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This guy has multiples moves per turn, can heal large chunks of health, exceedingly high dodge, can proc high levels of blight on multiple targets, and inflict massive bleed on a single target, AND utilize marks, while also having the ability to stun, and oddly the ability to inflict stress and horror. This guy nearly has it all. The only thing I think he's missing is PROT.
It'd be one thing if the boss had a set encounter to allow for preparation, or there was notice it was in the area such as the Fanatic and Thing From the Stars do, but that's not the case. This boss just isn't balanced for appearing in random encounters.
I don't want to discourage you, this is an incredibly cool mod. The balance just needs some love is all.
I think the main is that it can stun-lock any party member (even if they were already stunned last turn) for free, this ruins the tempo of fights with it to be in its favor basically the whole fight and the healing is just unfair it can heal half its health for making the fight last forever. I only now fought it and had to bail after the second heal I value my time and heros far more then trinkets so I would like it more if the stun chance was nerfed HARD and the heal be like 1/4th its health. its a fun fight but way too annoying for the rewards to be worth it
I had an entire team of heroes on near full health with middling stress, and this bastard walloped all of them, giving them all afflictions and killing two. Every turn it was able to stun one of my heroes and mark them, dishing out obscene amounts of stress and healing with ease to counter all my assaults. Its resistances were also still way too high, ranging far above everything else id fought thus far.
Pls nerf
1 action per turn but actually like 3 is crazy and unnecessarily deceiving.
insane dodge for so much protection and damage too. plus the heal.
im sure the trinkets balance it out... but i'll only see if i manage to kill it
As for the bug itself, best I could tell is that the game was actually skipping the next person's turn. Reloading mid effect allowed me to take that person's turn.
Basilisk already got a boost in Protection from his new scales for 2 turns; however, this wasn't too noticeable due to the bonus action. The Protection bonus should be enough to keep him from getting griefed right after healing.
Your patience and insight are appreciated.
Adjusted Apprentice tier Basilisk to be closer to Rank 1 hero balance:
>Blight Resist 100 -> 80%
>Bleed Resist 100 -> 70%
>Debuff Resist 80 -> 60%
Lowered min and max damage of all skills
Lowered ACC of Whiplash and Vile Hunger
Lowered trinket drop rate from 30 -> 20%
Adjusted Veteran tier Basilisk:
>Blight Resist 110 -> 100%
>Bleed Resist 110 -> 80%
>Debuff Resist 90 -> 70%
Lowered trinket drop rate from 40 -> 30%
Adjusted Champion tier Basilisk:
>Bleed Resist 120 -> 100%
>Debuff Resist 100 -> 90%
Kept trinket drop rate at 50%
All Difficulties:
Removed Death Rattle (destress and horror clear) after discovering bug.
->Will replace with something else later. Resolving the error comes first.
Why the hell it got a random-like Leap attack at the end of the turn?! At least the busted shed skin telegraph us players the dumb lizard gains 1 more action! This mean that it can actually have 4 ACTIONS IN 1 TURN! (Stun > Skin > Attack > Leap)
Why does it get high Blight too! Make up your goddamn mind!
I can't believed you still see your boss as "mini" and written a guide dealing with it. Who does that.
I take it back, this boss is the one of the worst I have ever fought. Forget the Trinkets, this mod is out of here!
- High resistance (300% Stun, 100% Bleed & Blight, Debuff 80%)
- 1 action per turn but reality are 3 (very dumb)
- High damage, stun, stress, and bleed
- Non-existent self drawback after heal & 20% Prot (it only drop Bleed by 20% and Debuff by 10%).
I never lost to it but that is because I read the comments in advance, and played with strong classes at LV2 or higher, because of your so-called testing comment.
On that note, you never test it at the early game? No wonder. The only redeeming values about this mod are the Trinkets; it only spawn if torch under 51 Torch; and 50 Stress heal after killing it .
Don't enable this mod unless you want to constantly watch the light level; fully prepare to fight it by purposefully let the light drop below 51; edit the mod yourself; or really want to collect all Trinkets (that's me).
Also, its resistances seem a bit high, dot teams struggle and the debuff res doesn't help. It has 2 actions so even if debuffs stick they are already nerfed, my suggestion would be lowering at least that one by 10 or 20% so dot heroes can lower the other resistances themselves.
If you don't mind sharing, how did you change the Basilisk?
But in the end, I couldn't help weakening him a little.
Good luck with the rest of your Estate run, and may you have a nice week.
PS. I have killed it two times out of the about 30 I met it - so it is possible, just difficult.
Thank you for playing the mod, having the patience to comment, and for the compliment about it's design. It was quite something to see Livil bring the Basilisk to life. I hope you have a good week.
Petrifying Amulet
+10 -> +5% Chance Party Surprised
Being ambushed isn't fun.
Barbed Tail Whip
-30 -> -20% Stun Resist
-30 -> -20% Stress Healing Received
Negatives outweighed positives.
Basilisk Drool
+25% Stress -> Removed
-60 -> -30% Blight Resist
SPD and Dodge debuff should be enough.
Token Hunter
-30% Stress Healing Received -> Removed
+5 -> +6% DMG
+5 -> +6% Stress
Removed SHR debuff and increased On Kill buffs to allow
for faster ramp up.
I also added a Bleed Resist debuff to Basilisk's Shed Skin, so it loses Bleed and Debuff resist on skill use.
Trinkets are strong but very punishing to what they provide, it makes the fight painful for the award achieved. Kraken's trinkets (CC Addon) is a hard fight but gives some really strong trinkets though. The best Basilisk trinket is probably Occultist's and the Self:Mark is a solid tank trinket, others have some pretty nasty downside. All trinkets compete with Vanilla so to speak.
Basilisk is ridiculously close to the party, its combat animation position either needs to be moved back a little or the monster size type must be increased by 1. The position of the special bones (fxhead, fxchest, fxkill, fxdot) must be properly arranged and not just on combat animation but on its defend sprite too. As the video of the Helmet showed the special bones are in the default position both on the defending and battle sprite.
You mentioned that the trinkets were a hit or miss for you. Which ones do you have issue with?