奈斯启示录 Necesse

奈斯启示录 Necesse

RPG Mod v0.7
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Markiel 8 月 29 日 下午 7:36
Feedback and Suggestions
TL;DR in the end.

I really liked the mod, I enjoy the grind for EXP, leveling up, and builds. But this mod is incredibly overpowered. It goes beyond the game’s scaling and makes all bosses trivial, even on the hardest difficulty or with difficulty mods.

Up until the Spider Queen, the game felt fine and balanced. But once I got Skeleton Horde and Warrior at max level, I started melting down every boss. I tried increasing the difficulty and even added a difficulty mod, but I was still hitting like a truck, deleting bosses instantly.

For comparison: my strongest weapon right now has 41 Summon Damage, while the weakest Skeleton has 132 (Warrior has 198). My normal DPS on the Dummy Target is about 1.3k, but when I summon all 4 Skeletons, it jumps to 7k! And that’s without Dark Power! On top of that, I have 44 points in Intelligence, giving me +44% Summoner Damage.

The mod’s progression scales in parallel with the game progression, but the Skeletons feel like they’re 3~4 bosses ahead of my gear. And since I like to stop and explore the map (which I do most of the time), the gap only increase. When I face the next boss, it dies in less than a second. (Not all bosses, but I killed the Pirate Captain so fast the first time, that he just stood there with 0 HP before disappearing, lol.)

To avoid spoiling my run, I’ve removed all the extra stats, passives, and skills that the mod gave me.

TL;DR

My suggestion is (though I don’t know if it’s possible) to make Skeleton damage scale with the strongest Summoner weapon in the player’s inventory. Something like:

Skeleton Horde damage = Weapon Damage + Level%

Skeleton Warrior damage = Weapon Damage + (Level × 1.5)%

(Just an example, I don’t know if this is balanced or ideal.)

Also, I’d suggest halving the INT bonus. My best trinket gives +20% Summoner Damage, while INT alone gives +44%, which feels excessive.

This way, skills and passives won’t get ahead of the game’s natural progression since damage would be tied to the player’s weapon. Leveling up would still increase power, but no longer as an independent, runaway system.

I’m not sure how viable this idea is, or if it’s even possible to implement (But since obsidian can be exploded with normal bomb after you upgrade your pickaxe, maybe there's a way to check it), I really like the mod, I just feel it risks spoiling the main progression of the game.
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Colette 9 月 3 日 下午 1:32 
i also noticed that, summoner is diamond but those skelly hit so hard that using any other summon cant just compete. Being new in necesse i wasnt sure if thats just normal for a player to complete explore the forest underground dungeon without having any gear even..reading OP post its not normal at all.
Save  [开发者] 9 月 8 日 上午 9:15 
Oh, I hadn't seen this thread, looks like I don't get notifications for it

I get what you're saying, but unfortunately right now I don't have any plans to fix it. Honestly, the balance of this mod sucks, yeah, but at the moment I'm prioritizing making it fun and varied

At the end of the day, if something's too easy you can set yourself challenges to make it harder, and if something's too hard you can always cheat to make it easier. How difficult it feels is basically up to your playstyle

Do I plan to make it balanced? Yes, of course, I'd love to, but right now I don't even feel capable of trying. I'm slowly balancing things that seem way too strong or too weak over time based on the little feedback I get

Does that mean your feedback is useless? Not at all. I'll take it into account and nerf the abilities you mentioned as unbalanced, but not in the way you suggested, for a few reasons:

1. Doing it based on summoner weapons: Aside from tanking performance (way too many calculations), it wouldn't actually be balanced. A summon has way more factors than just damage, like its speed, attack style, knockback, how many summon slots it takes, etc

2. Halving attribute bonuses in half: Instead, I was thinking of making it so the points you invest into an Attribute don't scale linearly, so the more you put into one stat, the less benefit you get. Not to make them weaker overall, but to make spreading out into different stats more rewarding instead of just sticking with the same one all the time. Maybe you have +44% Summoner Damage, but mobs have more than double the health
If you are looking for a challenge, try a mod that increase max limit of incursions to 1000 and I guarantee you, as soon as you hit Incursion level 50, your skeletons won't life a second =p
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