I'm currently adding and tweaking some figures for the demis we are finding that lack effectiveness/efficiency. I know these types of mods aren't very popular atm but i wouldnt mind working on these thoroughly so i can request it to become an official patch.
I am trying to alter as few things as possible (for the considered underpowered demis) just so that there isnt a noticeably big change but enough to change their incompetence to competent!
However, i am going to need opinions of my proposed changes. I'll be doing one demigod at a time and will provide a list of the changes.I prob wont put the mod up for download until its completely finished but if you request a download link, i willl provide one.
The Item Balance Mod works very well with this one. It addresses the HP stacking issue we currently have and contains other balance decisions to gloves and all other categories.
List of players using the Big Balance Plan mod (please let me know so i put your name here):- Me!- Izuz- MixMagic- Go-Go-Gadget- AIAndy- Supafishy
Below are links to changes for each demigod. Discuss accordingly. *All open in a new window*
-- Put ur suggestions forward in dot-points in their respective threads.
1. Demon Assassin
2. Torch Bearer
3. Unclean Beast
4. Regulus
5. Queen of Thorns
6. Oak
7. Sedna
8. Rook
9. Erebus
10. Oculus *added*
The latest version available now down below...
DEMIGOD BALANCE MOD v1.23 DOWNLOAD HERE!!!
Version 1.23 update below!
-----------------------------------------------------# All Demigods-----------------------------------------------------Base Max health- increased by 100Level up Stats- Max Health - increases by an additional 30 health-----------------------------------------------------# Oculus-----------------------------------------------------Bug Fixes- Electrocution now works as intended- brainstorm now removes debuffs (thx to ptarth and nzac working on it)Blast Off I- adjusted the dmg radius to equal the same as levels II,III and IV King Of The Minotaurs - Minos- added armor bonus of 50/100/150King Of The Minotaurs - Archers- added attack speed bonus of 3%/5%/7%King Of The Minotaurs - Priests- added mana regen bonus of 2/3/4Sacrifice- increased heal percentages to 20%/40%/60% from 20/30/40%- increased heal radius to 15 from 10Ball Lightning IV- decreased mana cost to 720- each level now increases in attack rate from 1.7 to 1.65/1.6/1.55- increased max balls to 6, decreased summon amount to 3Explosive end- decreased dmg to 300 from 400-----------------------------------------------------# Queen of Thorns-----------------------------------------------------Ground Spikes- decreased attack speed buff duration to 8 secsUproot- increased mana costs to 350/450/600/800Violent Siege- increased dmg to 250 dmg.Bramble Shield II- added movement speed buff of 5%Bramble Shield IV- decreased movement speed buff to 15%-----------------------------------------------------# Unclean Beast-----------------------------------------------------Bestial Wrath I,II,III,IV- changed durations to 6/7/8/9 seconds- changed damage bonuses to 30%/40%/50%/60% -----------------------------------------------------# Regulus-----------------------------------------------------Angelic Fury- damage of the splash dmg is reduced to -75/60/35/20% from -30/25/20/15%- increased mana costs to 30/35/40/45 from 25/30/35/40-----------------------------------------------------# Torch Bearer-----------------------------------------------------Deep Freeze I- increased debuff duration to 6 seconds
Please motivate urselves to give feedback, all of it helps this process.
i think it shouldnt be possible to "waste" a skillpoint. so every available skill should be a viable option to chose and stats arent as they are now.
though strangler youre right its not fun to play a pure stats build
it may be a little more complicated than first thought though. i just found the code and i think all characters address that same code because all stat buffs are all the same. So i may not be able to do that. HOWEVER, that being said, i could take another path which i want to ask everyone else before i make any alterations.
Currently as you level up u gain additional bonuses to ur stats, which we all know. Now what im suggesting is im able to change the amount granted (its a standard amount across all levels). Give suggestions everyone.
So for example, I can give TB an increase to 0.7 mana regen each time he levels instead of the current 0.463 mana regen.
lol what i said has got nothing to do with pessimism. It was more of me not being able to comprehend why a melee character had higher mana stats than a pure skill dependant class.
but lets stay on topic of... "Should I tweak the stat bonuses you gain when levelling?"
Only on the weaker Demigods imo.
BALANCE MOD v1.2 AVAILABLE NOW!!!
qot still needs some work. did you check out morpheas changes to her?
yeh i looked at it but i thought id take my own approach for now.
As it looks now I like the changes. Will try to try the mod though. Have anyone tested it online?
Oh and btw Gkrit, are you changing the tooltip of the abilities aswell?
yeh i tested it in a 3v3 earlier today. All positive feedback from everyone that played it, which is a good sign for a start. And its also good to know quite a few others had downloaded it also.
and as for the tooltips, yes i have changed/added all necessary details.
edit: As i played Qot today, it seems Qot may need a bit more tweaking though. My buff to ground spikes may need an additional buff (maybe longer duration to attack speed rather than just 5 secs after skill use or faster attack speed in its current duration).
Any idea why we had trouble executing early in the night?
Another thought:
Has anyone looked into increasing the time it takes to lock a flag from 2 seconds to 4 seconds, and/or reducing the duration from 45 seconds to 30 seconds?
There's so much discussion about changing abilities to prevent flag locks. It's possible to make flag locks likely to be game breaking for a single player without touching any abilities.
4 seconds? How do you suggest games will be won if you don't cap portals? Then matches will go up to 60 minutes something.
I suggest that games would be won through long term strategy and map domination rather than abusing the tactic of capping a portal once and keeping it locked forever.
Really, the only way I can see anyone having your point of view is if you think Demigod exists only on Cataract and Leviathan in Conquest mode. You know that's not the whole game, right? I'm sure most game I've played aren't won or lost on portal capping. But I play a lot of Pantheon so I get a good variety of maps and game modes.
there is a discussion about exactly that in the modding forum. how to change lock or which items should be added to nerf the locking strategy or...
Someone mentioned using Universal Gadgets to remove locks, and that seems like one of the best solutions I've heard.
Unfortunately 90% of the maps I play is Cataract so I tend to talk about that map generally. Also, locking portals is a way of strategy. I don't see the giant problem many seems to feel about it. If they lock yours you have to counter, if you cannot you are obviously not as good as the enemy and there will loose.
You need to research the difference between 'strategy' and 'tactics.'
FWIW I don't think portal locking it's that big of a deal either. But there are several changes to powers being discussed in the Oak and Erebus threads that are mainly counters to portal locking. If the goal is to keep changes as small as possible, it's a good idea to address easy perma-portal locking on its own.
yueh the problem we were having was one of the guys hadnt extracted the files properly. So it had nothing to do with the mod.
very nice!
Will download it and give feedback soon.
also gw on including sorians tb mod, balancing tb really did depend on this change.
Splash damage could be game changing for tower rooks! this could be an interesting change
-----------------------------------------------------# Queen of Thorns-----------------------------------------------------Base Stats- Energy regen increased by 0.7- increased max health by 100- increased max energy by 94>> found a glitch with attack speed variation betweenopen and closed states. Initially open form hasfaster attack speed than closed but after cloing then re-openingthe attack speed stays the same as being closed.Leveling Stats (per lvl)- max health increased by 8- health regen increased to 0.24 from 0.180- armor increased by 5- attack rate increased to 0.0132 from 0.0119- dmg increased by 0.3- mana regen increased to 0.421 from 0.320 (approx total = 11-12)
She needed this.
Overall very cool
Exx
I got hard reading about tower splash.
LE bite needs that armor debuff.
Just a list of "bugs"I noticed after play testing all DGs:REG: - tooltip for Mark of the betrayal doesn't show damage done for MotB 1 and 2 -> should be 400 and 600 - deadeye tooltip shows attack speed slow by 31% -> should be 30% - suggestion: add attack speed modifier to AF at each levelLE: - bite tooltip is not visible for all bite levels - suggestion: keep armor debuff for biteSED: - inspiring roar tooltip is not visible - suggestion: Yetis are still weak, maybe make them heal Mana ??????OAK: - shield III tooltip is bugged, it says "Also this powerful version of shield removes debuffs and heals for [GetHealAmoun]" - question: is shield III supposed to heal or only IVTB: - suggestion: Make fireball damage 300/600/900/1200 and 1700 at lvl 15. Fireball is weak against generals and HP stackers (meaning weak against everyone) - suggestion: Increase circle of fire radius to between 12-15 yards (maybe bump up the damage for all levels by 200)
A quick-cast ranged hammer slam!?
No one is saying you can't cap portals. They're saying perma-locking them is retarded, and it is.
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