Vanilla only has 2 charges though, and Cadence on the third hit.
Noticed another tag error: Mark of the False Gods’ granted skill.
Vanilla only has 2 charges though, and Cadence on the third hit.
Noticed another tag error: Mark of the False Gods’ granted skill.
I believe these tag errors have something to do with the program Ceno made that converts 002 to 003. Will be fixed.
Don’t look at me. Pretty sure these tag errors are in 002.
I had to rebuild the tags_cornucopia.txt file manually (because it wasn’t happening automatically) to fix the Praetorian one. Try that and see if it works.
Yeah, I’m still on 002.
I really like what you guys did with Ulzuin’s Chosen by the way.
It has a lot of utility, both offensive and defensive and it’s one of the few (only?) skills that deals passive damage.
A nice trick is that you can bind a devotion skill to it as well, and you can use it to debuff enemies that way, or even do damage.
I bet you could even go some really weird build with a damage devotion bound to it and carry a big ass 2h weapon to make use of its high weapon damage.
↓ Right.
Night’s Chill.
Empowered Devil’s Mark seems to have a broken +1 all (class? occultist?) skills line in it. Something something undefined.
Strange, because they’re working in 002. Just checked mark of the false gods, working in 002.
Found the error, will be fixed in next hotfix, thx.
While we’re still hunting down bugs, as this is a rebalancing mod, I’d like to get people’s input on this change, now that you would have had time to try it out:
One of the concerns during testing was that some components, like Hollowed Fang/Haunted Steel, would grow ridiculous if you could stack up their granted skills (which you can). We decided to roll with it and see where it went. Does anyone believe we should do otherwise for this particular component, or any component at all? Do people think this change helps the versatility of 2H versus 1H problem?
helps out a ton
was wondering if there was a way to import/xfer my main campaign char to the Cornucopia mod…if so can you explain ow its done? im new to playing mods and have never modded.
Follow this video, and use the Cornucopia003 mod.
To my knowledge you cannot transfer the stash files of the main campaign to modded campaigns without importing/exporting your items to a 3rd party tool.
Weird, I’m playing on 002 and I got that tag error.
Something else: what do you guys think of lowering the freeze immunity on bosses? Similarly to the Blade Trap change you already did.
Olexra’s Flash Freeze’s -res has already been halved or so, so I think a max level OFF should be able to freeze bosses somewhat.
A full 5s freeze would be dumb, but being able to freeze bosses for 1-1.5s wouldn’t be OP in my eyes, since the skill is limited by its cooldown.
Which in turn can be counteracted by CDR.
I forget doom’s opinion on this, but I would like to give bosses ‘weaknesses’, or, rather, immunities to lots of CC but limited resistances to one or two. That way one type of CC wouldn’t be dominant to others, but each type of CC could prove useful against certain parts of the game.
When we get to designing enemies/enemy skills, we can make that even more interesting. We could give enemies self buffs that cycle between their CC weaknesses. That could make for some very interesting combat. I wonder if the Zenith mod will have any such content…
TL;DR in answer of your question: Universally? No. Here and there? Sure.
Limited weaknesses sounds good, especially if there was some kind of formula or predictive factor to which weaknesses bosses have.
Dunno about the latter idea though, unless you had a way of showing which one(s) is currently active.
Thank you bro! awesome fast response as well… i do love this mod and cant wait to try the new changes you have made. sounds like there going to be super impressive!
This is/was my opinion. I remember bringing it up. Diversity is the spice of arpg life. I want not only for bosses to have weaknesses, but also a diversity on how impactful the weakness is to beating them. I.e. a reasonable boss that feels about 10-15% easier if your build hits their weakness. Or maybe absolutely insane bosses that are flat out unreasonable to play against without figuring out their weakness.
So ideally yeah, most bosses would still be heavily resistant/immune. But I’d like a couple bosses on run Mable areas to be like, “oh wow freeze works on this one? I feel super powerful against this boss.” Etc. For stun, snare, slow. BTW I can even design bosses that have a shifting weakness(es) via auto caster buff at % of health.
Like I could make a boss vulnerable to freeze but only for the first half of the fight. (Auto cast at 50% HP +500% freeze resist and other buffs). And I could also make the same buff give negative resist to another type of CC.
Oh and yeah expect boss fights to start lasting longer (and have more nuances) in 4.0.
Oh and another thing in regard to what I quoted Ceno on: We REALLY need feedback on our component changes where we opened up what components can be attached to what. PLEASE let us know what is OP, or where one component is always better than another of a similar slot. We want components to be more competitive than they were within the same tiers.
About the component changes, I can’t say that I feel that anything is particularly overpowered. It’s more that I feel that I have actual, meaningful choices now. For example, I’m actually going to still be ending up running an Ectoplasm on one of my pieces of jewelry, instead of another aura, because the energy regen provided is indeed that valuable to me.
That being said, it’s absolutely amazing to be able to have those choices in the first place. Previously, I always felt that there was one particular component that was best-in-slot for each piece of gear. Booooooring. The meta after these changes is about a billion times better.
I’ve only played a limited amount of Cornucopia with the component changes in, but my gut reaction was “every single character I ever make will have both the Aether and Chaos resist auras”. And, of course, on the one character I started from fresh I did use both. To be honest I think the issue at play here is how annoying it is, and how necessary it feels, to max out just about all resistances.
To be honest I was actually left a little underwhelmed at the options for a poorly geared Blademaster. There are good options, but I didn’t feel like I had too many difficult or interesting choices to make. Nothing felt insanely overpowered, for sure.
From level 6-8, Mental Alacrity’s reduced energy cost goes from 16 to 19, and then back to 18.
Chaos wraps now seem kinda crappy compared to unholy but they probably should, but chaos wraps aren’t really that interesting now in comparison unless you’re doing a chaos melee char.
In general it seems really balanced and good.