Project Cornucopia: The Unofficial Rebalancing Mod

Oh right. Righhhht. I should update. I found the problem. I can update a skill every 5 minutes or so now if I wanted to rush. :] The pace is good

sigh, please refer to my tutorial on efficient dbr editing. again,
http://www.grimdawn.com/forums/showthread.php?t=38045

I will add that just compiling your mod directly into the game install main db saves you time.
and is more reliable and faster to test.
Yes first run takes 5 minutes, subsequent runs take seconds, i will update that in the tutorial but i found it self evident as well as so many other things.

and do not use anything but stock files as templates/edit them directly.
anything else will put you at the mercy of the bugs in the dbr editor. no way in hell that thing was used to make grim dawns dbr files.
Or I am wrong and the quirks i experienced were purely the result of an unstable system…

Anyway I do like what you do, making things not broken is something i am also interested in doing.
And damn I’m envious, such thoughtful feedback…sigh.

Hey, I’m really interested in how this mod is going. Seems really interesting and like it has a solid design philosophy behind it.

I haven’t read the whole thread yet so I’m not sure if this has been brought up but perhaps it would make more sense to remove the Attack Speed cap entirely and rebalance attack speed across the board?

Glad you’re interested in the mod! :slight_smile:

Not sure if the cap can be outright removed, but we could set it to some arbitrarily high number. As it stands, we think there’s a good reason to have the cap (it keeps a balance between 2H/Sword+Board and DW). Having said that, we feel as though there’s room for build diversity and flexibility by bumping the cap somewhat higher to let people spec for speed if they so choose (by incentivizing alternatives accordingly).

Status update: Soldier mains, you’ll have a reason to take the Exclusive Skills (and Squad Tactics) again.


:wink:

People who main masteries other than Soldier, don’t worry. Your time will come.

That’s rather ominous.

Edit: Also thanks for the hard work. Definitely looking forward to some of the skill balancing. <3

I’m working on arcanist. Almost done with first draft. I want to believe my changes are moderate but perhaps I put too much flat aether on RP.

We want to take IEE in a better direction. The whole line. Ignoring the transmutor does anyone have a good idea for the whole line? Or does anyone think just buffing it will do?

Thoughts? If none I’ll just wing it :rolleyes:

Well, it’s an “elemental exchange”, so maybe focus on conversion / amplification within the elemental damage types? The Blood Orb of Ch’Thon’s elemental conversion applies not just to flat elemental, but Fire, Cold, Lightning, and their associated DoT’s, right? You would need to add a third modifier…but maybe have three modifiers that use the same mechanic to convert “Elemental Damage” to Fire, Cold, or Lightning depending on which you put points into? I’m not sure if that’s worth the skill points on it’s own, but it would give a more focused base for each modifier that you could build on with other thematic bonuses for the specific element.

This idea may well be terrible. It’s past midnight and I should really get some sleep.

Great idea for a mod, will play it/test for sure when it comes out.

My only suggestion is - buff 2H gameplay. And by that I don’t just mean melee, but also ranged. If that means a significant soldier/demo reworking, so be it. I’m also talking about itemization here including the sets.

2H, melee and ranged, should enjoy the new Cadence.

I know items don’t come until a much later phase, but do you have any rough ideas on what to do about the inherent disadvantage 2-handed weapons have with regard to components and augments?

Looks like some nerd by the name of Ceno hacked into our database and managed to record a video of him testing out the mod. Thankfully he didn’t get the entire version of the first release…

Certainly! Well, more accurately, no. But it’s something we plan to address.

As for buffing the line: The base skill could use a buff to the amount transmuted to Elemental Damage. Overload is a hot mess and should do something different. If this was PoE, then I would swap the elemental DOTs for effects like Shock, Ignite, Freeze, but Grim Dawn doesn’t have the exact analogous effects. Elemental Balance is OK.

One idea for a complete change for IEE could be to turn it into a high-cost toggle that can’t normally sustain indefinitely that is a damaging aura to fulfill a nice niche Retaliation builds have been looking for in the form of something that you can walk around and kill ranged mobs. Think of it like a more focused offensive Vindictive Flame. Then the transmuter could turn it into a CD skill that provides burst damage. You’d lose out on non-caster builds that use IEE to create an Elemental striker however so perhaps that’s not the greatest for build diversity. Unless perhaps the transmuter turns energy cost into health (at a much cheaper cost).

I’m not sure it’s fair to say the disadvantage is just component related. If we multiplied the stats and damage of 2 handed weapons by 3 they’d be nutso. So there are multiple ways to approach it. If you’re hinting at making 2handers have 2 component slots then I’ll tell you now I have no plans for such a thing.

I believe 2 handers can be supported via itemisation, transmutors and devotion. They just need more love them they are getting. I’ll probably normalize the base speed on 2 ranged a bit too.

I do want to play with augments in the next mod tho. I’m interested in making some 2 handed augments that don’t just offer better stats, but unique ones for 2 hander builds only.

that would require a change to the save format, I would not go down that route either. I do not even think the gap is all that huge, I do frequently end up using them as they are better than whatever gun I have available (and for melee we have Shaman)

I do want to play with augments in the next mod tho. I’m interested in making some 2 handed augments that don’t just offer better stats, but unique ones for 2 hander builds only.

if you separated out the components into 1h and 2h as has been done for augments, you pretty much resolved the 2h disadvantage imo, maybe some slight base item changes on top of that

OH THE THINGS THAT I WILL SHOW YOU!

I’m sort of against new 2h components as they’re annoying enough to farm and not clutter. Considered letting you combine 2 weapon components to make a 2h version at blacksmiths.

It is my hope that by improving and adding new 2h augments, as well as changes to base items, 2h transmutors and maybe a new constellation or two, the gap will be bridged.

looking forward to that :wink:

I’m sort of against new 2h components as they’re annoying enough to farm and not clutter. Considered letting you combine 2 weapon components to make a 2h version at blacksmiths.

yeah, that was my one concern too. Technically you still would introduce them, even if they can only be crafted and not drop :wink:

It is my hope that by improving and adding new 2h augments, as well as changes to base items, 2h transmutors and maybe a new constellation or two, the gap will be bridged.

no reason why it should not, in the end it is just base stats + components stats + augment stats = X, if you do not change components that just means you have to change the other two a little more to accomplish the same :wink:

But if I keep the components the way they are, I can make the 2 handers and their augments more impactful in of themselves. Theoretically.

Just get rid of auras from a lot of components and put more 2h-only skills (and more active skills in general) instead. Increasing the amount of components is the last thing the game needs.

I actually want the exact opposite of that. Normalize the auras so that both melee and caster/ranged builds have access to the different +dmg auras and add more auras with procs that do something. We already have so many components that add skills, especially redundant ones that have empowered versions.

Auras don’t play well with weapon switching and provide miniscule bonus to begin with.