To piggyback on this comment... Howling End is extra OP here. With no position change and zero cooldown on upgrade, it makes Wicked Hack completely useless. Just an absolute trap of a skill instead of the reliable bread-and-butter attack that it's supposed to be.
The extra versatility on Breakthrough and Bleed Out are nice and allow for some different positioning builds (yes pls), and I actually love what you did with Toe to Toe, but the Howling End change makes it a less interesting move overall. It should have at least one or the other of the position change or cooldown, even after the upgrade. With this Howling End change, there's not much reason to do anything with Hellion that isn't cycling Howling End and Toe to Toe for tons of damage and plenty of tank in the same character.
Your changes to Winded are a bit over the top, too. I like the idea of it being a temporary debuff instead of a full-combat downer, but then you also removed Winded from Barbaric Yawp and Breakthrough (which, for not only ignoring but breaking guard, needs a drawback) and made it easier to clear with Toe to Toe early on, making it largely a non-issue.
I still might use this mod when the drudgery and the grind of the game set in and I just wanna play on easy mode, though. Hellion's one of my favorites and making her OP could be fun later. Like one of the other posters mentioned, this is much more a straight buff than a rebalance; "rebalance" suggests that some things are buffed and some others are nerfed for a slight change in play style. This is just 100% AH-KLORAAAA! And, I'll admit, one day I'll be here for it.
Well... The character got overnerfed not only from DD1 to DD2 but in the own DD2 for no good reasons at all, what would be a rebalance to you then? A nerf?
This seem like a dumb thing to ask, but in regards to buffing things about Helion, is there plans to possible buff the carcass path due to how you changed the winded tokens duration?
Is it worse to play that path now or about the same? Or are you asking if i have plans to buff the path specifically?
Maybe i misinterpreted your question but just in case → you're getting winded tokens every turn start (with the path) and can either spam Yawp or Bleed Out for utility/damage, even upgraded Toe to Toe wouldnt be bad since it grants 2x armor anyway, of course it removes winded so it goes against what the path does. The problem is that i dont really know how to change the extra effects that paths have on skills, otherwise i would try to make changes to it.
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The extra versatility on Breakthrough and Bleed Out are nice and allow for some different positioning builds (yes pls), and I actually love what you did with Toe to Toe, but the Howling End change makes it a less interesting move overall. It should have at least one or the other of the position change or cooldown, even after the upgrade. With this Howling End change, there's not much reason to do anything with Hellion that isn't cycling Howling End and Toe to Toe for tons of damage and plenty of tank in the same character.
Your changes to Winded are a bit over the top, too. I like the idea of it being a temporary debuff instead of a full-combat downer, but then you also removed Winded from Barbaric Yawp and Breakthrough (which, for not only ignoring but breaking guard, needs a drawback) and made it easier to clear with Toe to Toe early on, making it largely a non-issue.
I still might use this mod when the drudgery and the grind of the game set in and I just wanna play on easy mode, though. Hellion's one of my favorites and making her OP could be fun later. Like one of the other posters mentioned, this is much more a straight buff than a rebalance; "rebalance" suggests that some things are buffed and some others are nerfed for a slight change in play style. This is just 100% AH-KLORAAAA! And, I'll admit, one day I'll be here for it.
The main issue with Hellion is that she has a few really good skills but also a few that are nigh-useless, not that she needs a universal buff.
Maybe i misinterpreted your question but just in case → you're getting winded tokens every turn start (with the path) and can either spam Yawp or Bleed Out for utility/damage, even upgraded Toe to Toe wouldnt be bad since it grants 2x armor anyway, of course it removes winded so it goes against what the path does. The problem is that i dont really know how to change the extra effects that paths have on skills, otherwise i would try to make changes to it.