction against rank 4, I'm not sure you can do that in DD2, but several things in DD1 did that. Then you'd have the option of Lunging in order to setup for Pirouette or Fade, or just throw daggers. The speed token is probably unnecessary, but it doesn't change a whole lot given Audrey's base speed, I put it in as more of a "feel bad ass" kind of effect rather than a real power boost.
So Plague Doctor is absolutely amazing baseline, yes, but generally you just spend the first 1-2 turns spamming Plague Grenade. Why would you even bother Blinding Gas when you could just kill everything. In fact, I still think that's the optimal strategy, applying debuffs is not as good as killing something. The changes to Blinding Gas and Disorienting Blast weren't to buff the existing Plague Doctor, it's so you had a reason to do anything else. Also it enables the viability of a path besides Alchemist since being a non-damage Plague Doctor has a use now. If I could nerf Blinding Gas for the Alchemist path specifically I would do so... I guess I can, but not in a way that is very clear to the player.
You did a really good job with the balance changes! Actually made me want to leave a comment on a mod for the first time lol
Since you're taking suggestions, I have a couple:
Jester: I would revert the Harvest change on rank targeting. It may be "weird", but I actually think it is part of his identity. Less of a balance thing, but him being able to hit 2 and 3 is really useful.
Vestal: I don't think consecrations need changes. They are already good in the base game. Divine Comfort could probably use an extra heal point when upgraded tho, cause it doesn't feel worth the mastery investment.
Really solid changes though! Will let you know if anything needs buffs (or nerfs lol) as I play it more!
I get that hitting rank 2 and 3 is his thing, but it's boring, it's all he does. If it was easier to just make a new skill, I would do so, but I prefer the option of diversity.
The consecration changes are probably the most unnecessary and personal change I made, as I just hate having to spend half my Vestal's turns casting consecrations, even if it's mathematically a good thing. Also, in shorter fights they';re often a complete waste of time, so this at least swings the balance more in their favour in fights where they're good.
What do you mean by an extra heal point? The only reason to upgrade it is to increase the healing threshold, I could increase the bonus healing from consecrations as well when upgraded.
hey on the grave robber throwing dagger skill the +100% Crit is not displayed correctly in game, it says if target posess (combo icon) : buff_combo_crit_100pct instead of +100%CRIT if target = (combo icon)
the combo icon is displayed correclty just not the +100%CRIT and the phrasing is different from base game maybe its my localization the problem? game's in french
83 comments
p.s. Leper with 14-24 damage is so pleasant to see.
btw, "Pick to the Face increased the minimum damage by 1 for normal and 2 for upgraded, increased crit chance by 5% upgraded". Original damage is 4-7, mod damage is 9-14. You literally doubled it.
Also, some perks are also doubled.
Man-at-Arms
Paths besides Vanguard are basically pointless. My solution: move the health and riposte damage bonuses to Bulwark, removing the Stand Fast Taunt feature since it fits the theme better, encourages usage of the underused shield playstyle and covers the lack of reach into rank 3(Since your Crush is worse);
Completely rework Sergeant: make it REALLY support-oriented by making Bellow ignore dodge and have a better chance of sticking(Like 15%), possibly making strategic withdrawal also add vulnerability token(The move is already strong, but just for the healing when upgraded, IMO at least), making Command have a chance to add crit instead of Strength(I'm thinking like 20% at base and 30% upgraded), possibly increasing the Path damage penalty to 50%;
For Vanguard I suggest making it allow Courageous abandon to hit rank 2, possibly ignoring Block, which would incourage usage the move(It's better + on the path that buffs Crush) and Stand Fast due to the synergy they have
Leper
Make Ruin give you 2 taunts when upgraded instead of Bleed and increase the DMG bonus from 20% to 30% when upgraded, since now it's inconsistent, isn't really about Leper's tanking potential(More about Flagellant-ish msochism), inconsistent and just loses to Revenge that is more consistent, lets you deal your damage quicker(Unless you get hit 3 times on turn 1), has a chace to give you Crit and usually gives you more total DMG (With Ruin you gotta get hit 2 times in addition to its bleed). Then it would be a more tank-ish option taht would allow you to deal more DMG at the cost of getting screwed with the attacks(Especially when considering the healing thresholds limiting your ability to stay at 100% and extra thing like stress or DoTs which may come with attacks). Even if you consider tthe tanking to generally be more of a boon than a curse, especially considering that Revenge gives you Vulnerability, replacing Bleed with Taunt without increasing the DMG bonus would make it a more interesting alternative to Revenge: you deal more damage more quickly with Revenge or get to tank with Ruin, also making it an "offensive tanking" option(Tank + deal\increase DMG), which are very much in need in the dmage-racy DD2(MAA is the best tank because of Retribution, afterall);
Make Poet's getting Taunt guaranteed and make them appear at Rounds' start to solidify its tanking role and make it more consistent;
Drop the whole "vs Cosmic" thing on Monarch, make it a more supportive Path by making Hew apply Weak, Break apply 2 Vulnerability ontop of getting rid of Block, Intimidate ignore dodge and Pull by 2 and add Combo instead of Vulnerability, Bash apply 3 Weak, also all of these moves just ignore Blind. Brings more use to underused skills, makes the Path better and the flavour text now actually fits it, LOL
Occultist
Make Anamnesis ignore like 15% bleed resistance so half the targets don't just laugh at your long setup move(Possibly, make it an Aspirant thing), let Binding Shadows be used from all ranks to incentivise using it on Warlock and for fixing positioning, let Wyrd Raconstruction heal at <50% or even <60% due to its inconsistency;
Make Ritualist remove Cooldowns on Curses and make the tokens more consistent: either make them just add 1 Unchecked Power or have Weakening Curse add Strength(Don't need Dodge much, since the scariest target is Weakened) and Vulnerability Curse add Dodge(Don't want Strength much, since you're a support and your DDs are gonna use the Vulns and (almost) kill the target by the time your next turn comes anyways), also make Malediction better by making it do 3 DoT instead of 2 (At least when upgraded) to bring more use to it and keep with the theme of each Path being associated with an Unchecked Power skill
Grave Robber
Make Pick to the Face a little stronger so Glint in the Dark isn't basiclly straight up better. Make it 6-8 at base and 8-10 upgraded, possibly removing the Combo gimmick
Jester
Make Solo also apply Vulnerable so it's not a marginally better Razor's Wit taking up a slot, making it get rid of Block like Razor's Wit, Make Play Out heal 20% when the target is under 33% HP and make it give 2 Block at base and 2 Block+ when upgraded. Battlefield Medicine is still better for healing due to the threshold stuff, the move is now more usable for tanking-ish purposes too and it's worth sacrificing a valueable Jester move slot for. You may give it a use limit of 2 or 3, but due to it being largely a worse Battlefield Medicine in that regard and doing the movement you have to work around\plan for, I think it'd be fine
Hellion
Make Brearthrough not give Winded, its movement and Guard removal aren't worth it, especially compared to Toe to Toe;
Remove the health bonus from Ravager, since it's literally Hellion+ now;
Make Carcass the "Edging" Path taking advantage of the lower HP passive: Make Winded tokens always give a Block when under 50% HP and a Block+ ontop while under 25%, move the Deathblow Res buff from Berserker here, make Winded have no downsides when under 50% HP, remove the Wicked Hack removes Block thing. The game is very damage-racy, so having a character as focused on tanking as a Carcass Hellion is now that is barely capable of doing damage sucks;
At least on Berserker, make Bloodlust increase Bleed done by 2 points in addition to its buffs. It doesn't work well as a button to use after Bleed Out, since the target's already basically dead and hitting them twice would do more DMG anyways(And do so while they're still alive) and for other sources of Winded you just use Toe to Toe, so its Winded-clearing capabilities are irrelevant if your Toe to Toe is upgraded for non-Berserkers. They do want to stay in rank 2 to use If It Bleeds, so it's kinda useful for them in that regard, but bleed-out is somewhat of a fight-finisher anyways and even if you open with it, Bloodlust still feels kinda like a waste of a turn. The change I suggested, however, would make it a much better buff-move as well as buff Bleed Out openings significantly, thus making the Path cooler and more effective, especially compared to Mr.Turn-One-Howling-End Ravager
Runaway
Make Cauterise usable from all ranks so active usage of Dragonfly and front-rank Orphan become a lot better, make Firestarter give a 15% or 20% Burn Res piercing buff when upgraded to make it more consistent and worth it, make Hearthlight pierce 20% of Debuff Res and make in Debuff all Resistances by 15% when upgraded and increase its blind chance to 15% and 30% to make it more worthwhile, make Run and Hide give you like 30% Burn Res piercing for two turns to give it a proper good usage: Rank 4 Orphan
Vestal
Mantra is kinda underwhelming, so make the Wanderer and Confessor versions heal 20% base and 30% upgraded instead of 10% and 20%. For Chaplain, it's already fine.
Flagellant
Fester is underwhelming compared to later skills, so increase the Blight it deals by 1 at both levels;
Make Scourge not lose relationships when going Toxic, because it's like the feature of the Path, why'd you get punished(Da bum tss) for wanting to take advantage of it. To minimize balance problems, make Endure only heal stress with the normal threshold;
Sepses on Scourge and Exanimate are too alike and are largely Causes of Death. I suggest leaving the Scourge one the way it is, since it's unique in being the only non-healing Sepsis and keeping the BLight if the target has Combo and make Exanimate Sepsis get you DOWN to 45% HP and do like 6 or 7 Blight with a Cooldown of 3 turns. Makes the whole gimmick of staying under 50% HP so much more convinient and less of a pain in the neck;
Exanimate's Lash's Gift isn't worth using because it's too hard and dangerous and rare to get under 10% HP to even consider it really. Make the threshold 33% HP and give it a Cooldown of 1 or 2
Bounty Hunter and Highwayman
Are perfect just the way they are, LOL
So, thanks for reading this f*#@ing essay, hopefully it was interesting and some of the suggestions will make it into the mod. I am very much open for discussion, but before criticising, please, reread the segment you have questions or complaints about. It's 3 AM rn, I'm bad at delivering thoughts clearly and am not a native speaker, so I may have put an answer to your question\criticism somewhere, just not in clear sight. HAve a good one!
Also some other way to apply burn would be good. I think it would best fit Occultist but I have no idea how.
Personally, I don't think Vestal needs any buffs, as she's already one of the best heroes. Increasing Consecration duration also messes with the balance of Mantra and Seraph Conviction generation; I would recommend keeping it as it is in vanilla.
I think the most important things to mod are:
I feel like Vestal, Flagellant, Jester, and Highwayman are all fine as-is in vanilla; if anything, they could maybe stand to be nerfed a bit.
deals 5. maybe its intended that spread burning is not direct burning and work the same in the base game thou i don't know i never played without your mod
haven't tested unupgraded version i just noticed mid game it didn't deal 6 burn when i was using ransack in position 3
also heartlight upgrade has no blind in it
What do you mean Upgraded Hearthlight has no blind, it clearly does?
As for vestale illumination, theres no unupgraded illumation actordataskil file so the new castable from rank 1 thing is only for the upgraded version and not showing on the tooltip.
Sanctuary stress heal has some inconsistence between versions, some are missing stress heals, others dont have the intended block values. also this skill kinda very strong now i dont think changing block is necessary , i agree vestale deserve to be a good stress healer so the changes are welcomed but giving it more block is too much when you compare it to MAA skills, the button has more value than 2 of the best maa skills combined (the protect and the stress heal one) keep the stress heal, the upgraded stress heal for chaplain path but give it default block values
I also noticed a lot of undocumented changes while going through the files like more crit on mace bash, more crit and rank 4 cast on occultist stab and so on ...
Confessor mace bash could use some love too i guess ? a bit more damage and the crit chance u gave it would fit the front row vestale dream its about
theres a file changing score rules ? does it makes you earn more candle ? maybe you forgot to remove that from the mod ?
anyway great stuff mate i'm having a lot of fun discovering how to code stuff and i can tell how much work you put in this
Hmm, well, I guess I'm just bad at version control heh. It was in my files but not in the ones I was exporting. Yeah totally derped on not changing base Illumination launch rank, I'll add that now.
Yeah there's several small changes I just forget to add because they're quick changes, I do mention I probably missed stuff in the changelog, but yeah... I don't see any crit change on Sacrifical Stab though?
The score rule files is because I accidentally added a modded version to the files early on, and so I put in the base version to fix that for people. I should just remove that now though.
Thanks for the compliment and the feedback. It's a really nice game to mod, will be quite interesting to see how far we can go with proper modding tools.
Flashing dagger is really really OP. It's already good with the poison path applying 4 infection on 2 target but now it can crit (longer poison) and is not removing mark and is applying weak like wtf its too much. i think you can keep all of these ideas but spread them around paths like
Deadeye path : remove combo on hit, keep the crit and the weak
(you're going for this skill and big crits damage with this build being able to chain crit off 1 combo application is too much)
Poison path : No combo interaction but keep the weak
(theres no reason to cast dart anymore even on single target if flashing dagger deals about the same damage and doesnt remove combo and apply weak, so dart should be stronger on single target with Crit combo and more poison while flashing dagger can be an option if you really need the weak but you don't get to apply crit poison on top of it, on 2 target flashing applying 4 dot + a chance at weak is the way to go everytime as it should be)
Stealth path : keep the weak, is not removing combo but increased damage instead of crit ?
(this spell should be used as a filler/option when you don't want to dive with lunge so weak is a good idea for an option spell but adding crit on it makes it a double dip weaken/stress heal, not removing combo even though kinda op, makes sense here since you're not getting much off the combo anyway and you're using the spell to stall an inconvenient turn)
Pirouette giving damage token is very strong too with path 3 there's no reason to run the intended vanish skill since it gives the same damage you would get with vanish's stealth (path 3 stealth bonus) and 1 more drawback and 3 dodge token wich is arguably more valuable than 1 turn stealth (but you get dazed to compensate)
i think a good idea would be to give it 25% to put a combo mark like other multitarget spells instead of the damage token, this way you'd have to choose between applying combo or getting more damage on the next hit from the stealth vanish give you (and kinda fits the fantasy/lore of doing pirouette then lunge like its a combo attack)
The speed token on Lunge is unecessary, +50% damage from combo, path 3 and +50% from stealth is +100% damage on combo with a skill that has very good base damage its kinda op already. Having the speed on top of it makes you able to go straight to the back row on next turn before letting the monster a chance to pay you back for diving in the front row wich is supposed to be the danger of lunge. i'd just remove the token entirely. Hitting the 4th row is op too there's a good reason they didn't make lunge hitting the back row in DD1 and kept it like that in DD2 with the way it is right now you can all in on lunging everytime and don't need any other option. Any big hitting spell in the game has some target restriction and big condition/malus. Right now lunge is free real estate decimating any monster anywhere as the diving condition is totally managable. i'd keep it row 1-3 only so throw dagger becomes a viable skill if you want some 4th row targeting option. As it is now if you go path 3 you take Lunge + pirouette + 1 guy with a move forward and you just do lunge lunge pirouette lunge lunge pirouette and destroy everything while having 3 available skillslot that you don't really need
as for the plague doctor, he's already SS tier character and blinding gas 50% combo chance on 3 target is op, just hitting 3 target is already very very strong by itself since you can remove defensive token on 3 target i found myself not really caring what the skill does i just used it as a "remove positive token on 3 target". Most skill applying combo on 2 target dont go pass 25-33% chance so i'd make it 2 target again with just the buffed combo chance its already very good. if you want to keep it 3 target it needs to be tuned down a lot like only 20% chance of combo and half a daze and it would still be op
Yeah, Flashing Daggers with Venomdrop is definitely too good. Your changes for the first two paths are good, I'll have to communicate the difference between removing and not removing combo though. For Nightsworn I doubt you'd even take Flashing Dagger, and it doesn't get the buffs that the other two paths give, so I think the current form is fine.
There's still plenty of reason to run Vanish, besides avoiding the daze (which is quite bad) it also directs more attacks to your tank, which is generally a very good thing since you probably have "when hit" effects and block/dodge tokens etc. Audrey is fine taking hits since she has tons of defensive and recovery options, but you'd still prefer them on your tank. Although thinking about Pirouette, I do agree it's problematic to an extent, what I'll do is change it to only give strength when upgraded, and not have it upgrade to dodge+ when upgraded, so it's more of an offensive option. I'm not fond of giving Audrey ways to apply combo as I want her to be entirely a combo pay-off, a "carry" type character that needs others to generate the combos for her. Of course, trinkets can change this, but that's costly.
Yeah, Path 3 is going to spam Lunge, but that's kinda the whole point of Nightsworn. I could see about giving Lunge a damage reduction against rank 4, I'm not sure you can do that in DD2, but several things in DD1 did that. Then you'd have the option of Lunging in order to setup for Pirouette or Fade, or just throw daggers. The speed token is probably unnecessary, but it doesn't change a whole lot given Audrey's base speed, I put it in as more of a "feel bad ass" kind of effect rather than a real power boost.
So Plague Doctor is absolutely amazing baseline, yes, but generally you just spend the first 1-2 turns spamming Plague Grenade. Why would you even bother Blinding Gas when you could just kill everything. In fact, I still think that's the optimal strategy, applying debuffs is not as good as killing something. The changes to Blinding Gas and Disorienting Blast weren't to buff the existing Plague Doctor, it's so you had a reason to do anything else. Also it enables the viability of a path besides Alchemist since being a non-damage Plague Doctor has a use now. If I could nerf Blinding Gas for the Alchemist path specifically I would do so... I guess I can, but not in a way that is very clear to the player.
Since you're taking suggestions, I have a couple:
Jester: I would revert the Harvest change on rank targeting. It may be "weird", but I actually think it is part of his identity. Less of a balance thing, but him being able to hit 2 and 3 is really useful.
Vestal: I don't think consecrations need changes. They are already good in the base game. Divine Comfort could probably use an extra heal point when upgraded tho, cause it doesn't feel worth the mastery investment.
Really solid changes though! Will let you know if anything needs buffs (or nerfs lol) as I play it more!
The consecration changes are probably the most unnecessary and personal change I made, as I just hate having to spend half my Vestal's turns casting consecrations, even if it's mathematically a good thing. Also, in shorter fights they';re often a complete waste of time, so this at least swings the balance more in their favour in fights where they're good.
What do you mean by an extra heal point? The only reason to upgrade it is to increase the healing threshold, I could increase the bonus healing from consecrations as well when upgraded.
if target posess (combo icon) : buff_combo_crit_100pct
instead of
+100%CRIT if target = (combo icon)
the combo icon is displayed correclty just not the +100%CRIT and the phrasing is different from base game
maybe its my localization the problem? game's in french
Good work otherwise mate
msgctxt "buff_combo_crit_100pct"
msgid "<color=#{buff}>+100% CRIT</color>"
msgstr "<color=#{buff}>+100% CRIT</color>"
to the french localization file