[Mod] BenoBalance

V0.2.0 has been released, targeting temporary Mastery Buffs for QoL purposes.

Prior Changelog

Version 0.1.2 - RR Rings

RR Rings have been killed.

  • Curse of Crushed Resolve (Cursebearer Ring) - Replaced Resistance Reduction with 50 OA Reduction (stacking)
  • Mark of the Blade (Bladetwiser Signet) - Replaced Resistance Reduction with 80 DA Reduction (stacking), increased Piercing and Bleeding Damage by ~33%.
  • Combustion (Combustion Band) - Replaced Resistance Reduction with 45 OA and DA Reduction (stacking), increased Fire Damage by ~33%.
  • Mark of the Stone Thane (Mark of the Stone Thane) - Replaced Resistance Reduction with 80 DA Reduction (stacking), increased Physical Damage by ~38%.
  • Mark of the Fallen (Signet of the Fallen) - Replaced Resistance Reduction with 15% Outgoing Physical Damage Reduction (nonstacking), increased Vitality Damage by ~33%.
  • Merciless End (Band of the Merciless) - Replaced Resistance Reduction with 120 DA Reduction (stacking), increased Bleeding Damage by 33%.
  • Eternal Haunt (Band of the Eternal Haunt) - Replaced Resistance Reduction with 8% Total Damage Reduction (nonstacking), increased Cold and Aether Damage by 40% and 33% respectively.
  • Hellfury (Hellfury Band) - Replaced Resistance Reduction with 100% Reduced Health Regeneration (stacking), increased Fire Damage by 45%.
  • Venom of the Black Matriarch (Ring of the Black Matriarch) - Replaced Resistance Reduction with 15% Melee Fumble Chance (nonstacking), increased Poison Damage by 45%.
  • Widow’s Bite (Widow’s Bite) - Replaced Resistance Reduction with 180 Defensive Ability Reduction (nonstacking), increase Vitality Decay Damage by 38%.
  • Curse of the Void (Voidheart) - Replaced Resistance Reduction with 15% Outgoing Total Damage Reduction (nonstacking), increased Chaos Damage by 50%.
Explanation

No Ring provides stacking Resistance Reduction anymore (other than Chillsurge/OFF-type Rings). Yes, this makes the rings that did so in the past notably weaker than their peers, because they were balanced around having that resistance reduction. The next update (could be in an hour, could be in a week, whenever I decided to sit and think on it) will address bumping up the affected Rings/their procs to make them competitively appealing in such an environment.

“But Ceno,” you ask, “doesn’t this also result in a buff to enemies?”

I’m glad you asked. Yes, it does, which is why I’ve also reduced enemy resistances across the board (except for Lightning, which had no RR Ring option), in Elite and Ultimate (+Ascendant) and at all playercounts (did you know enemy resists scaled with multiplayer playercount? I didn’t!) by…7.

“Why 7?”

There were three possibilities with building a character in the past. Either you used no RR Rings, you used one RR Ring, or you used two RR Rings. Not all builds/damage types had two RR rings available to use, and even for those that did, there was no guarantee you’d necessarily opt to use both…or, in extreme cases, any. To achieve a balance between these three realities without upending overall gameplay, I chose 7.

Some pre-existing builds will do slightly less damage now. Some won’t change very much. Many alternate options will be created as competitive choices.

That’s the goal.