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class & Talent Rebalance+ Mod v1.1 - 12/22 Release


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#1
Pellegrin

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You can download, review the full change log, and discuss the mod here:

http://social.bioware.com/project/822/

Leave your comments here or in the project discussion threads.

Modifié par Pellegrin, 23 décembre 2009 - 12:09 .


#2
Talisander

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Those are some great changes. The beginning of the list in particular read like something that would make the game a lot more fun.



The increase to cast times of those buff spells seems unnecessary. I'm not sure I've heard any complaints about ice weapons being too powerful, and you've already addressed cone of cold, which is by far the biggest issue with the ice chain. Making Combat Magic take three seconds to cast (I think that's the name) seems similarly flawed -- you're already making shimmering shield do what it should be doing, which changes it from super powerful spell to something much more conditional. Making combat magic hard to jump into on top of that would just make the class annoying to play, in addition to less powerful. It also makes certain types of arcane warriors better than others (the ones who don't switch back and forth tactically, but just min-max.)



The potion changes are scary for someone who's been playing the game exclusively on hard the first time through, but will definitely make the game more fun overall, I think.



Detaunt on Forcefield is a perfect fix, and something I hope they patch in.



Bumping up arcane mastery to a bonus of 12 makes Spell Might look silly for anyone not using a spell combo cheat sheet (how many people actually discover storm of the century on their own, I wonder?) Maybe just boost it to 8 or 10?



Definitely gong to try these -- hope you keep improving it!

#3
Pellegrin

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Download link is now actually visible.

The idea behind the 3 second cast times for those particular spells is that the best strategy is to deplete your mana then turn all of them on at the same to avoid upkeep ever actually hurting you. Now the choice is do I do that or do I cast them outside of battle and take the upkeep hit early.  I updated combat magic to remove the cast time but increased cooldown from 10 to 15 seconds.

The arcane line isn't as strong as others so by buffing the tier 4 talent it will improve the balance of the line. Spell might has mana clash at the end of the tunnel which is a great ability.

Modifié par Pellegrin, 21 novembre 2009 - 07:19 .


#4
Talisander

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That's true about the Spell Might line, although the first two spells in that series do make many people's "most useless spells in the game" list. In defense of boosting arcane mastery by that much, I didn't realize this before, but spell might scales up way above +12 spellpower at higher levels. So I think +12 on a passive is actually about right, though it is a huge improvement (more than doubling the original talent, and getting 12 of a primary attribute for one talent point.) In other words, I concur :)



I've been playing an arcane warrior today without using shimmering shield, and I have to say, at least between levels thirteen and fifteen, the survivability of my mage is not that high, I'd say he can take about one third or fourth the attention of Alistair in most challenging fights. And that's in dragonscale armor with rock armor turned on. On top of that, I decided not to take arcane shield (if I could go back I'd take arcane shield and not rock armor) simply because even with the instant casts, each spell still takes about a second before the next one can go off, so you still have to sit there casting combat magic, rock armor, flame weapons, death siphon or death magic, miasma if you have it, draw weapon... That effectively takes you out of the fight for a few seconds already. Adding a three second cast time to several of them basically just means the ones without the extra cast time are good for an arcane warrior who switches back and forth, and the ones with a big cast time quickly become obsolete next to them. Also, if you're going to put a cast time, I would do it for miasma... and possibly shimmering shield, if it's still pretty powerful. The ones that make a big difference. And possibly the ones that buff the whole group, if you definitely feel they need it. But adding it to low level self-buffs like arcane shield and rock armor just means people are faced with a choice of self stunning for three seconds in order to hopefully get off a spell that gives around eight to twelve armor or defense. Seems like an easy choice -- they end up in the definitely don't use pile (or the already have on pile, which is fine... but is it really necessary compared to the big ones? That would also mean you have to run around with lots of little buffs active all the time, which personally I find aesthetically repugnant).


#5
Pellegrin

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Those are good arguments and comments. The better solution then is probably to equate the casting cost to the upkeep cost. I'll change those tomorrow in the next push. Thanks for the feedback.



The other issue that I've come to realize is that changing the toolset scripts can lead to breaking games depending on certain plot points. It doesn't seem like there is a sure fire fix other than to wait for Bioware to fix the toolset Plot GUIDs. If anyone has a better solution though I'll implement it.

#6
Pellegrin

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A new version is out in time for Thanksgiving holidays!

In addition to having fixed force field and shimmering shield in previous updates, v0.92 removes unlimited stealth explosion/traps. Rogues now have a 50% and 35% of breaking stealth from using Bombs and Traps, respectively. Even better, I have updated the Plot GUIDs in my Dragon Age toolset. This means you should rarely, if ever, receive the "party camp bug" that plagues most mods modifying any scripts.

Several other changes are included primarily based on community feedback. Download it and let me know what you think!

Modifié par Pellegrin, 26 novembre 2009 - 05:24 .


#7
Pellegrin

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NEW RELEASE

Highlights of v0.99 (ready for v1.00 if there are no problems reported):
** Health Poultices and Lyrium Potions now use Willpower instead of Magic as their bonus modifier
** Removed Arcane Warrior sheating on spell casts
** Rework of taunt system. Taunt is now less effective and Threaten is a single target, very effective taunt
* Buffs to 2handed talents
* Buffs to Shapeshifter line
* Cone of Cold, Fireball, Mana Clash nerfs

This is an addition to previous versions fixing the Shimmering Shield "bug" so it turns off at 0 mana, causing force field to act as a detaunt, and stealthed rogues having a chance to break stealth for using Bombs/Traps among several other rebalances.

Next up: Change AI so that when you pull one mob you pull them all so that outdoor combat isn't so trivial + considering changes from user input.

Modifié par Pellegrin, 05 décembre 2009 - 06:52 .


#8
ITSSEXYTIME

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Just some clarification: does "- Increased poison spit damage by 25% for player only" mean that this won't affect Morrigan or do you mean that pet Spider's poison damage wasn't changed?



Great changes overall, I'm interested to see how the taunt/threaten changes work out.

#9
Pellegrin

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It will only work for a shapeshifted spider. So spider pets and mobs receive no bonus but Morrigan/Wynne will.

#10
Pellegrin

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Released a mini-update today. Spider and bear forms are drastically improved with a new 0.99b release.

#11
Pellegrin

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Updated with the latest changes:



v1.00

- Fixed Forcefield bug that turned enemies invisible

- Lowered Crushing Prison duration from 20 to 9 seconds, total damage is still the same

- Blizzard freeze duration lowered from 20 to 10 seconds

- Increased lesser lyrium potion cooldown from 15 to 20 seconds and all others from 30 to 40 seconds

- Attacking one mob will now pull all or most of the group (credit goes to Joshua Raven)



v0.99d

- Fixed a bug with Threaten so it now works as intended in 0.99 patch notes. Changed cooldown from 25 to 20 seconds.


#12
Pellegrin

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12/22 Release...


v1.1
- Righteous Strike has a chance to deal a second attack to mages, in addition to draining mana.
- Reduced cooldown on Berserk (15 seconds)
- Remove Templar Bonus to magic and mental resist and add +spell resist (5%)
- Remove dex hotfix and replace with item changes found at Better Archery
mod (http://www.dragonage...file.php?id=216)
- Increased Aim to hit bonus by 150%, Increased damage bonus from 2 to 5
- Increased Shield Cover missile bonus from 10 to 18
- Increased Critical Shot damage by 15%
- 2 Handed Strength gives +3 armor penetration
- Holy Smite scales off of STR instead of WIL
- Storm of the Century and Paralysis Explosion now severely drain Mage casting the final spell, resulting in a 10 second stun
- The +4 to hit bonus for Assault and Overpower from this mod now is applied only with Shield Mastery.
- Dog now starts with and can learn Threaten
- Characters with Shattering Blows receive a 10% speed bonus when using Indomitable

Modifié par Pellegrin, 23 décembre 2009 - 12:09 .