Debonairesnake6 / LoLItems

Adding items from League of Legends to Risk of Rain 2.
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Kraken Scaling off Base Damage Instead of Total Damage #28

Closed 06Kioshi closed 1 year ago

06Kioshi commented 1 year ago

Loving the mod so far! The only issue I have is with the way Kraken Slayer scales. Scaling it based off of total damage would mean high attack speed characters with low damage as well as slow attack speed damage characters with high damage would both benefit from it.

I've been messing around with the Jhin mod along with your mod and I've had Kraken since stage 2 and its only done about 900 damage. I picked up I.E. for about 30 seconds and it already out damaged Kraken with a whopping 1500 damage. It doesn't make a whole a lot of sense in my eyes that they're the same tier but I.E. VASTLY out damages Kraken.

Also an effect like the bands and safer spaces showing when my next Kraken shot is going to proc would be nice. As well as a separate damage number in a different color so I can visualize the kind of damage its doing.

I understand it might be a lot to ask and of course this is merely a suggestion. Love what you're doing and keep up the great work :D

knightmare013 commented 1 year ago

i also this it may just be cause the stacking doesn't quite work as intended

Debonairesnake6 commented 1 year ago

I'm glad you're enjoying the mod, and thanks for the feedback! I'll summarize my response to your comments:

06Kioshi commented 1 year ago

Thank you for the quick response!

Totally get it being a design choice, whenever the damage is unbugged I'll have to try it on huntress.

And if your code is already oriented to having the stacks on each induvial enemy, you could instead display a "debuff" that showed how many more hits it would require for Kraken to proc on said enemy.

Debonairesnake6 commented 1 year ago

Pushing out the update now. I've updated the code so you can hit any 3 enemies, rather than requiring you to hit the same target. Also, I added the visual indicator, but I'm not in love with it. Even practising with 2 polylutes and 2 shrimps vs a single enemy causes it to freak out a bit and not be too useful. Play around with it and let me know what you think, but I think later in the game this would be kinda useless since there is no cooldown and it'll constantly cycle. I might remove this in the future if it provides no benefit past stage 2-3.

Regarding your suggestion around the visual debuff on enemies I specifically did not want to do that, as I didn't want to cause confusion with Death Mark. I don't think this should count towards Death Mark debuff stacks since a stack alone doesn't do anything, but if you can see it then people would think it would. Also, having a small number increment as enemies jump around would be a nightmare to follow properly.