Craft to Exile [Dissonance]

Craft to Exile [Dissonance]

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Change Crits and Buff These Effects

JonGamer16 opened this issue · 3 comments

commented

Is your feature request related to a problem? Please describe.

I don't like the RNG crits. Sure, they're probably fair and have their uses as surprise damage, but we lose jump-crits for it, which removes a lot of depth from melee combat. Being an experienced vanilla PvP player, I do a lot of jump-crits, and at least to me, that's what makes vanilla swordfights interesting.

I also noticed that potion effects like healing, absorption, and regeneration don't do much at all. They need a buff in order to become relevant again.

Describe the solution you'd like

  1. Remove crit chance and replace it with movement speed or something else. It might actually be okay to replace crit % with movement speed % 1:1 if it doesn't easily go above 25%.

  2. Make jump crits always apply your crit multiplier, but also nerf that multiplier by a lot. The overall extra damage from crits should be a bit higher than the current crit system to compensate for the increased predictability and the extra challenge of spacing and timing.

  3. Buff Instant Health, Instant Damage, Absorption, and Regeneration to affect a percentage of your max HP.

  • Instant Health: Heal 20% of max HP per level of healing
  • Regeneration: Heal 5% of max HP per level every 3 seconds
  • Absorption: Increase Magic Shield by 20% of max HP per level
  • Harming: Deal a maximum 20% of HP per level in either nature or divine damage

I wouldn't be opposed to different calculations for the effects, but these numbers resemble vanilla Minecraft, which I trust is pretty fair, except Harming, which ought to be nerfed since there's no protection enchantment iirc. Going with this might benefit HP builds more, but those will also be weaker to harming potions.

You can ping me on discord if anything needs clarification; I'm JonGamer16#0033.

commented

Hi, pls don't remove crit :) thanks

commented

I get it, shame that jump crits couldn't be brought back. You gave a good thorough explanation, and I'll respect your stance on it. Definitely do the important stuff first.

commented

Hi thanks for feedback.

I'm not removing crit... Crit is an integral part of action rpgs (and rpgs in general), so the whole point of the mod is to add that and to remove the jump crits. You don't have to use crit if you want more damage. That's why there are nodes like Power Overwhelming - for people like you who don't want the RNG.

As for the minecraft effects, I do agree its a shame they're sort of useless but it's not a matter of "buffing" them. What you suggest is a total mechanical overhaul of how those potion effects work, and while it's a good idea and I'd be willing to tackle it someday, it's not high on my priority list and may break some current Mine and Slash mechanics (so it would require a lot of rebalancing).

^ the whole thing with mine and slash is resource management, and being able to craft potions to heal your HP kind of undermines that ideology. Not to mention, what about the Magic Shield users? They would sort of get scuffed unless I made some new potions or tied it into the Harmony node (which again, takes a lot of time/rebalance).

Hope you understand.