only way to see if it is working is to use a health pot. if the timer is longer then usual then it is in and working. Depending on ur if u have played other difficulties u may be able to change to nightmare or hard and see if they feel a lil tougher then usual. as far as items u won't really notice it as much due to well items u get are randomly generated and stats well either there statless or they have some.
i never really payed much attention myself to the loot unless it was something i could use. so i never got to really see the general range of stats in the regular game compared to this i have notice a lil higher stat generation on some items.
this works on newly created characters as well as ur saved ones. He just was pointing out that the mod won't change the item u already have in ur inventory. just what u get dropped from that point on.
Item Rebalance
Started by
Site Bot
, Nov 16 2009 02:11 AM
48 replies to this topic
#31
Posted 19 November 2009 - 02:28 PM
#32
Posted 20 November 2009 - 10:10 PM
Thanks for the support, fellers. There are absolutely some difficulty issues (normal is too easy). I'm actually happy with hard/nightmare as they stand for the most part (Nightmare is getting tuned down a tiny bit next update).
I felt like in the normal game the difficulty between normal and hard was what it should be but Nightmare is way too easy. There's four difficulties and there's no reason one of them can't be a true challenge. Fighting the little guy that pops out of the ashes in the wilds near the beginning of the game on nightmare (modded) was nice and exciting
You should be able to quickly tell if the mod is working by using a poultice and seeing if the cool down is 60 seconds vs the 5 it was originally. You could also start a new City Elf character and check the stats on the boots your father gives you right at the beginning, if they have 8 Cunning it's working fine.
I felt like in the normal game the difficulty between normal and hard was what it should be but Nightmare is way too easy. There's four difficulties and there's no reason one of them can't be a true challenge. Fighting the little guy that pops out of the ashes in the wilds near the beginning of the game on nightmare (modded) was nice and exciting
You should be able to quickly tell if the mod is working by using a poultice and seeing if the cool down is 60 seconds vs the 5 it was originally. You could also start a new City Elf character and check the stats on the boots your father gives you right at the beginning, if they have 8 Cunning it's working fine.
Edited by Wallets, 20 November 2009 - 10:12 PM.
#33
Posted 20 November 2009 - 10:51 PM
I just got done fighting that dragon (spoiler, highlight to read)
In short, I endorse this mod.
Spoiler
quest, I can honestly say that I appreciate the difficulty adjustment of this mod. That encounter would have been trivialized by spamming poultices. With the timer on poultices at 60 secs instead of 5 secs, the fight was truly a challenge that stretched your abilities more than relying on quaffing health poultices like Tic Tacs. In short, I endorse this mod.
#34
Posted 21 November 2009 - 01:01 PM
I love the increased emphasis on itemization. It makes finding new gear really rewarding, at least when that gear is non-generic. The pot cooldown timer is great, although I would still like *all* pots tied to a universal cooldown (perhaps allowing lyrium/health to be separate, however).
One gripe: early game, the difficulty is totally out of whack. Certain encounters (dwarven proving, for one) are, or are nearly, impossible on nightmare now. Then, once you start advancing a little, things become trivialized by a few insanely powerful bits of gear. Hopefully it levels off.
One gripe: early game, the difficulty is totally out of whack. Certain encounters (dwarven proving, for one) are, or are nearly, impossible on nightmare now. Then, once you start advancing a little, things become trivialized by a few insanely powerful bits of gear. Hopefully it levels off.
#35
Posted 22 November 2009 - 02:23 PM
thx for the mode dude,its nice.
but i think you should decrease the cooldown on the pots,for ex. the small lyrium have 1min...i think 30sec global decrease would be the best.(small,medium,big)
i play at hard,and after tried your mod i have spent half an hour with 1 random encounter:)
anyway,keep up the good work
but i think you should decrease the cooldown on the pots,for ex. the small lyrium have 1min...i think 30sec global decrease would be the best.(small,medium,big)
i play at hard,and after tried your mod i have spent half an hour with 1 random encounter:)
anyway,keep up the good work
#36
Posted 25 November 2009 - 01:27 AM
Hey,This mod is great however I would like to know if this mod is compatible with the current latest nightmare plus version as nightmare plus seems to change some items too.
#37
Posted 26 November 2009 - 01:52 AM
Maybe it's too much to ask,
but is it possible that you will rebalance new item froom DLC as well ..?
Thank You.
but is it possible that you will rebalance new item froom DLC as well ..?
Thank You.
#38
Posted 27 November 2009 - 03:59 PM
I'm curious what kind of gear there is for mages, maybe some robes that synergize with the arcane warrior specialization. In the game I think my mage only changed gear two or three times.
#39
Posted 29 November 2009 - 12:40 AM
What is the compatibility with Nightmare Plus of this mod ?
#40
Posted 04 December 2009 - 01:33 AM
This mod is a great idea, it's made the loot system in my game more rewarding and exciting. It also gives more options when choosing what to equip the party with. With that said, I do have a few suggestions that would make it even better (in my opinion).
First, I've noticed that most of the exceptional items from vendors seem to have been "nerfed", so to speak. I'm not sure what the intention was with doing that, but whatever the reason was, I think that aspect of this mod could have been done better. If the exceptional items are going to have significantly decreased power, the prices should reflect that. Also, if other items for sale that were previously inexpensive have had significant power increases, those should have the values increased.
Personally, I like how BioWare gave vendors an exceptional item or two and made them quite powerful but expensive. This gives players somewhere to spend a significant amount of gold on something that would likely be a big upgrade to what might have been found through adventuring. There needs to be enough highly desirable items on vendors to encourage spending a lot of gold. There also needs to be enough of them that even if players sell everything that they find and don't need, there's still not enough gold to buy all of those exceptional items. It forces the player into making choices, like... "do I want that awesome belt or the nifty amulet more? I can only afford one of them right now". An additional benefit of having a lot of the most powerful items on vendors is that it helps prevent coming across a bunch of the best gear in early stages of the game due to the non-linear way it's played. That's just my personal opinion on loot systems, I'm sure some others have the opinion that the best loot should be found through adventuring instead of bought.
In summary, great mod idea and makes the game more fun. Could use a little more balance on item power here and there, and a lot more balance on pricing and/or power of merchant's exceptional unique items. CD timer reduction for pickpocket is great and makes me more likely to use the skill, but I think potion timers could be decreased a little bit from where you have them now. I haven't had problems as extreme as some others seem to when it comes to enemy magic resists, but a slight reduction there would be maybe be nice too.
Don't get me wrong, I like this mod a lot. Just trying to give some feedback. Thanks
Edit: Also, any plans to make changes to the DLC stuff like Shale crystals, warden commander armor, etc? Would be nice if those could be rebalanced a bit to fit the rest of the item changes.
First, I've noticed that most of the exceptional items from vendors seem to have been "nerfed", so to speak. I'm not sure what the intention was with doing that, but whatever the reason was, I think that aspect of this mod could have been done better. If the exceptional items are going to have significantly decreased power, the prices should reflect that. Also, if other items for sale that were previously inexpensive have had significant power increases, those should have the values increased.
Personally, I like how BioWare gave vendors an exceptional item or two and made them quite powerful but expensive. This gives players somewhere to spend a significant amount of gold on something that would likely be a big upgrade to what might have been found through adventuring. There needs to be enough highly desirable items on vendors to encourage spending a lot of gold. There also needs to be enough of them that even if players sell everything that they find and don't need, there's still not enough gold to buy all of those exceptional items. It forces the player into making choices, like... "do I want that awesome belt or the nifty amulet more? I can only afford one of them right now". An additional benefit of having a lot of the most powerful items on vendors is that it helps prevent coming across a bunch of the best gear in early stages of the game due to the non-linear way it's played. That's just my personal opinion on loot systems, I'm sure some others have the opinion that the best loot should be found through adventuring instead of bought.
In summary, great mod idea and makes the game more fun. Could use a little more balance on item power here and there, and a lot more balance on pricing and/or power of merchant's exceptional unique items. CD timer reduction for pickpocket is great and makes me more likely to use the skill, but I think potion timers could be decreased a little bit from where you have them now. I haven't had problems as extreme as some others seem to when it comes to enemy magic resists, but a slight reduction there would be maybe be nice too.
Don't get me wrong, I like this mod a lot. Just trying to give some feedback. Thanks
Edit: Also, any plans to make changes to the DLC stuff like Shale crystals, warden commander armor, etc? Would be nice if those could be rebalanced a bit to fit the rest of the item changes.
Edited by KennewickGuy, 04 December 2009 - 01:47 AM.



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