I see…
Forum complained about it like billion times, Crate said they are not changing shit every time because it’s too much coding or something.
Personally I just gave up and installed Grim Internals and I gotta say I regret not doing it earlier, would’ve saved me a lot of time and nerve cells.
About OP’s suggestions: I think mutators are fine, otherwise everyone would just get to Shard 100. Shattered Realm is just random and doesn’t reflect build’s strength much, it’s more about player’s patience and luck.
I would however suggest rebalancing SR shrines. Most of them are useless because of the penalty they give.
This mutator actually does next to nothing. 70% more health to enemies hardly increases their health because they get an increase of 580% or so health in Ultimate. For there to be an actual tanglible difference, it needed to be like 250% health. You actually want to get the 70% health to enemies mutator, it’s one of the most, if not the most, harmless mutators in the game.
It seems to me that those that want absolute consistency in Crucible should ask for an absolutely consistent mod in the modding section. They can then run this mod a zillion times to their heart’s content.
Sounds like the definition of boredom to me…because the only reason you’d do this is for racing practice which doesn’t exist in GD. I mean you can try for a best time, or something, but …meh.
Edit:
Also, not to beat a dead horse - but the #1 thing that bugs me about GD mechanics is RR overcap implementation and its non-linear impact on the game at overcap levels. Racial damage bonuses are minor compared to this (imho).
And that is if you had only 30% crit damage, if you had more, the relative dps loss is even less.
This is, politely expressed, “a little bit exaggerated”. But that´s not the topic of this thread; if you think build´s strength is measured in Crucible clear time…well, I don´t have to agree,
I would however suggest rebalancing SR shrines. Most of them are useless because of the penalty they give.
I think I took Rattosh today; 10 % Physical Resistance and 30 % every other (first page) resistances (Stun, too? Don´t know.) for 8 % Health…really useless. :rolleyes:
I completely disagree with it. Every time I get 70% HP all trash monsters die way slower. This might be the case for normal mode, but in SR it’s a huge difference. To kill Fabius in SR 75 I need about 20 seconds with my DE Oppressor, it takes me 30 - 40 seconds if they roll 70% HP modifier. Grava, for example, has 7,964,772 HP in SR 75, that’s with 210% HP. With 0% HP, he has about 2,569,282 HP without that bonus. That’s 9,763,269 HP with the 70% HP mutator.
The “hardly increases their health” is like 26.32% HP increase, which is huge. The higher the shard the worse it gets, in SR 80 he has about 11,415,935 HP with 70% HP mutator (9,312,999 without).
Where did the game touch you?
Your math is off.
All Health bonuses are additive, so 100% base + 580% from Ultimate difficulty + 900% from SR 75, plus some other passives and that 70% becomes a whopping ~4%.
This is the same reason why we don’t make dramatic changes to MP balance, because a multiplicative health modifier does not exist.
I actually looked on Grimtools only. Also, when I was checking dbrs few days ago I didn’t find anything that would suggest stat changes depending on difficulty (for monsters). Is that hardcoded or is the dbr hidden somewhere in files?
Btw, I saw the “whopping ~4.2%”. Admit that you thought about weed when sending that message.
I was about to say this, but seems Zantai already did it for me.
I was actually being sarcastic [emoji14]
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It’s not really hidden…
records/game/balancingadjustment_mp+difficulty_enemies01.dbr
So what part of LifeModifier -> 580 doesn’t look like +580% Health?
For reference, that list is:
Normal - 1 Player
Normal - 2 Players
Normal - 3 Players
Normal - 4 Players
Elite - 1 Player
Elite - 2 Players
Elite…
O, now it makes sense. I didn’t know it’s written like this. I actually thought that each number represents the number of players. I’ve played multiplayer only once so yeah, I didn’t know how many people can play at once. Thanks for explaining.
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So would you be interested in using a mod that essentially eliminates mutators from the entire game?
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Well, at least in crucible, it still makes enemies a bit tankier, from my experience. But i agree, in SR i didnt noticed any real difference.
You could use damage absorbtion instead, you know… It’s multiplicative, right?