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dherve10

Fighter Balance Mod for 2.01

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So I'm considering boosting the effectiveness of constant recovery to base of 6 regen in order to make it comparable to paladin's lay on hands in terms of healing. The problem is that this would balance it for late game play, making it quite strong in the early game. I would like to make it scale up to base 6, but I currently do not know how to add new abilities to the game. What do others think?

 

P.S. This is not an invitation for the "fighters are fine" crowd to repeat themselves.

Anyway to add a formula so that Constant Recovery heals a percentage of max endurance instead? That would keep it useful throughout the entire game without being too strong early on.

The biggest reason I can think of to avoid this is that it would make the healing scale with Con, and with Endurance-boosting items.

 

Warriors are sturdy and damaging. They have useful skills like pull, knockdown, self revive and good passives.

 

They are the least interesting but they aren't bad or weak.

All true, but Defender and WD are currently among their worst choices.


If I'm typing in red, it means I'm being sarcastic. But not this time.

Dark green, on the other hand, is for jokes and irony in general.

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Version 1.1 is out!

 

1) Constant Recovery was changed to return 3% of stamina so it will scale.

2) Rapid recovery was changed to add 1.5% to Constant Recovery's stamina recovery

3) The item mod that improves Constant Recovery also has been changed to a 1.5% boost

4) Veteran's Recovery was also changed to grant 1.5% stamina Recovery

 

Note: ingame, the 1.5% values will be listed as 2%

Edited by dherve10
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Let's be honest, there is no such thing as balanced.  It doesn't matter what tweak you make or how much effort a game designer puts in if it is a pc based RPG/class driven game that sees patching there will always be room for "one more pass" or there will be that one ability that is "slightly overtuned".  Fighters are totally functional right now, as are all classes, but I can see why some players would want to tweak them a little.  So kudo's for putting out something to address some peoples concerns regardless of wether or not fighters are still solid without this mod.

 

In retrospect (well not so much I always felt this way to some extent) I wish Obsidian had gone with a much more concise class list where each class was more generic but contained a much greater variety of skills and options to fine tune and customize it.  Gkathellar has a lot of good points in this thread, there are tons of things you "could" do with the fighter but they are handicapped because those things might step on the toes of a different classes specialty.  What they ended up being left with is a little plain jane and mostly about passives and toggles, they just don't feel all that active in combat.  That is sort of a problem with most non caster classes in this game actually.  I expect the multi classing was added in because the devs see this issue to and wanted to do something to compensate for it.

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Patch 1.11

 

- Made it so abilities appear correctly when taking them on level up

 

Patch 1.12

 

- Fixed a graphical glitch with Knockdown

Edited by dherve10

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So I'm considering boosting the effectiveness of constant recovery to base of 6 regen in order to make it comparable to paladin's lay on hands in terms of healing. The problem is that this would balance it for late game play, making it quite strong in the early game. I would like to make it scale up to base 6, but I currently do not know how to add new abilities to the game. What do others think?

 

The biggest reason I can think of to avoid this is that it would make the healing scale with Con, and with Endurance-boosting items.

 

@gkathellar You meant this could be OP with high amount of endurance gaining by items?

 

@dherve10 How does this % formula work in Your opinion as author of the mod, doesn't seem to be OP?

Edited by Gs11

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Does this work in conjunction with IE Mod?

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"Time is not your enemy. Forever is."

— Fall-From-Grace, Planescape: Torment

"It's the questions we can't answer that teach us the most. They teach us how to think. If you give a man an answer, all he gains is a little fact. But give him a question, and he'll look for his own answers."

— Kvothe, The Wise Man's Fears

My Deadfire mods: Brilliant Mod | Faster Deadfire | Deadfire Unnerfed | Helwalker Rekke

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Moved, because we have a modding subforum now!

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The sky had never seemed so sky, the world had never seemed so world.

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I am glad to see more mods for abilities.

I am currently using one for Paladin.

 

I think overall I would want to know what is the innate mitigation classes get.

My fighter still is the best tank post and pre 2.0 with almost no talents taken.

If I side him up with a Druid with tank stats and the same DR and defenses the fighter shrugs off damage and the Druid still gets face smashed.

 

I feel like internally and aside from the talents we see certain classes have special mitigation code.

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Why in Your uploaded image at http://www.nexusmods.com/pillarsofeternity/mods/91/?tab=4&&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fpillarsofeternity%2Fajax%2Fcomments%2F%3Fmod_id%3D91%26page%3D1%26sort%3DDESC%26pid%3D0%26thread_id%3D3220229&pUp=1, Rapid Recovery shows 53% and in  my personal game tooltip says 33%?

Might shoud't affect on reduced amount of endurance with % formula right? Or maybe it's caused by the INT stast and duration , so finally % score  will be 53<33?

 

Another  thing: patch says 3% about Constant Recovery:

 

My Char : 146 Endurance -4,38  as 3%,sth is not wright :http://imgur.com/fVg0PDZ

 

dherve10, on 15 Sept 2015 - 6:59 PM, said:

snapback.png

So I'm considering boosting the effectiveness of constant recovery to base of 6 regen in order to make it comparable to paladin's lay on hands in terms of healing. The problem is that this would balance it for late game play, making it quite strong in the early game. I would like to make it scale up to base 6, but I currently do not know how to add new abilities to the game. What do others think?



gkathellar said

The biggest reason I can think of to avoid this is that it would make the healing scale with Con, and with Endurance-boosting items.

 



@dherve10 How does this % formula work in Your opinion as author of the mod, doesn't seem to be OP?

Edited by Gs11

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Version 1.1 is out!

 

1) Constant Recovery was changed to return 3% of stamina so it will scale.

 

2) Rapid recovery was changed to add 1.5% to Constant Recovery's stamina recovery

 

3) The item mod that improves Constant Recovery also has been changed to a 1.5% boost

 

4) Veteran's Recovery was also changed to grant 1.5% stamina Recovery

 

Note: ingame, the 1.5% values will be listed as 2%

 

Regarding Constant Recovery and Rapid Recovery, do any character attributes alter the bonus gained? If I have above average Might or Constitution will the 3% & 1.5% bonuses change accordingly or are they static?

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I'm a wuss and play on normal so can't comment on the balance at hard or above.

 

What I have noticed is that in v1 you could lock enemies in combat now (v2), if they spot a squishy they just wander off and beat on their new victim. In the meantime your combat specialist is left standing there like a lemon unless you trust things to the AI or micromanage  :banghead:

 

I like to play the game, not run the system, and this breaks the immersion for me  ;(

 

Giving the combat classes some kind of boost/talent, maybe class specific, to their disengagement response would suit me.

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