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.
thx for the feedback izuz ... but im pretty sure for some of those tooltips, i checked to make sure they were working unless i changed something quickly and didnt check to see if it worked.
ill look into it
@rigicide .. the slam cast time is not changed
I was replying to the guy who wanted a slam-level damage on fireball...
Also, how do you want to tackle Ock?
fireball is single targeted and can be interrupted easily or dodged by mist or shield. Slam is AoE + guaranted hit WITH boulder. and it's not equal to slam damage before level 15 wich is pretty late when slam gets a slow bonus. You can't compare both skills.
0.8 second isn't "can be interrupted easily". And so can every spike in the game be "dodged by mist or shield", that's because those two DGs are OP.
@ gkritI have found more bugs with TB in the mod.
Relive the Immolation: - Health per second is not increased by 20 hps, it doubles - Mana regen is still 50%
The tooltips for the auras are not updated.The tooltips for relive the immolation and frozen heart still say 20 seconds and do not reflect the changes you have made.
hope this helps,
again ty izuz... as you can see its quite easy to overlook things lol but so you know, ive addressed all bugs/tooltip descriptions that you mentioned in ur previous reply.
thanks for your help again, its good to know there's someone out there thats just as commited.
*next download will be available soon*
edit: about the health regen for TB i thinks tahts how i meant it in the end rather than granting +20 hps. Ill edit the description.
and as for mana regen, im pretty sure its not 50% coz in the code it is 0.7 (which = 70%). Maybe you calculated wrong?
Also, is it possible to make those his form specs instead of switch effects? Like QoT?
lol i was just thinking of that. but the coding between the 2 (qot and tb) are different and it gets quite confusing. So thats why i did it the way i did lol.
well im pretty sure the next version of this mod is ready for download!
LATEST VERSION 1.21 NOW AVAILABLE
Heya gkrit, just wondering if you would still be interested in combining mods. I think that my mod fits in frame alot with this one, and the two combined have the potentail to radically alter the metagame. I have playtested v1.20 out alot with my mod overlaying it and is really fun, and runs quite fine with the exception of your mards hammer change -as it also alters the achievement.lua.
Anyway, let me know.
Exx.
NB. i am online alot after 6pm, send me a pm if you wanna playtest .
yeh i think we should join em soon. i havent as of yet coz i rlly wanted to get majority of the work done in regards to demi balance before i did or added anything else. but for sure!
You may also want to join this one with morpheas' favor item balance which is quite superb. If you ask him I don't think he will mind. One big community mod is more than welcome.
I will keep play testing your mod as I have plenty of time now to do so before classes start again.
What's changes have u made to mard's hammer ???
I dislike this... Adding items and stuff is not the purpose of this mod. Rebalancing them, sure. But not adding any. Especially since 74% of the items in the FavorMod are not balanced in the slightest, have feature that downright break the tactical aspects of the game, and favor certain Demigods over others. I believe this mod should stand apart, without any new things, just a well-balanced original game with original game content.
The favor item balance mod I was refering to doesn't bring any new items. I think you are confusing two different mods:
Balance for favor item (this one)FavorMod
Ah.
Yeah, I confuzzled those two. I like the idea of the favor balance mod, but there are several imbalances there. But still, yeah, these two CAN be combined.
No my mod is the "unbalanced one' lol, although i am sure that gkrit will release his completed version as a stand alone. Our mods alter different files, so there is no reason that this cannot happen.
I hope your realise tho that SD/GPG arent going to create new content, although frogboy has said that they may integrate user made content. So now, the only way everyone is going to get new content now is if the community supports modding or pays for it http://forums.demigodthegame.com/373807/page/2/#replies.
So while my mod may be unbalanced atm (although i have nearly played 100 games, mostly lan, with it for testing and i have had over 200 downloads) the merging of the two mods would increase the number of games played with that both mods, lower the development time, as we will have 2 coders working on it, and gkrit if he feels like it could balance new content i write/ have written (since he seems to be quite good with balancing and about half the items are from his balance favour item thread.)
Anyway, if 74% of the items are unbalanced, why dont you tell me why? i really would like some more community feedback.
he made it so it was same ranged proc as melee i think
Something seemed really off in my 1st game with the bal mod. Still trying to sort it out. And to be clear, I don't care that i lost that game... that's not why I'm curious. Right now, I'm wondering how rook was able to keep casting hammer slam even thought a I kept hitting him with deep freeze... and kalel was doing the same thing. I'm interested enough to do some testing, so I'll follow up.
But - back to impressions - I chose Tb for my first game, because he seemed really tough for early/mid game based on changes. Well.... I was right... early mid game = tough. Late game = weak as all get out. I think I have a reasonable high damage tb build (similar to teesers) and it simply could not scale with rook or qot. In a "non balanced game" I would have over powered qot without any issue... instead, qot could have worked me over if desired. Considering that Qot is a support character, Qot should not be able to overpower a tb in 1v1 late game (imo) unless tb is considered a support character (which I don't think anyway). To me, the balance should logically be that support characters lose slightly to damage characters in 1v1. The shield should expire and let the damage character do a reasonable amount of damage. Not the I need another character present to chase off a support character. Or let the support character be strong enough to live, but not strong enough to kick ass. Eg. let qot keep casting shield but not be able to wipe out her enemies. That's more ideal imo. But qot can spike for damage and shield. As it stands with this mod, a good player could kill most 1v1 wtih qot. Or so I think anyway.
umm ... in a 1v1 against a support character im pretty sure a support character should be able to hold their ground considerably well against a more offensive based character such as TB. If a support character cant hold their own in a 1v1, no one would ever want to use a support character coz basically they cant do anything.But this is the case for any 1v1 confrontations. It then depends on player skill and tactic to take advantage of the situation.
dont forget pacov, u were ice based more than anything so dishing out dmg quickly was not ur strong point. whereas if u were fire TB it may have been a totally diff story (if not then theres something wrong with fire mode skills). Also, Qot is a hybridshe can be either defensive or offensive hence why she has an open and close mode.
Of course it would be weird to be overcome by a QoT all of a sudden especially since we all know her to be the least viable demigod in the game (outside of my mod).
Both characters you mention i believe fit their roles well now in my mod. QoT for endurance and TB with negative effect infliction (if ice).
im not attacking ur opinion i just wanted to show you my thought pattern to justify these changes.
@ ExxcentricIt's not easy to gather a lot of feedback for mods because we don't have an auto download system and usually people are lazy to go look for mods in the forum. I try and help as much as I can. I have ur mod downloaded already but I just haven't tested it yet.
my opinion on TB vs QoT in general is that QoT should be > ice TB in 1v1. QoT has monks, shield, mulch, ground spikes. ice TB doesn't have a lot of spike damage which means QoT can negate all his dmg.
I think pacov may have a slight point though. I didn't take mulch the entire match and was able to hold ground against his TB.
edit: also a reminder to gkrit - Uproot does not work once the second point has been invested. I'm sure I looked a bit silly that match standing around towers not doing anything, when in reality I was trying to get the uproot heal ability to work
but keep in mind I wasn't an ice tb. That may have been trouser. I was maxing fireball and rain of ice and swapping for spam damage every time it was possible. And using deep freeze which SHOULD have keep the Qot from being able to spam shield as fast (especially when I hit level 3 df). I kept hitting rook with deep freeze and so was trouser, but there really didn't seem to be much impact on hammer slam, which is strange. Maybe we were continually missing and never increasing his cooldown? Seems strange. Anyway, I want to test.
Sorry for bailing out like that today, I know it must have looked like ragequit, but it wasn't. I looked at the time and realized I was gonna be late for a movie. Avatar FTW!
Anyway, two interesting things happened today. First, A thing with Oculus and Erebus(can't vouch for other DGs). At level six, Erebus' Mass Charm stunned my Ock for considerably more then one second. I believe he stunned as if I were a creep, not a demigod. I'm saying this here as I'm not sure if it's this mod or the game itself. Also, this seemed to happen on and off. Did anyone save a replay of that game?
Another thing is something very weird. I have r4 blast and chain, a combo which deals 2150 damage, but a lone DA once survived it from 1900 hp with ~200 left. This happened before, but in a clusterfuck so a priest might have healed him in that instant. Unless his evasion somehow works against skills.
And regarding DA, he's a bit OP with his passives right now, too much sustainable DPS with evasion and speed.
TB is a glass cannon. As a glass cannon he should be able to take any flag he wants, just not be able to hold it.
ok, what im fearing from some opinions about the mod is overexaggeration. I hate nothing more than overexaggerating. Im not accusing anyone of overexaggerating as such, but i fail to see how such things happen as explained in some opnions of situations that occur in a game.
I fail to see how any of the "weird things" that are claimed to occur,"actually" happen. I haven't touched any code watsoever that "seem" to be weird or "not the way they should be".
I found a bit of a trend with this sort of stuff, and its those who have lost while playing this mod that they "find something weird or unbalanced". Again, not trying to accuse anyone of being a bad sport...
@The_Regicide To answer ur confusion about mass charm, its stun times are 1/1.5/2/3 secs. Those 3 secs always feels like 10 yrs when your about to die lol (i know coz thats how i feel when i get stunned).
@awuffleablehedgie Im not quite sure what you mean by that.
@pacov Im not sure if this was the case but maybe they waiting for the deep freeze debuff effect to wear off before they used any skills? Thats what i do coz it can potentially screw you over completely. Or maybe that can Staff of renewal also? I cant speak for them but those are the only things i can think of that would make you doubt the situation.
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