The problem with discontinuing this in favor of the custom difficulty tweaks is that new patches break ReFramework, which that mod requires. Which currently it causes your entire system to freeze and you have to hard reset.
Not to mention ReFramework giving some people performance issues.
I tried it, it works, and it /is/ better than vanilla however for people like me in new game plus we'll definitely need 4x damage or even maybe 6 to 8x damage. thank you for doing gods work ;-;
I'm not sure if this mod should be discontinued quite yet. Talimity's mod is a great step forward, but it seems some users are reporting in the comments that the mod's modifiers are being reset upon death or loading a save, or perhaps even being overwritten by "adaptive difficulty". I believe you and Talimity are modifying different parts of the damage equation, so it could be that your approach is a more robust implementation.
it'll probably take a little while to do, but ultimately i think it would be great if there were one combined mod, that just lets you adjust sliders in game (probably in RE framework) that affects enemy hp, enemy damage, and player damage dealt to enemies, that way people can manually adjust the sliders while playing to make it so they can make their game easier or harder depending on where they are, or just pump up all the numbers once they get to NG+.
now we need a mod that removes the stupid knockback / stunlock to infinity of the player, it was never happening so much and so often in DD1 , even at lvl 200 you are getting stunlocked and knockback'd to death if there are 4 or 5 harpies or 6 goblins around you, this shouldn't happen, in DD1 you were rarely knockback'd and stunned this often by humanoids or goblins, harpies, you had to deliberately offer yourself to the most powerfull attacks from a two handed warrior humanoid doing a huge charged skill for it to happen.
If we're able to mod skills significantly I really hope we get a mod that turns spearhands shield into a self buff only toggle like formless feint that drains stamina when you get hit instead. That's how I was expecting it to behave so it was kinda disappointing when I tried to for the first time.
Also want to add that I'm fighting a Dragon and my only one of my pawns has taken damage (only 5% of their HP). It seems like I'm also taking damage, but it feels about the same as before I installed the mod.
Also, I was using the "Damage Number" mod and noticed a good number of "0". And this was during a fight against a bunch of weak mobs. It seems like sometimes, myself and my pawns don't take damage from some attacks?
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Wish someone could takeover running this mod for you
Not to mention ReFramework giving some people performance issues.
I'm not sure if this mod should be discontinued quite yet. Talimity's mod is a great step forward, but it seems some users are reporting in the comments that the mod's modifiers are being reset upon death or loading a save, or perhaps even being overwritten by "adaptive difficulty". I believe you and Talimity are modifying different parts of the damage equation, so it could be that your approach is a more robust implementation.
increase stamina use, and time it last for the shield (and not apply to pawns)
And my pawns are rarely below 90%
It seems like the Cyclops isn't even doing any damage to me
And my pawns are about the same level
Also, I was using the "Damage Number" mod and noticed a good number of "0". And this was during a fight against a bunch of weak mobs. It seems like sometimes, myself and my pawns don't take damage from some attacks?