Project Cornucopia: The Unofficial Rebalancing Mod

this is the kind of mod I’ve been waiting to see come out for GD. I look fwd to witnessing the passion and new challenges that arrive from your dual efforts. gg

that is exactly what I said / tried to say :wink:

I’ve lost the exact quote but some time ago medierra (or maybe Zantai? Pretty sure it was medierra) mentioned the idea of moving the auras to components on Jewelry, which would solve the problem for 2H getting only 1 aura as well as the weapon swap problems. I’ll talk about it a bit with doom, but it sounds like a concept worth investigating for a mod. If we can think of a good way to go about this, we’ll give it a try. But this is a very preliminary comment; by no means am I implying that this will happen in this mod or the next one.

Just food for thought. :slight_smile:

Speaking of Dual Wielding and 2H
We still need that devotion that lets you Dual Wield 2H weapons in exchange for some downside ;o

As for components and 2H, if this is an issue and 2H is not as viable because of it then perhaps simply buffing the base damage of all 2 Handers is a viable option? This would allow them to spec less into damage and have a bit more freedom to make up for the components (or alternatively get moar deepz).

I personally haven’t tried playing with a 2H so I’m not sure if this is an issue or not.

OFF now applies its resist debuff and Cold Damage over time to Freeze-immune enemies. Damage and Resist values will be adjusted accordingly.

drops mic

dies twice

Adding extra 2H components is a bad idea in an already overly big loot table. Combining components - now that’s pretty good. Please do also do an overpass on 2H itemization though.

Hell yeah! This mod is already worth it.

If mod is about balancing and adjustments, any plans to get rid of the stun mechanics?

What sort of stun mechanics?

In general.

It’s an ancient mechanic infiltrated by the influence of RPGs, where it served right. But not much in aRPGs. Since D2, every developer shoves it up here and there by habit not even thinking why.

It disables your character and completely negates his progression, items, abilities, skills. He’s nullified and dies helpless.
Meanwhile, knowing how powerful it is, developers take actions to make sure the player won’t ever be able to stun a great part of the mobs all around. So it serves as a tool to mostly fuck up the players, rather than an ability to work around.

On a side note, GD is so cluttered with various damage/debuff types, that the majority of the players take stun resist more as an exception when it comes together with good items they want to use anyway, rather than to purposely work around it.

Stun is unfair mechanic, an outdated nonsense. So I’m asking if you ever had any intentions to look over it.

Sure, we’ll take a look at it in the enemy polish phase.

I don’t know if we’ll outright remove it though. I think there are aspects of Stun that can work well in an aRPG. The Warden is a good example of this; his stun is very well telegraphed and is avoidable if you care to do so. We’ll certainly get rid of any unavoidable CC (cough Alkamos cough) because, well, as you said, it basically just completely nullifies your character. But at the same time, that sort of power can make a fight more involved and overall more interesting.

Because the enemy polish phase is such a ways off I’m hesitant to give any definitive comments on the matter, but my thoughts RIGHT NOW are to remove Stuns/Freezes/etc. from commonplace enemies that swarm you in Ultimate and relegate it to heroes/bosses or rarer enemies (Shamblers, for instance) with well-telegraphed applications of the CC. Does that sound appealing, or no?

I’d love to see more discussion on this matter if anyone would care to join in. :slight_smile:

It also makes sense. Rare encounters with telegraphed special abilities are one (you get prepared, alert, take precautions in advance, act accordingly), trash mobs stunlocking you all around is another.
On the other hand, if we take the aetherial nemesis, for example, he just brilliantly represents how a top tier monster which actively uses stun, can shit over you.

Heh. Part of me wants to keep that in…but at the same time, basically nothing Valdaran does is telegraphed, so…

shrug

All in due time. :slight_smile:

Good news :wink:

I’ve landed back in NYC. I look forward to dedicating more time to modding.

Getting stun locked by mobs seems like poor design to me.
Same for a boss. Stun locking is annoying.

Buy telegraphed stuns are fine. Flesh hulks stunning is fine.

And a challenge dungeon that has mobs that can stun lock you seems fine as well. It’s side content built to make players adapt, and not be accessible to as many builds as main story content.

Just my thoughts.

I don’t know when you run into packs of 5 Flesh Hulks it can be quite annoying :slight_smile:
Fought Benn’Jahr last night on my DW Melee Witch Hunter with zero stun resists and zero entrapment resists, God was that painful. Definitely won’t be doing that again. Most annoying 4 minutes ever (atleast I killed him tho I guess)

Just wanna say with the stun it is fine in small doses(or large doses as long as the fight is built well enough) but random trash mob’s stunlocking you is a bit different.

Though careful about what constitutes a trash mob. I didnt mind those Skeletal monstrosities too much, until i was stuck in a smallish room with 9 of the bastards when i tried to cleanse a devotion shrine is SoT(ultimate):(. My first death was not pretty :frowning: In saying that overall i still they are fine. Hard CC can break the game pretty easily, hence the multiple of nerfs in Diablo 3(and PoE) of CC overall, resulting in cc resistances building on hit, or individual skills such as Critical Mass :(,

I too have noticed that Monsters get all the good CC and stuns, its a pain to gear for too. (Thank you Scars of Battle and Conversion :)). There is what 4 different Hard CC types -Stun, Freeze, -Petrify and Entrap. The slows are pretty brutal too. I do like it, to a certain extent as a player that enjoy’s the Art of Kiting, but damn Grim Dawn is brutal on kiting :/. Interested to see what you guys come up with.

One of the things I really want from this game - ingame music for every boss, and certain unique mechanics that differentiate them from each boss - you can see this in TQ

Ex.

Telegraphed attacks
Attacks that require a certain resistance to survive
Bosses that appear only in a certain difficulty
Bosses that appear only in certain locations with chests(rather than orb), which allow for greater chances to roll loot (orbs are not fun btw) ex. Talos, Hydra.
Special Elite Mobs with powers that are difficult to deal with ex. Cyclops before Typhon. Yes, there are certain Aetherial mobs like those big zombies, but they are easy to be honest.
More Secret quests (this includes easter eggs such as pop culture references)
Class specific quests (Ex. a soldier quest involving tracking down a Black Legion Champion that suddenly went AWOL). You can design these in such a way as to make certain classes only to trigger them ex. only Warder can trigger said quest, etc. I don’t know if this is possible, but it’s interesting for me to ask.

Probably late to the party, but RE: IEE

When I’m planning a character that takes Arcanist IEE never crosses my mind (other than %crit on Ele Balance). For me I feel that Arcanist has plenty of cross mastery desirability; I never find myself struggling to justify adding Arcanist to any character. It is also my opinion that IEE is not particularly strong for the Arcanist Mastery. Flat damage is mostly wasted due to a lack of %wep skills. Energy regen is nice at early levels, but Arcanist also gets more energy/spirit and has Inner Focus. %Phys conversion provides no benefit when %wep damage is missing.

And that’s just the base skill the modifiers are not much better*. I try not to compare the skill to other similar skills (different mastery is different) but purely from a point investment perspective the IEE line costs more and offers less. Perhaps moving the %castspeed from Reckless Power (in conjunction with a potential cap increase) would help. I’m also not a fan of Ele Dot damage so my knee-jerk is to scrap that, though I’m sure others could argue to keep it.

  • Elemental Balance is actually pretty great but only because of the %crit damage. The % Ele Dot portion could disappear and I would still take Ele Balance as frequently as I currently do.