Fragile Greed: Increases geo gains by a larger amount, and ever 1.5s you can spend geo to increase your nail damage by that much.Unbreakable: 75% dmg increase, but you do not take increased damage. Fragile Strength: Fragile: a 133% dmg increase, but double damage taken.Dash Master: Shadecloak also has no cooldown.Shaman Stone: Quadruples spell damage, but requires a full soul orb (3x cost).Soul Eater: Applies the Soul Eater Debuff.Soul Catcher: Applies the Soul Catcher Debuff.Stalwart Shell: Reduce damage taken by 1, to a minimum of 1.Many bosses have increase damage, but some damage is vanilla.Soul gain on the nail is nerfed, but scales as you upgrade your nail.This is due to how the game can be traversed in creative and arguably valid ways (or just in many different ways by default). So becoming overpowered for some early stuff by ignoring it and collecting strong charms will not be nerfed. Note that rebalancing is done over casual play Knowing which charms are the best and knowing how to get certain charm very early are not balanced around. The goal of this is accomodate builds that care about soul and builds that don't Soul while useful for healing will be harder to gather by default but some changed charms accomodate healing so focusing isn't a primary healing methodology but is still useful in cases. Base soul gain has also been nerfed, and this includes the base soul gain while wearing Soul Catcher/Eater so soul has more complex mechanics to be gathered quickly. Some rebalances of note is enemy health, as damage is much higher than before, and thus is much higher. This is heavily inspired by how RPG's handle orthogonality of playstyles and one should find themselves make a charm build to accomodate melee, spell, hybrid, or summoner styles. So old, somewhat unhelpful or hurtful, mechanics are made to be more valuable when making choices. To do this, we promote higherÄamage scaling, and upgrading your nail also affects your spells. That isn't simply just the caster playstyle that dominates the vanilla game. This mod designed as a way to help promote playstyles General changes are modified charm mechanics, rebalances to accomodate the heavy changes, and some newĬharms obtained through special ways in the game. They are doable if you know the bosses well, and don't require you to defeat any boss hitless or is unreasonable at +0, but is relatively harder than the base game. If you do not take advantage of the knowledge you have and explore you will be put into very challenging situations.
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