Author Topic: Soulvizier AERA - General discussion  (Read 351567 times)

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Offline Groom

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Re: Soulvizier AERA
« Reply #270 on: 20 February 2020, 00:59:10 »
Xiao Soul:
The % health cost is quite high (I haven't seen the Legendary one).
Cutting my health by 33% (Epic soul) is huge, even after what I benefit.

Or
Maybe this one is not targeted to a melee character? =)

Is StoneBinder's Cuff nerfed? Can Epic ones have +2 to all skill (Legendary +3)?

Offline mountainblade

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Re: Soulvizier AERA
« Reply #271 on: 20 February 2020, 01:03:57 »
Just bought Atlantis solely in anticipation of this mod. Nordic should be paying you a commission

Offline soa

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Re: Soulvizier AERA
« Reply #272 on: 20 February 2020, 20:22:32 »
Xiao Soul:
The % health cost is quite high (I haven't seen the Legendary one).
Cutting my health by 33% (Epic soul) is huge, even after what I benefit.
Or
Maybe this one is not targeted to a melee character? =)
Not sure, not my design. Base values are -24/-30/-36% in N/E/L (with a few random variance). It's one of the few souls that has a harsh penalty, maybe too much.

Is StoneBinder's Cuff nerfed? Can Epic ones have +2 to all skill (Legendary +3)?
I knew it would be polemical, but I nerfed it to +1/+1/+2 (same as Revenant MI armor). This should be a fixed number. They also have increased elemental resistance and require a certain level and more Dexterity.
I was just tired of seeing the same items on every char. Especially, items that are too good for many builds if not all builds just kill item diversity.
Maybe I can increase the drop rate now.
Soulvizier for AE, Ragnarok and Atlantis [released] :
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Overhaul mod with many new monsters, skills, items, features, balance and bugfixes. Increased difficulty.

Offline soa

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Re: Soulvizier AERA
« Reply #273 on: 20 February 2020, 21:02:17 »
Just bought Atlantis solely in anticipation of this mod. Nordic should be paying you a commission
Thanks !
But as any modder, my "payments" come from the other people interest and acknowledgements. And the fact I can play the mod.
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Overhaul mod with many new monsters, skills, items, features, balance and bugfixes. Increased difficulty.

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Re: Soulvizier AERA
« Reply #274 on: 21 February 2020, 01:25:48 »
Xiao Soul:
The % health cost is quite high (I haven't seen the Legendary one).
Cutting my health by 33% (Epic soul) is huge, even after what I benefit.
Or
Maybe this one is not targeted to a melee character? =)
Not sure, not my design. Base values are -24/-30/-36% in N/E/L (with a few random variance). It's one of the few souls that has a harsh penalty, maybe too much.

Having say 5500 HP and going down to 3500, is huge.
Maybe others agree that is quite harsh.

Is StoneBinder's Cuff nerfed? Can Epic ones have +2 to all skill (Legendary +3)?
I knew it would be polemical, but I nerfed it to +1/+1/+2 (same as Revenant MI armor). This should be a fixed number. They also have increased elemental resistance and require a certain level and more Dexterity.
I was just tired of seeing the same items on every char. Especially, items that are too good for many builds if not all builds just kill item diversity.
Maybe I can increase the drop rate now.

That answers it! I was farming 6 stonebinder's cuffs, and all had +1 at epic.
Thought the random might be 1-2 + skills at Epic, but had to double check at forum (especially when one dropped with nice suffix).

I'm torn if it should be nerfed or not (and at what stage, maybe only Legendary?).
On normal and Epic, SBC is not required as maybe in legendary.

Normal and epic is; you mostly go with what you find (unless one of your res is lacking and the +skills is good addition).

How about this idea: Put a penalty (our double penalty) on SBC?
Say: -% health and -% Dex?

Offline soa

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Re: Soulvizier AERA
« Reply #275 on: 22 February 2020, 12:18:15 »
That answers it! I was farming 6 stonebinder's cuffs, and all had +1 at epic.
Thought the random might be 1-2 + skills at Epic, but had to double check at forum (especially when one dropped with nice suffix).

I'm torn if it should be nerfed or not (and at what stage, maybe only Legendary?).
On normal and Epic, SBC is not required as maybe in legendary.

Normal and epic is; you mostly go with what you find (unless one of your res is lacking and the +skills is good addition).

How about this idea: Put a penalty (our double penalty) on SBC?
Say: -% health and -% Dex?
I think it's best not to give it a penalty. It still has a good bonus in Normal/Epic. I prefer to make it the dex version of revenant stuff (which is too rare).
Soulvizier for AE, Ragnarok and Atlantis [released] :
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Overhaul mod with many new monsters, skills, items, features, balance and bugfixes. Increased difficulty.

Offline icefreeze

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Re: Soulvizier AERA
« Reply #276 on: 22 February 2020, 12:24:01 »
If still kept the original +1/+2/+3 at N/E/L difficulty, you can raise the Dex requirement of SBC to very large amount, which is very dependant for Dex base build.

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Re: Soulvizier AERA
« Reply #277 on: 22 February 2020, 12:43:15 »
If still kept the original +1/+2/+3 at N/E/L difficulty, you can raise the Dex requirement of SBC to very large amount, which is very dependant for Dex base build.
That's another option. Now the requirements are :
Normal :   level 13   STR 82   DEX 152
Epic :   level 48   STR 156   DEX 409
Leg :   level 66   STR 200   DEX 564
Could be pure Dex with same stats as base game and these req :
Normal :   level 13   DEX 162
Epic :   level 48   DEX 451
Leg :   level 66   DEX 619
Soulvizier for AE, Ragnarok and Atlantis [released] :
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Overhaul mod with many new monsters, skills, items, features, balance and bugfixes. Increased difficulty.

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Re: Soulvizier AERA
« Reply #278 on: 22 February 2020, 12:54:23 »
Other topic, on Spirit mastery.

1/I tried to modify Mayhem to make it an acceptable skill but Mind Control is really too broken. I can't make it a taunt skill either, it would be too much like Spirit Lure.
I have to drop the skill or really change the way it works.

Here are some suggestions :
- to make it a Spirit Lure modifier. Spirit Lure already taunts monsters inside its radius, it could cause fear or confusion to some monsters outside.
- to make it a Spirit Lure modifier, that steals life of enemies and then heals the player.
- make it another spell type

2/ Would you like Life drain and its modifiers back in the Spirit skill tree ? Anyone uses Bone spire and its modifiers ?
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Overhaul mod with many new monsters, skills, items, features, balance and bugfixes. Increased difficulty.

Offline icefreeze

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Re: Soulvizier AERA
« Reply #279 on: 22 February 2020, 14:08:38 »
If still kept the original +1/+2/+3 at N/E/L difficulty, you can raise the Dex requirement of SBC to very large amount, which is very dependant for Dex base build.
That's another option. Now the requirements are :
Normal :   level 13   STR 82   DEX 152
Epic :   level 48   STR 156   DEX 409
Leg :   level 66   STR 200   DEX 564
Could be pure Dex with same stats as base game and these req :
Normal :   level 13   DEX 162
Epic :   level 48   DEX 451
Leg :   level 66   DEX 619
I think Dex requirement at Legendary should be higher, like 650 or more, so it very related to Dex base build. Epic requirement should raise too, about 450 or more.

Other topic, on Spirit mastery.

1/I tried to modify Mayhem to make it an acceptable skill but Mind Control is really too broken. I can't make it a taunt skill either, it would be too much like Spirit Lure.
I have to drop the skill or really change the way it works.

Here are some suggestions :
- to make it a Spirit Lure modifier. Spirit Lure already taunts monsters inside its radius, it could cause fear or confusion to some monsters outside.
- to make it a Spirit Lure modifier, that steals life of enemies and then heals the player.
- make it another spell type

2/ Would you like Life drain and its modifiers back in the Spirit skill tree ? Anyone uses Bone spire and its modifiers ?
- Spirit with Deathchill Aura works best at close range, why do you want to make enemies that already far away from you stay away even more further?
- If you can want to make new spell, i have a idea: a skill that's boost dmg that multiplier by total number of enemies you killed in duration (like 15, 30s or so).

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Re: Soulvizier AERA
« Reply #280 on: 22 February 2020, 15:50:14 »
- Spirit with Deathchill Aura works best at close range, why do you want to make enemies that already far away from you stay away even more further?
- If you can want to make new spell, i have a idea: a skill that's boost dmg that multiplier by total number of enemies you killed in duration (like 15, 30s or so).
- It was just an option to get more CC. It can be more taunt radius instead of fear.
- I can't make a spell based on the number of killed enemies. There's no option for that.
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Overhaul mod with many new monsters, skills, items, features, balance and bugfixes. Increased difficulty.

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Re: Soulvizier AERA
« Reply #281 on: 22 February 2020, 16:30:26 »
So how about reflect some % dmg in duration, because Necrosis reduced enemies dmg, so you give new skill reflected a lot %dmg without worry it imbalanced (ofcourse except someone play without Deathchill Aura, which is big disadvantage).

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Re: Soulvizier AERA
« Reply #282 on: 22 February 2020, 22:08:33 »
So how about reflect some % dmg in duration, because Necrosis reduced enemies dmg, so you give new skill reflected a lot %dmg without worry it imbalanced (ofcourse except someone play without Deathchill Aura, which is big disadvantage).
I suppose you mean Ravages of Time.
RoT reduces Physical and Pierce damage (in SV), so it reduces your Reflect damage, but there is also Insidious Miasma and Necrosis that reduce enemies resistance to Life Leech, Vitality, Bleeding, and Poison.
So against most melee/close enemies it will diminish the reflected damage, except if they have a lot of LL/Vitality/Bleeding/Poison.

I don't have an option either to create reflect damage over time, only retaliation over time can be created. Or +% modifier to retaliation over time.
Reflect with Spirit auras would reduce the damage of monsters close to you (mostly melee), but distant enemies would take the full reflect damage. Not sure this is very balanced.
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Overhaul mod with many new monsters, skills, items, features, balance and bugfixes. Increased difficulty.

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Re: Soulvizier AERA
« Reply #283 on: 23 February 2020, 05:01:53 »
I mean, it grant reflected x% (all)dmg  in 30s or so.

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Re: Soulvizier AERA
« Reply #284 on: 01 March 2020, 22:17:04 »
Next update 1.4 is scheduled for next week (Monday or Tuesday).
Because the mod now has less bugs and more content, and also because there is less feedback, I'll reopen the beta for 5 more people.

After that, I plan to add in SV 1.5 :
- 1 more elite group
- 2 more heroes
- 1 more forged item
- some balance and bugfixes
- (maybe) new menu and some QoL

And at this point, I may release the whole mod publicly if beta testers think it's OK to.
Soulvizier for AE, Ragnarok and Atlantis [released] :
https://titanquestfans.net/index.php?topic=1201.0  / Discord : https://discord.gg/qs9t6AA
Overhaul mod with many new monsters, skills, items, features, balance and bugfixes. Increased difficulty.

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