Really awesome so far, had to restart because i did not know There were no reinforcements and I had spent everything on vitality and could not reach rosaria. Enemies seem to be tanky but nothing major, once I get going with my new char we will see
I'm back, tried a sorcerer and strength build and I can firmly say that I was right about enemies in being too tanky. To be more precise your damage is garbage from beginning to end and the game is a big slog. Might as well bring back reinforcements or buff all gear values (or at least scalings) by 50%-75%
This has been pretty fun so far! Just make sure you don't accidentally load the save file without the mod running, or when you actually load into the mod again later all your items will be broken and you'll have to pay a lot of souls to repair them lmao
Some suggestions: A dummy enemy in Firelink to test builds and damage would be really nice, maybe just increase fire keepers hp by 10k, or some sort of enemy with no ai. Randomly generated spells (might not be possible, but would be really cool) some way to upgrade pyromancy flame or just increase pyromancy flames drop chance, since there is very few pyromancy casting items pyromancers are neutered throughout the game because pyromancy flames are so rare. some sort of google doc or spreadsheet showing drop tables. some effects are utterly useless and in my opinion atleast should either be removed or only available at low rarities (I am salty I got a poison resistance effect on a godly shield)
I had to post here about the DSR version because posts are disabled there by mistake. Posts are important for the community to share updates and reviews of the mod into the future. I very much enjoy and appreciate this mod, but it feels very unbalanced. Even when rocking powerful very rare up to legendary gear damage and defense values are much lower than in the normal game, significantly lower than what is stated in the interface. A weapon with 300AR in the interface will do less than 60 to most enemies. Not sure if this is intended or not, but the mod is very difficult when I definitely expected the bonus gear effects to provide a smoother experience!
Is there a way to look at the loot tables to figure out what the best grinding spots are for each section of the game? Finding myself stuck with a small handful of Rare weapons that were super good before but fall off hard at Aldrich and Dancer.
94 comments
your damage is garbage from beginning to end and the game is a big slog. Might as well bring back reinforcements or buff all gear values (or at
least scalings) by 50%-75%
A dummy enemy in Firelink to test builds and damage would be really nice, maybe just increase fire keepers hp by 10k, or some sort of enemy with no ai.
Randomly generated spells (might not be possible, but would be really cool)
some way to upgrade pyromancy flame or just increase pyromancy flames drop chance, since there is very few pyromancy casting items pyromancers are neutered throughout the game because pyromancy flames are so rare.
some sort of google doc or spreadsheet showing drop tables.
some effects are utterly useless and in my opinion atleast should either be removed or only available at low rarities (I am salty I got a poison resistance effect on a godly shield)
I very much enjoy and appreciate this mod, but it feels very unbalanced. Even when rocking powerful very rare up to legendary gear damage and defense values are much lower than in the normal game, significantly lower than what is stated in the interface. A weapon with 300AR in the interface will do less than 60 to most enemies. Not sure if this is intended or not, but the mod is very difficult when I definitely expected the bonus gear effects to provide a smoother experience!
Would it be possible to sort items by rarity to be able to quickly find rarer items when switching ?
Armors-wise, they do come up randomly, so we're out of luck.
Would not only be a QOL but a subtential upgrade for this mod if correct sorting could be enabled.