I've released a special version of the mod with further balance tweaks and a remade Serpent stone which now completely discards the risk/reward system which upon further inspection I just wasn't confident in anymore. This one will be the version used in my own game, so I wanted to share it with everybody else. I've still left the other (perfectly usable) version up too for those who thought it was better or liked those buffs more.
Thank you for this mod I hate the changes Bethesda did to the Atronach and every mod for stones just leaves mp regen in this will always be in my game must have
When using the Apprentice stone I still got the vanilla 100% magicka weakness listed in my active effects,along with the modded version of the stone.No positive vanilla effects are added however.
I felt that mage stone needed to have a small weak point to compensate for a percentage damage boost and a decent amount of mana. 20% magicka loss seemed about right so I ultimately went with that.
I see what you mean. I have another suggestion: I love your new bonuses from the Birthsigns, however I was thinking that for some Doomstones some of the vanilla bonuses could be added again along with your new ones. For example, the Lover Stone. It had "Learn all skills 15% faster" and the reimagined bonuses has "+80 health & fortify block by 25". It could be all of these together but with the learning skills % reduced as this: -The Lover Stone- +80 health Fortify block by 25 *Learn all skills 5% faster
-The lady Stone- +40 health +40 stamina Fortify personality by 25 *Regenerate Health and Stamina 15% faster
-The Steed Stone- +50 Stamina +4% regeneration +50 carryweight *No movement penalty from any armor type
-The Lord Stone- +25 Health +25 Armor +12% Health regeneration that persists through combat 100% weakness to Fire
-The Serpent Stone- +50 Magic resist +50 Poison resit -50 stamina -80% magicka & health regeneration *Paralyze a target for 5 seconds and do 5% critical damage once a hour
-The Ritual Stone- *Health reduced under 30% grants you +100 armor heal yourself completely once per day *Cleanse poison once per day *Cure disease once per day (3 separate bonuses)
-The Tower- +25 health +60 armor Find additional gold Fortify Lockpicking by 25
The other stones, I wouldn't modify them however these above felt something was missing. This is only my personal opinion along with your great ideas. I love your work!
Btw, I am shameless to say that I've linked a video showing your work.
Those are really awesome ideas! I especially like the ones to add the % skill increases back for those who liked that sort of thing. I might release a optional version with those brought back since I'm sure some people would enjoy that.
Final version released, - Sorry for the delay, but I've been busy for a few days and I wanted to test carefully. Quite simply the lord and steed became broken after their last buffs so those mostly had to be undone, and I changed serpent slightly to clarify what it's supposed to be. I feel like each stone suits my original vision pretty closely now and I know it won't be for everybody, but I hope people like it.
Okay, so, hopefully this will be the mod's final update. (excluding any bugs?)
Steed now gives 25% stamina to contrast the other similar increases.
I've reworked Thief to have strengths and weaknesses that better contrast one another and aren't quite so damaging.
And I've reworked Serpent to hopefully have more appealing bonuses whilst having drawbacks that aren't so offputting somebody won't ever want to use it (but still severe).
Lord's health regeneration is now 25% and continues throughout combat. Serpent now saps 95 stamina, leaving you with 5 so you won't drop into negative values. Serpent now takes 75% mana regeneration instead of mana, but gives 40% health regeneration in return. Steed' now has 15% regen
Hopefully these are good. (Not sure about serpent though, we'll see.)
Just a few suggestions to consider. It's up to you to actually do anything about it.
This may need rebalancing patches for some perk overhauls. The Thief stone is fairly overpowered when used together with SPERG, where you can get another 30% chance to evade stuff. Maybe not your responsibility (SPERG users can make this patch easily), but just to point out.
Also -150 Stamina from Serpent means that at level 1 (if you somehow find it at level 1, usually through an alternate start mod) or for characters that haven't put any points into Stamina yet, your Stamina will be so damaged that you can barely move. Stamina can be damaged to below 0 and it will not regenerate itself back up to 0 without removing whatever effect is damaging your Stamina, in this case, the doomstone.
5% Health regeneration from the Lord stone is almost useless. It doesn't regenerate 5% of your health, it's a multiplier of how much health you regenerate per second. So if you regenerate about 1 health per second, the extra 5% makes it 1.05 instead, which can barely be felt at all. Consider either buffing this or removing it completely.
The others seem alright. Just thought you should know about these ones.
I was,at first,confused at the lowering of the various regens,but after thinking about it,it does make sence.You trade raw power for a lowered regen rate,which I guess won't stand all to well with some players,but f*#@ those guys.Other than that the only thing I see that could use another look is just how nuetering the stamina lowering on the serpent is.If I were you,I'd give the serpent a powerful damage power,and switch it to -50%/-75%/-100% on stamina regen,probably something similar for magicka.Other than those criticisms above,which are directed in a constructive spirit,I think I will very much engoy this latest creation of yours,and I believe you are well on your way to becoming on of my favorite modders,and one of the best.
Yes I tend to prefer trying to mitigate gains with losses since I tend to think it provides more interesting gameplay. I'm glad you don't mind it, I know it won't be for everybody but oh well. heh
Serpent I agonized over quite a bit since all my original ideas for it didn't end up feeling rewarding at all or would have required scripts to function right which I wasn't interested in.
What do you think Serpent would look like for your idea? Something like,
Or something similar? - The reason I had made it the way I did was due to the imagined game of somebody using my racial mode + combat evolved (maybe another one too) which makes poison extremely deadly and magic resist very, very important due to how dangerous spells become. I reasoned that such a giant amount of magic rest and poison immunity would have to come at a giant cost, but I agree so much lost stamina might be too overpowering to make it worth it. (Probably wouldn't be worth it at all for people in the vanilla game)
Alternatively I could boost the magic resist a bit and increase the health some, but I'm not sure that would make it more attractive given the weakness.
And I agree about the lord and steed, I'm tempted to maybe boost their regens up to about 10%/15% each.
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Happy gaming
I felt that mage stone needed to have a small weak point to compensate for a percentage damage boost and a decent amount of mana. 20% magicka loss seemed about right so I ultimately went with that.
some of the vanilla bonuses could be added again along with your new ones. For example, the Lover Stone. It had "Learn all skills 15% faster" and the reimagined bonuses has "+80 health & fortify block by 25". It could be all of these together but with the learning skills % reduced as this:
-The Lover Stone-
+80 health
Fortify block by 25
*Learn all skills 5% faster
-The Warrior Stone-
+60 Health
+30 Stamina
+5% weapon & block damage
-20% health, stamina, magicka regeneration
*Learn combat skills 8% faster
-The Mage Stone-
+70 magicka
+5% greater spell effectiveness & reduced cost
-20% magicka regeneration
*Learn magic skills 8% faster
-The Thief Stone-
+60 Stamina
+40 Health
+35% physical evasion
+60% spell evasion
-40% Health regeneration
-35% Armor
-60% Magic Resist
*Learn stealth skills 8% faster
-The lady Stone-
+40 health
+40 stamina
Fortify personality by 25
*Regenerate Health and Stamina 15% faster
-The Steed Stone-
+50 Stamina
+4% regeneration
+50 carryweight
*No movement penalty from any armor type
-The Lord Stone-
+25 Health
+25 Armor
+12% Health regeneration that persists through combat
100% weakness to Fire
-The Serpent Stone-
+50 Magic resist
+50 Poison resit
-50 stamina
-80% magicka & health regeneration
*Paralyze a target for 5 seconds and do 5% critical damage once a hour
-The Ritual Stone-
*Health reduced under 30% grants you +100 armor heal yourself completely once per day
*Cleanse poison once per day
*Cure disease once per day
(3 separate bonuses)
-The Tower-
+25 health
+60 armor
Find additional gold
Fortify Lockpicking by 25
The other stones, I wouldn't modify them however these above felt something was missing. This is only my personal opinion along with your great ideas.
I love your work!
Btw, I am shameless to say that I've linked a video showing your work.
And that video is awesome, thanks!
Have fun, everyone!
Steed now gives 25% stamina to contrast the other similar increases.
I've reworked Thief to have strengths and weaknesses that better contrast one another and aren't quite so damaging.
And I've reworked Serpent to hopefully have more appealing bonuses whilst having drawbacks that aren't so offputting somebody won't ever want to use it (but still severe).
Hopefully everyone enjoys the mod, have fun!
Lord's health regeneration is now 25% and continues throughout combat.
Serpent now saps 95 stamina, leaving you with 5 so you won't drop into negative values.
Serpent now takes 75% mana regeneration instead of mana, but gives 40% health regeneration in return.
Steed' now has 15% regen
Hopefully these are good. (Not sure about serpent though, we'll see.)
This may need rebalancing patches for some perk overhauls. The Thief stone is fairly overpowered when used together with SPERG, where you can get another 30% chance to evade stuff. Maybe not your responsibility (SPERG users can make this patch easily), but just to point out.
Also -150 Stamina from Serpent means that at level 1 (if you somehow find it at level 1, usually through an alternate start mod) or for characters that haven't put any points into Stamina yet, your Stamina will be so damaged that you can barely move. Stamina can be damaged to below 0 and it will not regenerate itself back up to 0 without removing whatever effect is damaging your Stamina, in this case, the doomstone.
5% Health regeneration from the Lord stone is almost useless. It doesn't regenerate 5% of your health, it's a multiplier of how much health you regenerate per second. So if you regenerate about 1 health per second, the extra 5% makes it 1.05 instead, which can barely be felt at all. Consider either buffing this or removing it completely.
The others seem alright. Just thought you should know about these ones.
TLDR;serpent is s#*!:still endorsed
Serpent I agonized over quite a bit since all my original ideas for it didn't end up feeling rewarding at all or would have required scripts to function right which I wasn't interested in.
What do you think Serpent would look like for your idea? Something like,
Poison Immunity
Magic Resist x%
Fortify weapon damage x%
-100% stam and magic regen
Or something similar? - The reason I had made it the way I did was due to the imagined game of somebody using my racial mode + combat evolved (maybe another one too) which makes poison extremely deadly and magic resist very, very important due to how dangerous spells become. I reasoned that such a giant amount of magic rest and poison immunity would have to come at a giant cost, but I agree so much lost stamina might be too overpowering to make it worth it. (Probably wouldn't be worth it at all for people in the vanilla game)
Alternatively I could boost the magic resist a bit and increase the health some, but I'm not sure that would make it more attractive given the weakness.
And I agree about the lord and steed, I'm tempted to maybe boost their regens up to about 10%/15% each.
Thank you for the feedback!