Open PollyEdaline opened 2 years ago
To add onto the MUL-T rework, specifically the new passive, it used to be that MUL-T had a passive in place of his current special, and it was called Multifunctional. It even had its own skill icon:
I can picture how this would be a solid overhaul to MUL-T's gameplay.
Items
Razorwire will naturally need to be strong since taking damage has such a huge penalty in this game.
Harvester Scythe's passive crit is mainly just there because people have grown to remember the Scythe+Instincts passive crit combo.
Berzerker's Pauldron is in a weird spot where it's really good in singleplayer but mediocre in multiplayer. My gripe with the Vanilla version is that it doesn't feel that good to stack and that its activation condition feels too conditional, but the modded version here is too easy to get permanent uptime on in solo. Not really sure what to do with it so I'll probably be leaving it similar to how it is currently, with number changes here and there.
I believe Lepton Daisy is fine as-is, as anything that requires you to stay in a circle ends up becoming less effective as the run progresses.
For Harpoon, I don't balance around modded items so no clue about that. I've been experimenting with 2s and even 2.5s duration on the Harpoon these past few weeks since it has been a common feedback, but overall I've found that it doesn't feel impactful/worthwhile enough for a Green item unless it's 3s.
Survivors For survivor changes, aside from Captain/Artificer (who are getting substantial changes in the next update), I don't have plans for any more major reworks.
Commando
Huntress
Engineer
MUL-T
Artificer
Acrid
EliteReworks
I've been using the mod for a while now in my in-progress modpack, which additionally makes a lot of other changes and additions. The goal is to improve and add on to the base game while keeping in with the game's style and theming. As a result, some of this feedback will be made with that in mind, and I'll try to note that where possible.
Increased monster spawnrates feels good, vastly improving the typical early game of waiting around for things to happen. This is a very common modding change, but it feels good here.
Drones are still a point of balance I'm not sure about. I've been experimenting with the classic "teleport gunner turrets to the teleporter on start" thing, but in this modpack they are actually quite powerful, and if you manage to stack up about 5 or more of them (which seems easy to do), they can end up shredding bosses later in a run and are very difficult to kill. However, without being moved to the teleporter, they also are useless the majority of the time, so I'm not sure what the right move is here.
Item feedback. I like pretty much all of the item changes. I also run Mystic's Items, Classic Items, and an experimenting with Tinker's Toolbox. All three mods are heavily tweaked and configured to stay in line with RiskyMod's overall balance philosophy, with many disabled.
Some survivor feedback. I haven't tested out everyone, and this section is going to include a lot more of my Ideas for some reworks and/or extra skills.
Commando
Huntress
Engineer
MUL-T
That's a pretty big rework, but I have no idea where else to put it.
Artificer
Acrid
Paladin
Finally, some Elite Reworks feedback, since they feel like part of the same mod anyway.
Overloading
Celestine
I've been having a lot of fun with the mod in general, and I probably forgot some points of feedback I wanted to give. It works well with my modpack, which ideally I'd like to actually release if Thunderstore ever lets you easily share modpacks with actual config options. If you want to talk about any of my feedback on Discord, my Discord username is Polly#8281. I'm also on the modding discord. Of course, I'm happy to discuss it here as well.