- Generic mod enabler not working for sacred 2 mod#
- Generic mod enabler not working for sacred 2 Patch#
- Generic mod enabler not working for sacred 2 upgrade#
I had to tune down a bit their duration as a consequence, but I really think this new version would make them more appealing to use. However, their high ressource cost (2 zeal) make them not very flexible. I especially find that Commands needed a bit of rework (bar the rez command) : I love the idea of a Paladin yelling its (instacast) commands in the middle of the battleground. Mid to High level abilities are often mediocre, which is especially bad for Single Class. This basically gives Mule Kick +2 PL.Īccording to what I've read, people tend to consider Paladins get most of their goodies at low level. There was a glitch that counted Mule Kick as P元 instead of PL1, so I corrected it for ruleset consistency.
Generic mod enabler not working for sacred 2 upgrade#
A PL 3 upgrade of a PL 1 ability used by a PL5 character will for example get a scaling of +4. Most upgrades use the PL of the original ability. Damages are tuned down to avoid instant damage spamming) (This is meant to make this ability more focus on the tactical pull part. (A Tier IX ability that only redirect damages feels a bit weak if it also takes time to use) Inspired Discipline 10s Acute & Swift -> 15s (this is intended to be a bit of a reward buff for Fighters going Single Class) (this is intended to be a bit of a reward buff for Fighters going Single Class) The problem is not so relevant for fighters though, so I only had to buff a couple of their abilities. This is even more true for Tier VIII and Tier IX abilities that are intended to be Single Class specialities, but are often less efficient than low level ones. Abilities that cost 2+ more ressources often don't bring that much compared to 1 ressource ones. However, I really wished I could get other people opinions before "officially" releasing the mod.Ī common problem with Martial Classes is that the raw power per ressource of their abilities scales poorly.
Generic mod enabler not working for sacred 2 mod#
The first part of my mod is about Fighters, Paladins and Chanters.Īll the changes below have already been implemented and quickly tested to ensure their technical feasibility. These changes are in red below.Īs I fear powercreeping, I think the mod would feel more "legit" with these nerfs. As this is a Single Player game, people may not like this, so I will deliver them in a separate package (some abilities with major rework will also be part of this separate package). Please note that there would be a couple of nerfs included in the mod. (there are a couple of changes that I will override though, for various reasons explained in this thread)
Therefore, I don't want to override most of what they already did, so I will start from this basis.
Generic mod enabler not working for sacred 2 Patch#
The Community Patch really did a good job toward these objectives. Correct a couple of weird mechanics to make them more consistent with generic rules. Ensure diversity of possible builds for each classes, Ensure that Tier VIII and Tier IX are interesting enough to go Single Class, Make most abilities worth including in a build, Some of the changes should work for TB but I haven't tested them.) (Please note that this mod is designed for RtwP.
The balance between various classes is currently quite good, but most players would agree that there are currently "good" and "bad" abilities. I have just started working on my own mod which will aim at making the game more balanced.