Just a note, this or the forum are appropriate places to give us feedback on quality of things.
Most recent patch notes: https://docs.google.com/document/d/1v6kxW2aaOGIHZw2P4y6HejSNIML_ZYuheWixi4LzP0k/edit#
What we're working on now: Revamping all of Act 1 to make enemies more interesting, emphasis on higher difficulties, and making boss fights more challenging.
Is an item not seeing use? It is being out-competed by something else? Let us know and we'll try to make the underused item shine in its own way (if we agree with your feedback)
We're currently looking at making items that behave similar to D3 or PoE items in that they ALTER the way your skills work. While in some cases they may be direct buffs, in others they may just be changes to the functionality... Like maybe an item that turns PRM into a crazy nuke. More items that give skills high amounts of conversion to new types of damage, etc.
Literally any aspect of balance can be discussed with Ceno and I here or on the GD forum. And changes we make have a trickle down/up affect and will be implemented in DAIL and Grimarillion.
I have had a lot of time invested(and fun!) in this game lately with this mod and completed a Normal(+Veteran) run with two melee characters,a Warder(Shaman + Soldier) and a Nightblade.
Here's some feedback(and suggestions):
1)Gazers in their simplest form(yes these again) even after the update that I think addressed the 'rapid fire' ability of theirs,well,its still there,they shoot lightning orbs still very rapidly compared to the superior variants of theirs and deal quite ridiculous damage over time.
2)@longggerrrs comment - I agree,not only that the said reanimator spawns swarms of aetherial corruptions,its very beefy in terms of health,it takes way too much effort to put him down.
3)Stat requirements reductions granted by some of constellations' stars in the devotion system is rather pointless since stat requirements(apart for level) for equipping items have been removed,maybe replace these bonuses with other bonuses if possible? Also something on stat requirements,I think the Physique stat requirement should be restored but only on heavy armour and heavy weaponry.
4)Energy,no matter how much I spam spells,I never have the energy drained by much,it replenishes rather quick and I never have to worry about it. I think it would be nice to decrease the base energy regeneration to something more reasonable(and justifies the existence of the Elixir of Spirit and other energy related consumables). Also maybe decrease the base energy pool and make it so each mastery grants a certain logical extension for the energy pool and energy regen,for example an arcanist mastery would grant a large energy pool and decent energy regenation while soldier mastery grants a small energy pool and poor energy regen.
5) I want to refer to abilities,I think some abilities should be reworked,the ones I currently can point out:
Pneumatic Burst(Nightblade) - This ability lasts 24 seconds and has a cooldown of 10 seconds which seems kinda silly in my opinion,I think the duration should be something like 10 seconds and about 30 seconds cooldown.
Lightning Nova(Granted by Cracked Lodestone) - This thing has no cooldown,you can spam the heck of it and looks rather stupid,it could use a cooldown.
Shadow Strike(Nightblade) and Blitz(Soldier) - I think these skills shouldn't grant you such insane movement speed bonuses right on their first level and remain static for the rest of time,for Shadow Strike make it grant a small movement speed bonus at first level with a subtle increase with each level and for Blitz about +60% movement speed bonus at first level with increase of about 8% with each level increased.
Blade Barrier(Nightblade) -Based on its visuals I think it should cause damage to whoever is in its proximity.
Totems(Shaman) - I think they should be destructible just like these Obsidian shards that some chtonics spawn.
That's what I had in mind right now regarding abilities,I may come up with more.
6)Tonics of Mending are everywhere,I think their drop rate should be severely decreased,their price is also outrageous(500 Iron Bits for each) and could use a decrease(I almost never buy those from merchants). Another thing on consumables,maybe make all potion related items more common on Humans as its more relevant to them,and in general you rarely get a consumable drop(Venomfang,Flamedrinker etc'...) anywhere other than Tonics and sometimes Elixirs.
7)Animations for certain abilities such as spawning/conjuring would be nice if there any in the game that can be used.
8)Constitution replenishers(Food Ration and Vital Essence) are picked up automatically as you pass over them,its kind of frustrating when you happen to unintentionally move over it and your consitution is at max and goes to waste. Would it be possible to consume it only when I intend to?
I happened to experience frequent crashes in crowded areas(Steps into Torment,The Blood Grove etc'...) when I played with the Warder,I have one of the crash logs submitted but I have no idea how to find out the reason for the crash,I can send it to you if it would be of use.
That is all for now,I look forward to your response and willing hear your opinion about these.
I'd like to thank again for all the hard work put into this.
No, thank YOU, sir, for your feedback, and we're glad you're enjoying the mod!
I'll reply to a couple of your points here and there, just with stuff off the top of my head.
1) Rapid-fire gazers are intentional. It's not something to be 'fixed'. We want them to force you to move around and to punish you if you ignore them and try to facetank something else. Their damage output may need further adjustment, especially in earlier parts of the game, but their rate of fire will not be changing.
2) Agreed. We are still fine-tuning him.
3) We have not decided what's we want to do with stat req's yet. Removing/replacing -% stat req's from devotion too early would suck if we later decide to add stat requirements back in in some capacity. I can solidly say, however, if we do reincorporate stat requirements, we will not do only one stat, nor will we make it as restrictive as earlier. The point of removing stat requirements was to make investing fewer (or none at all) points into Physique still a viable strategy for characters to perform to the best of their ability. Adding in only Physique as a stat req is kind of the opposite of that goal.
4) We're playing very different builds then. Melee tends not to run into too many energy problems. Cooldown-casters don't either. Spammy casters very often do, with AAR leading the pack of energy problems. It's a fine line, but I definitely do not want to universally hamper energy regeneration for all builds, which would further punish the already-lackluster builds currently having energy issues.
5) I'm very much opposed to all of your suggestions except the Blade Barrier one, which I wouldn't mind doing if it were possible, but I don't think it is.
Shadow Strike/Blitz -> I like them not scaling movespeed with rank because then characters looking for a mobility skill can simply onepoint either of them without issue; both Blitz and SS are very powerful damage-based skills to dump more points into if a build wants. This is called diversity, and it's what we're trying to promote. Encouraging investment by making uninvestment worse isn't really a good call.
Pneumatic Burst -> Nope. As it stands, it is a buff like any other with 100% uptime, as well as an on-demand heal. Many people have asked for this and Blood of Dreeg to simply be permanent buffs. We experimented with that on Blood of Dreeg, but the result is less than satisfactory and we'll be adjusting it further. I don't think changing the timings of Pneumatic Burst is healthy for the game's fun factor.
Lightning Nova -> I would rather there be more spammable Component Skills, not fewer. This isn't changing.
Totems -> For what purpose? They already kinda suck and need slight improvement. Changing them just for the sake of changing them isn't what we're after, and this sort of a change just makes them even less-fun to use.
6) On that, adoomgod agrees. I do not. We'll see what happens.
7) I don't know what you're asking for/referring to here.
8 ) Not doable. Well, I mean, you could just not walk over them. In that respect, it is doable. But as for making them a consumable item in your inventory? No, I don't think that can be done.
9 (crashes)) PLEASE DON'T SUBMIT CRASH REPORTS WHILE USING A MOD. It may be an issue with the base game, or it may not. Crate doesn't need to take that chance looking over it. The problem you described is very likely an issue with the base game, because Cornucopia does not adjust specific areas at all in terms of the map itself. We can look into it, but that said, try to reproduce the issue in vanilla and then submit a more-formal report to Crate (i.e., a bug post on their forms).
Thank you again for writing your post! I hope I didn't come off too harsh with this reply in shooting some of your ideas down, as that isn't my intention. We read and consider everything, and just because I say no now does not necessarily there won't be changes in the future based on your suggestions.
Ceno already addressed the majority of it, and I pretty much concur with him. The thing with health potions is that reducing their drop rate is not a problem until there isn't enough of them, and then it is a huge problem. I kind of want to remove them, and the need for them, completely.... but that's not what I'm actually going to do.
I want to address some points to give you an idea of efforts already made: Corruption Gazer eyes have been addressed, just not enough apparently. I lowered their machine gun speed a small amount, I notice the difference. I reduced their damage by A THIRD. 33%! But that may not be enough. The main threat is supposed to be their debuff they cast on you in ultimate which reduces lightning and aether resist by 10%. I changed it from 10% on their attacks to 5% since they attack so fast. I personally can deal with them just fine so far, but it needs more testing. I'm not against lowering them further but I am trying to make content more challenging in general and I don't find them unfair at all. Even as a melee I can generally use movement and doorways to kill them before they're a problem, but I tend to build really high resists so maybe I'm being inconsiderate of those without maxed lightning and aether resist... hmm.
which difficulties are the basic gazers the hardest? They get better in each difficulty now.
As for potions: I have pretty much already halved the drop rate. I do agree, as Ceno said, that it's still too much. However let's wait until we're DONE upping the difficulty before lowering potion drops further. I think they could be lowered a good amount still. The price increase is intentional, and hopefully once you actually start running out of them they'll be an OKAY iron sink. We'll see.
We don't want to make constitution force you to click it every time, that is like, the opposite of what we went for when we made even MORE things auto-looted. However I hate constitution in general. I have like a bajillion ideas for drastically changing it, but I don't love any of them. I still find I need constitution in veteran, then stop worrying about it completely in elite and ultimate... but I build pretty decent characters.
Ceno did not mention that we are 100% aware of the energy problem. We even made it worse by increasing the energy regen from spirit! This is intentional and setting groundwork for long term changes where we up the energy cost of skills. This will further motivate people to build more into spirit. Physique will compete with cunning more when we make a variety enemies that ignore your DA and negate your crit damage.
The first reanimator boss in Burial Hill is fun, but i think spawn of minion is about too much (almost full of screen 10 second after the fight), I am at normal veteran difficulty.
Most importantly, after I defeat the boss the main quest din updated! I cannot proceed to the next main quest, wonder anyone also suffer the problem?
I'm not sure if they're too much. I think it's harder on melee builds but if you spec something like devouring swarm it's pretty easy. I kind of like that it's harder for some starter builds than others but will await more feedback.
Anyway I released a hotfix that should fix the quest problem.
0.4.0.1 Has been released. Addreses Danikov's gazer complain and revamps two early bosses. Zombie soldiers are improved on higher difficulties and a few other things have been thrown in the mix as well.
This mod is essential,makes the game overall better.
There's one thing that bugs me though,playing on veteran difficulty,gazers(the simplest form) shoot lightning balls very quickly while the superior variants don't,they inflict very high damage over a short time. I doubt this is intentional,its not that bad,just a bit annoying and feels imbalanced.
We are in the process of making enemies stronger. Super variants will gain abilities too, and in next release those little gazers are having their dmg toned down, as well as their attack speed a bit in elite and ultimate.
I was definitely overzealous with them.
Thanks though, but be prepared as things are going to get harder
On the above point, if you can believe me beyond any personal bias you might imagine I have, I highly recommend this mod as a standalone experience. Mod merges are fun because of how diverse they are but Cornucopia is a whole experience. It was made not to be merged, though surely as a good starting point for balance to be built on top of...
Cornucopia is meant to give ARPG players the dream ARPG experience. We are building the mod with a developmental structure that ensures efficiency since we can only devote our free time to it. Now that we're finally adding difficulty back in (but cooler/dynamic difficulty, less stat wall difficulty) we're at the last juncture before we can add new content. Cornucopia will get 2 new classes of its own at a later date in development, new items, new enemies, instead of just modifying what exists.
Even as it is now I think players will feel that things just mesh well together and we believe it provides an experience that feels closer to "ahhh, just right" with every release. If you've only experienced Cornucopia through DAIL and Grimarillion than you haven't really experienced what we made the mod for. That's fine, but you may be missing out
13 comments
Most recent patch notes: https://docs.google.com/document/d/1v6kxW2aaOGIHZw2P4y6HejSNIML_ZYuheWixi4LzP0k/edit#
What we're working on now: Revamping all of Act 1 to make enemies more interesting, emphasis on higher difficulties, and making boss fights more challenging.
Is an item not seeing use? It is being out-competed by something else? Let us know and we'll try to make the underused item shine in its own way (if we agree with your feedback)
We're currently looking at making items that behave similar to D3 or PoE items in that they ALTER the way your skills work. While in some cases they may be direct buffs, in others they may just be changes to the functionality... Like maybe an item that turns PRM into a crazy nuke. More items that give skills high amounts of conversion to new types of damage, etc.
Literally any aspect of balance can be discussed with Ceno and I here or on the GD forum. And changes we make have a trickle down/up affect and will be implemented in DAIL and Grimarillion.
Here's some feedback(and suggestions):
1)Gazers in their simplest form(yes these again) even after the update that I think addressed the 'rapid fire' ability of theirs,well,its still there,they shoot lightning orbs still very rapidly compared to the superior variants of theirs and deal quite ridiculous damage over time.
2)@longggerrrs comment - I agree,not only that the said reanimator spawns swarms of aetherial corruptions,its very beefy in terms of health,it takes way too much effort to put him down.
3)Stat requirements reductions granted by some of constellations' stars in the devotion system is rather pointless since stat requirements(apart for level) for equipping items have been removed,maybe replace these bonuses with other bonuses if possible? Also something on stat requirements,I think the Physique stat requirement should be restored but only on heavy armour and heavy weaponry.
4)Energy,no matter how much I spam spells,I never have the energy drained by much,it replenishes rather quick and I never have to worry about it. I think it would be nice to decrease the base energy regeneration to something more reasonable(and justifies the existence of the Elixir of Spirit and other energy related consumables). Also maybe decrease the base energy pool and make it so each mastery grants a certain logical extension for the energy pool and energy regen,for example an arcanist mastery would grant a large energy pool and decent energy regenation while soldier mastery grants a small energy pool and poor energy regen.
5) I want to refer to abilities,I think some abilities should be reworked,the ones I currently can point out:
Pneumatic Burst(Nightblade) - This ability lasts 24 seconds and has a cooldown of 10 seconds which seems kinda silly in my opinion,I think the duration should be something like 10 seconds and about 30 seconds cooldown.
Lightning Nova(Granted by Cracked Lodestone) - This thing has no cooldown,you can spam the heck of it and looks rather stupid,it could use a cooldown.
Shadow Strike(Nightblade) and Blitz(Soldier) - I think these skills shouldn't grant you such insane movement speed bonuses right on their first level and remain static for the rest of time,for Shadow Strike make it grant a small movement speed bonus at first level with a subtle increase with each level and for Blitz about +60% movement speed bonus at first level with increase of about 8% with each level increased.
Blade Barrier(Nightblade) -Based on its visuals I think it should cause damage to whoever is in its proximity.
Totems(Shaman) - I think they should be destructible just like these Obsidian shards that some chtonics spawn.
That's what I had in mind right now regarding abilities,I may come up with more.
6)Tonics of Mending are everywhere,I think their drop rate should be severely decreased,their price is also outrageous(500 Iron Bits for each) and could use a decrease(I almost never buy those from merchants).
Another thing on consumables,maybe make all potion related items more common on Humans as its more relevant to them,and in general you rarely get a consumable drop(Venomfang,Flamedrinker etc'...) anywhere other than Tonics and sometimes Elixirs.
7)Animations for certain abilities such as spawning/conjuring would be nice if there any in the game that can be used.
8)Constitution replenishers(Food Ration and Vital Essence) are picked up automatically as you pass over them,its kind of frustrating when you happen to unintentionally move over it and your consitution is at max and goes to waste. Would it be possible to consume it only when I intend to?
I happened to experience frequent crashes in crowded areas(Steps into Torment,The Blood Grove etc'...) when I played with the Warder,I have one of the crash logs submitted but I have no idea how to find out the reason for the crash,I can send it to you if it would be of use.
That is all for now,I look forward to your response and willing hear your opinion about these.
I'd like to thank again for all the hard work put into this.
I'll reply to a couple of your points here and there, just with stuff off the top of my head.
1) Rapid-fire gazers are intentional. It's not something to be 'fixed'. We want them to force you to move around and to punish you if you ignore them and try to facetank something else. Their damage output may need further adjustment, especially in earlier parts of the game, but their rate of fire will not be changing.
2) Agreed. We are still fine-tuning him.
3) We have not decided what's we want to do with stat req's yet. Removing/replacing -% stat req's from devotion too early would suck if we later decide to add stat requirements back in in some capacity. I can solidly say, however, if we do reincorporate stat requirements, we will not do only one stat, nor will we make it as restrictive as earlier. The point of removing stat requirements was to make investing fewer (or none at all) points into Physique still a viable strategy for characters to perform to the best of their ability. Adding in only Physique as a stat req is kind of the opposite of that goal.
4) We're playing very different builds then. Melee tends not to run into too many energy problems. Cooldown-casters don't either. Spammy casters very often do, with AAR leading the pack of energy problems. It's a fine line, but I definitely do not want to universally hamper energy regeneration for all builds, which would further punish the already-lackluster builds currently having energy issues.
5) I'm very much opposed to all of your suggestions except the Blade Barrier one, which I wouldn't mind doing if it were possible, but I don't think it is.
Shadow Strike/Blitz -> I like them not scaling movespeed with rank because then characters looking for a mobility skill can simply onepoint either of them without issue; both Blitz and SS are very powerful damage-based skills to dump more points into if a build wants. This is called diversity, and it's what we're trying to promote. Encouraging investment by making uninvestment worse isn't really a good call.
Pneumatic Burst -> Nope. As it stands, it is a buff like any other with 100% uptime, as well as an on-demand heal. Many people have asked for this and Blood of Dreeg to simply be permanent buffs. We experimented with that on Blood of Dreeg, but the result is less than satisfactory and we'll be adjusting it further. I don't think changing the timings of Pneumatic Burst is healthy for the game's fun factor.
Lightning Nova -> I would rather there be more spammable Component Skills, not fewer. This isn't changing.
Totems -> For what purpose? They already kinda suck and need slight improvement. Changing them just for the sake of changing them isn't what we're after, and this sort of a change just makes them even less-fun to use.
6) On that, adoomgod agrees. I do not. We'll see what happens.
7) I don't know what you're asking for/referring to here.
8 ) Not doable. Well, I mean, you could just not walk over them. In that respect, it is doable. But as for making them a consumable item in your inventory? No, I don't think that can be done.
9 (crashes)) PLEASE DON'T SUBMIT CRASH REPORTS WHILE USING A MOD.
Thank you again for writing your post! I hope I didn't come off too harsh with this reply in shooting some of your ideas down, as that isn't my intention. We read and consider everything, and just because I say no now does not necessarily there won't be changes in the future based on your suggestions.
I want to address some points to give you an idea of efforts already made:
Corruption Gazer eyes have been addressed, just not enough apparently. I lowered their machine gun speed a small amount, I notice the difference. I reduced their damage by A THIRD. 33%! But that may not be enough. The main threat is supposed to be their debuff they cast on you in ultimate which reduces lightning and aether resist by 10%. I changed it from 10% on their attacks to 5% since they attack so fast. I personally can deal with them just fine so far, but it needs more testing. I'm not against lowering them further but I am trying to make content more challenging in general and I don't find them unfair at all. Even as a melee I can generally use movement and doorways to kill them before they're a problem, but I tend to build really high resists so maybe I'm being inconsiderate of those without maxed lightning and aether resist... hmm.
which difficulties are the basic gazers the hardest? They get better in each difficulty now.
As for potions: I have pretty much already halved the drop rate. I do agree, as Ceno said, that it's still too much. However let's wait until we're DONE upping the difficulty before lowering potion drops further. I think they could be lowered a good amount still. The price increase is intentional, and hopefully once you actually start running out of them they'll be an OKAY iron sink. We'll see.
We don't want to make constitution force you to click it every time, that is like, the opposite of what we went for when we made even MORE things auto-looted. However I hate constitution in general. I have like a bajillion ideas for drastically changing it, but I don't love any of them. I still find I need constitution in veteran, then stop worrying about it completely in elite and ultimate... but I build pretty decent characters.
Ceno did not mention that we are 100% aware of the energy problem. We even made it worse by increasing the energy regen from spirit! This is intentional and setting groundwork for long term changes where we up the energy cost of skills. This will further motivate people to build more into spirit. Physique will compete with cunning more when we make a variety enemies that ignore your DA and negate your crit damage.
Most importantly, after I defeat the boss the main quest din updated! I cannot proceed to the next main quest, wonder anyone also suffer the problem?
Anyway I released a hotfix that should fix the quest problem.
There's one thing that bugs me though,playing on veteran difficulty,gazers(the simplest form) shoot lightning balls very quickly while the superior variants don't,they inflict very high damage over a short time. I doubt this is intentional,its not that bad,just a bit annoying and feels imbalanced.
Thanks for the great work.
I was definitely overzealous with them.
Thanks though, but be prepared as things are going to get harder
Cornucopia is meant to give ARPG players the dream ARPG experience. We are building the mod with a developmental structure that ensures efficiency since we can only devote our free time to it. Now that we're finally adding difficulty back in (but cooler/dynamic difficulty, less stat wall difficulty) we're at the last juncture before we can add new content. Cornucopia will get 2 new classes of its own at a later date in development, new items, new enemies, instead of just modifying what exists.
Even as it is now I think players will feel that things just mesh well together and we believe it provides an experience that feels closer to "ahhh, just right" with every release. If you've only experienced Cornucopia through DAIL and Grimarillion than you haven't really experienced what we made the mod for. That's fine, but you may be missing out