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You can also change the xp gain rates and a ton of other options in the config.
Make sure you're on the server config (second page)
When it was intended to bring back life to your old weapons instead of making the new ones OP, I don't feel like this is right.
That's why I'd suggest changing the progression up a bit, perhaps increasing the XP one gets from killing mobs while reducing the effectiveness of orbs (maybe buy toning down xp values or making drops more rare)
Worth noting that the Infusion system was not implemented until a month or more after I released the mod. The original purposes of the mod were just a progression system and item customization (mostly weapons).
There is a major problem with your suggestion: "That's why I'd suggest changing the progression up a bit, perhaps increasing the XP one gets from killing mobs while reducing the effectiveness of orbs (maybe buy toning down xp values or making drops more rare)"
Because you can offer an old item, it doesn't matter if you get xp in the form of xp on an item or essence. Either way, you can transfer it to the new weapon. This ability to transfer progress to your new equipment is the core of what my mod was built around.
Are you suggesting to change the progression system so you can't consume an old item to upgrade a new one?
If so, wouldn't that make the issue of new weapons not being able to compete with old ones even worse?
First of all, I started up my game noticing that there is a difficulty scale slider that reduces effectiveness accordingly, which is exactly what I searched. (At least it does what I was looking for good enough)
I don't know how difficult that is, but maybe this should set itself accordingly to the world difficulty until you change it manually.
What I don't like is that some enchants are still just too strong when stacked.
I just noticed that my personal issue basically is the fact that putting 4x 40% on a weapon is just too much for any kind of balance, but my inner child makes me equip it anyway. Little reminder on balance: This doesn't mean 40, but 30 Levels, since a booster already adds 10 capacity.
On that note, perhaps a way of doing it might be to limit the availability of boosters or make them half as strong? Maybe even just smaller versions for smaller bosses? (Mini, Medium, Maxi-Booster) Maybe consumable, so you don't get them back when sacrificing your old weapon?
Those are some brainstormed ideas I would add if I were the maker of this, which btw, I AM CLEARLY NOT.
I want to make clear that I don't want to add too much pressure on someone that owes nothing to me. Take everything I say as a vague suggestion and decide on yourself what you vision of this mod is for the future.
Kiroto, one of the other devs is interested in adding a scaling reduction factor if you put multiple of the same enchantment on. I'm personally not invested in it, but he will likely add it eventually.
But take your time before putting it out, rushing something rarely produces good results :)
My suggestion (after the recent update rework)
Every enchantment comes with a negative.
Damage would have -50% value of same tier Use Speed
Use Speed would have -50% value of same tier Crit Chance
Crit Chance would have -50% value of same tier Damage
Example the unique magic weapon enchantment: Add +50% of same tier Reduced Mana
Example the unique melee weapon enchantment: Add -50% of same tier Weapon Size
The unique weapon type would have a utility enchantment based penalty.
Utility enchantments don't require any negative penalty. They are utility after all.