I don't understand why the pyromancer has no dexterity, since higher dex = higher cast speed. Sort of the same with cleric, but the only miracles affected by dex are the Lightning Spear type miracles and maybe the gravelord sword dances.
Because the whole point of the mod is that any character can't be a jack of all trades. Similarly you say that warrior needs faith since he recieves damage and needs to heal up. And thief needs that invisibility spell.
Pyro is completely useable and overpowerable with 0 dex. And with 5-10 dex it would be not much different from other classes with a free attunement points (remember, pyro also have the cheapest level ups, while most of your souls you must put into your weapon, not stats)
love this mod. would it be possible to get a version without the additional items/a regular starting level? perhaps all deprived stats in the worst scenario. i wanna use this online for the faces, but im afraid of getting softbanned
fore the faces? are you sure you are talking about this mod, not the https://www.nexusmods.com/darksoulsremastered/mods/97 ? but in any case, I'm not modding at the moment. If at some point I'll come back I probably will do a safer version for the cosplay mod. But the probability is low.
I meant to link this mod https://www.nexusmods.com/darksoulsremastered/mods/98, since you mentioned faces and there are nothing change about faces in Specialized classes and the whole point on this mod is to have stats variations. but anyway. I won't change any mod anytime soon.
How do you edit the parameters to change the stats? I like the idea of what you've done but there are some choices I disagree with (the wasted attributes in Resistance primarily) and would like to give each class a proficiency in ONLY their related stats. Unfortunately using Notepad just shows a bunch of codespew I don't know how to comprehend.
I tried this - very interesting glitch happened. When I was leveling up in firelink shrine the soul level number started glitching out. It said I was at level negative 6 or something of that sort and it allowed me to level up well past any reasonable point. The first several levels were all worth 0. I was able to get a single stat up to around 29
Lol. That's weird. I would never guess such a thing. I thought changing levels is impossible with mods. I guess, HotPocketRemix should have much better idea on compatibility. My mod is simple, item rando is not.
If only Resistance was that good :) What were they thinking with such a useless stat? I think you should totally eliminate it and focus on other attributes. Starting Equipment could definitely be better and more varied than now, like Bandit having enough strength for two handing a Demon Great Hammer, or Knight with Knight Shield and Claymore, better spells etc.
Weilding Demon Great Hammer would be cool, but 31 str? That's too much strength... Same is for claymore to be onehaded as a knight for whom strength is not the primary stat, but vitality is. There is not much point to specialize something, if classes are super op at the very beginning and you can play them mindlessly.
How about this: each character has leveled only one attribute, Bandit - Max Strength only, Warrior - Equal split Str + Dex, Wanderer - Max Dex only, Sorcerer - 10 Att the rest as Int, Pyro - Max Attunement only, Cleric - 10 Att the rest as Faith, Knight - 10 Str 10 Dex the rest as Endurance, Deprived - All stats 10 at SL0, Hunter - not much to change here except add more arrows or bows from start, Thief - Add all stealth spells, meaning some int and att, maybe add/remove some keys like Basement from start.
To all classes set Vitality and Resistance 0. Equally split the points they are supposed to have to these stats. Some can be significantly higher, it doesnt matter, like the example of Knight, as adding more carry weight wont make you better. Ive always like to complete the game with starting gear, aka roleplaying but i despise leveling up too much as then things get too easy. This way surviving would be a challenge with low health, but higher damage and starting weapon choice.
Give only Heavy Soul Arrow to Sorcerer, only Lightning Spear or Emit Force to Cleric, only Fireball or Combustion for Pyro, give Spook - Aural Decoy - Hidden Body - Fall Control to Thief. Optionally make all classes 0 Stats 0 Level but remove weapon and spell requirements.
I feel like you want something different. Share your ideas here: https://www.reddit.com/r/darksouls/comments/9nses8/what_starting_class_would_you_make_for_yourself/ Just limit them to 2-3 classes and put a good thought into it.
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Similarly you say that warrior needs faith since he recieves damage and needs to heal up.
And thief needs that invisibility spell.
Pyro is completely useable and overpowerable with 0 dex. And with 5-10 dex it would be not much different from other classes with a free attunement points (remember, pyro also have the cheapest level ups, while most of your souls you must put into your weapon, not stats)
are you sure you are talking about this mod, not the https://www.nexusmods.com/darksoulsremastered/mods/97 ?
but in any case, I'm not modding at the moment. If at some point I'll come back I probably will do a safer version for the cosplay mod. But the probability is low.
but anyway. I won't change any mod anytime soon.
You can try this one https://www.nexusmods.com/darksouls/mods/1369
May be one day. At the moment I'm working on another mod.
The only thing - you may end up with a weapon, which you can't use with starting stats.
Same is for claymore to be onehaded as a knight for whom strength is not the primary stat, but vitality is.
There is not much point to specialize something, if classes are super op at the very beginning and you can play them mindlessly.
To all classes set Vitality and Resistance 0. Equally split the points they are supposed to have to these stats. Some can be significantly higher, it doesnt matter, like the example of Knight, as adding more carry weight wont make you better. Ive always like to complete the game with starting gear, aka roleplaying but i despise leveling up too much as then things get too easy. This way surviving would be a challenge with low health, but higher damage and starting weapon choice.
Give only Heavy Soul Arrow to Sorcerer, only Lightning Spear or Emit Force to Cleric, only Fireball or Combustion for Pyro, give Spook - Aural Decoy - Hidden Body - Fall Control to Thief. Optionally make all classes 0 Stats 0 Level but remove weapon and spell requirements.