I am really excited about this mod, but I disagree about the features people are suggesting to each house. Slytherin for instance is not the most offensive house, in the books we have plenty of passages about that, even Phineas Nigellus say "the slytherins are also brave, but not dumb, they rather keep their neck besides showing courage", then I think the better for Slytherin is about playing stealthly, using potions (Snape and Slughorn were Slytherins), and others. Gryffindor I would say would be the best with combat and others. Ravenclaw maybe a better revelio, facilities to explore the maps and less cooldown time in some spells. Hufflepuff you could put more defense status, once one of their features is "resistence to pain", you can also put the possibility to call for companion, and others. I am available to help you out about these situations, in order to make it the most true to this universe
I'd say you're on the right track. Making Houses somewhat a substitute for RPG-style "classes" is a solid idea and definitely adds to replay-ability.
My take on styles (you probably have it sorted out, so just an opinion) is that every House could have two "paths" - a "Noble" path and a "Dark" path. Obviously, "Dark path" is centered around Unforgivables and is unlocked when the player takes at least 1 talent in the "Dark Arts" branch.
I'd also love to see not only strong sides but also weaknesses given to all of the houses.
- Slytherin - strive for power (power means everything to these ones): --> Noble = power of (only) "attacking" spells. Damage increases, cooldown decreases. Weakness: "glass cannon" = any enemy CC will last longer on the character --> Dark = power of curses. Any talent-associated curse boost gets even stronger and lasts longer. (only) Dark arts have increased damage and reduced cooldown. Weakness: "plants and beasts fear the wizard" = yields are decreased in size and the cooldown is greatly increased.
- Gryffindor - fearless mages (they are prepared to face their enemies in an open battle) --> Noble = magic knight. Reduces the cooldown of "force" spells and protego shields. Weakness: "no cowardice allowed", stealth effectiveness is greatly reduced --> Dark = warlock style. Improves the power of basic attack, protego shields always stupefy and that works on all nearby enemies. Weakness: "keep them close", range of all non-attacking spells (but not base attack) is reduced
- Ravenclaw - cunning wizards (these ones prefer to rely on their wits rather than face foes directly): --> Noble = artillery mage. Improves range of all spells and improves the duration of all "control" spells. Weakness: "need to be stylish" = reduces the power of basic-attack --> Dark = stealth ninja. The power of stealth and petrificus totalus range increases. Weakness: "no plan B" = broom and mount speed is reduced
- Hufflepuff - one with nature, directly with plants or indirectly through potions: --> Noble = druidic mage. Greatly improves plants damage and yields from plants. Weakness: "nature dictates" = attacking spells cooldown is increased and damage is reduced --> Dark = alchemist wizard. Improves damage and cooldown of all potions. Weakness: "control" and "force" spells have increased cooldown and shorter range.
I'm not sure I'd amplify ancient magic via any of the House traits - because, first, it's already strong and second - it's a "feature" or MC, not any of the Houses so it's be not lore-friendly to boost it via House traits.
Some thoughts (pls don't view it as demands, just hoping to maybe help with ideas bc I really love this concept and this totally can be one of the best mods)
Maybe make level altering optional? As it is in vanilla it's already too easy at first and really not easy lategame, and I really don't want to change my current progress on my 30+lvl character
For casual players and people like me who think "i don't have enough potions and plants so I'll save them for really hard battles" and when hard battle comes just forgets those exist bc not used to think it's an option:
Maybe alternate version where slytherin have more poitions than vanilla instead of everyone else having less, or just a version without editing potion capacity? (Also in my headcanon Slytherins usually have enchanted subspace bags so they really can carry as much as they want). (I think I read something about mod merger letting us choose 1 option if there are conflicting mods so maybe I'll just have to learn that.) Some examples ideal for me would be: slytherin 40 potions 10 plants / hufflepuff 10 potions 40 plants / ravenclaw 30 potions 20 plants (they are more careful about their health) / gryffindor 20 poitions 30 plants (bc predator cabbage is cool) or just divide all values by 2 for harder difficulty (20 potions 5 plants etc)
Also: if it is possible to make editing compatible with companion mods, companions from your house do more damage and others do less (sounds impossible or at least too much to bother I guess)
also Slytherin: more damage when using curses and unforgivables / when hitting cursed targets / Confringo bc it is tought as a forbidden spell ingame (bombarda is totally children appropriate tho lol) if possible, multipliers when gathering potion ingredients? to get like 2 ingredients from 1 source. maybe stronger potions effects but I guess they are already buffed by longer duration so idk better ancient magic recharge when attacking
Gryffindor: bonus damage from attacking spells but not curses or unforgivables / better stupefy damage and stun duration (counterattack-oriented battle style) faster broom flying better ancient magic recharge when protego+stupefy
Ravenclaw: longer croud control spells duration / maybe make them more effective on enemies like trolls bc I think now they are mostly useless there? maybe more stealth-focused battle style? better ancient magic recharge when dodge?
Hufflepuff plant capacity as mentioned above plant damage? (idk, already buffed by talents) plants last longer? faster animal mounts easier animal capturing / maybe more materials gathered from animals and higher animal selling price? better ancient magic recharge when dodge?
Hope this will be of any use, maybe I'll have some more ideas later if this helps in any way
This is exactly what I was hoping for. I figured since I'm working alone on this that I would overlook things like this. I will definitely take this into account with not only improving the Slytherin mod but the other houses as well. Thanks for your input
ooh ooh as long as we're talking ideas how about one that tries to make dialogue choices matter?! it frustrates me that there are no consequences or special benefits for the things you say (except relating to the ending, i hear). you can bully many innocent students but they seem to just forget about it lol
This is a great start. For the Slytherin, in the future, you should make the maximum presence of all types of potions in your inventory (vanilla). And for other faculties, limit this number (at your discretion, two or three times).
I like this idea. I was wondering if you could upload a version without the leveling system changes, please. My character is level 30, and I've read that some people coudn't reach max level on the vanilla leveling system. So, I'm afraid this change on the leveling system might mess up my gameplay.
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My take on styles (you probably have it sorted out, so just an opinion) is that every House could have two "paths" - a "Noble" path and a "Dark" path. Obviously, "Dark path" is centered around Unforgivables and is unlocked when the player takes at least 1 talent in the "Dark Arts" branch.
I'd also love to see not only strong sides but also weaknesses given to all of the houses.
- Slytherin - strive for power (power means everything to these ones):
--> Noble = power of (only) "attacking" spells. Damage increases, cooldown decreases. Weakness: "glass cannon" = any enemy CC will last longer on the character
--> Dark = power of curses. Any talent-associated curse boost gets even stronger and lasts longer. (only) Dark arts have increased damage and reduced cooldown. Weakness: "plants and beasts fear the wizard" = yields are decreased in size and the cooldown is greatly increased.
- Gryffindor - fearless mages (they are prepared to face their enemies in an open battle)
--> Noble = magic knight. Reduces the cooldown of "force" spells and protego shields. Weakness: "no cowardice allowed", stealth effectiveness is greatly reduced
--> Dark = warlock style. Improves the power of basic attack, protego shields always stupefy and that works on all nearby enemies. Weakness: "keep them close", range of all non-attacking spells (but not base attack) is reduced
- Ravenclaw - cunning wizards (these ones prefer to rely on their wits rather than face foes directly):
--> Noble = artillery mage. Improves range of all spells and improves the duration of all "control" spells. Weakness: "need to be stylish" = reduces the power of basic-attack
--> Dark = stealth ninja. The power of stealth and petrificus totalus range increases. Weakness: "no plan B" = broom and mount speed is reduced
- Hufflepuff - one with nature, directly with plants or indirectly through potions:
--> Noble = druidic mage. Greatly improves plants damage and yields from plants. Weakness: "nature dictates" = attacking spells cooldown is increased and damage is reduced
--> Dark = alchemist wizard. Improves damage and cooldown of all potions. Weakness: "control" and "force" spells have increased cooldown and shorter range.
I'm not sure I'd amplify ancient magic via any of the House traits - because, first, it's already strong and second - it's a "feature" or MC, not any of the Houses so it's be not lore-friendly to boost it via House traits.
Maybe make level altering optional? As it is in vanilla it's already too easy at first and really not easy lategame, and I really don't want to change my current progress on my 30+lvl character
For casual players and people like me who think "i don't have enough potions and plants so I'll save them for really hard battles" and when hard battle comes just forgets those exist bc not used to think it's an option:
Maybe alternate version where slytherin have more poitions than vanilla instead of everyone else having less, or just a version without editing potion capacity? (Also in my headcanon Slytherins usually have enchanted subspace bags so they really can carry as much as they want).
(I think I read something about mod merger letting us choose 1 option if there are conflicting mods so maybe I'll just have to learn that.)
Some examples ideal for me would be: slytherin 40 potions 10 plants / hufflepuff 10 potions 40 plants / ravenclaw 30 potions 20 plants (they are more careful about their health) / gryffindor 20 poitions 30 plants (bc predator cabbage is cool)
or just divide all values by 2 for harder difficulty (20 potions 5 plants etc)
Also: if it is possible to make editing compatible with companion mods, companions from your house do more damage and others do less (sounds impossible or at least too much to bother I guess)
also
Slytherin:
more damage when using curses and unforgivables / when hitting cursed targets / Confringo bc it is tought as a forbidden spell ingame (bombarda is totally children appropriate tho lol)
if possible, multipliers when gathering potion ingredients? to get like 2 ingredients from 1 source.
maybe stronger potions effects but I guess they are already buffed by longer duration so idk
better ancient magic recharge when attacking
Gryffindor:
bonus damage from attacking spells but not curses or unforgivables / better stupefy damage and stun duration (counterattack-oriented battle style)
faster broom flying
better ancient magic recharge when protego+stupefy
Ravenclaw:
longer croud control spells duration / maybe make them more effective on enemies like trolls bc I think now they are mostly useless there?
maybe more stealth-focused battle style?
better ancient magic recharge when dodge?
Hufflepuff
plant capacity as mentioned above
plant damage? (idk, already buffed by talents)
plants last longer?
faster animal mounts
easier animal capturing / maybe more materials gathered from animals and higher animal selling price?
better ancient magic recharge when dodge?
Hope this will be of any use, maybe I'll have some more ideas later if this helps in any way
If this is finished up, and then we get some spell mods and talent tree overhauls, then we might actually have a real RPG here folks.