![]() I guess the catch is that I think nerfing does create more balance, but I don't think it would persuade people to play a mod. I am not sure however if rare charms should exist at all or not.Ħ Creating expensive cube receipes to downgrade HRs. Although I was very sceptical about rare charms being ever balanced there is a posebility creating a heavely nerfed prefix and aflix pool so rare charms could have a place in the game. ![]() (For example changing the max defense of a sacred armor to 700 instead of 603)ĥ Enable rare charms. Automods are fully revertable to 1.13cĤ Increase the defense of several elite items to match their requirements. (An example of an automod is the allresist on white pala shields). I won't disable Mal runes from dropping however.Ģ Nerf Ber runes by reducing the CB% to 10 and the dr% to 4.ģ Enable more automods on various base items, for example staves and other unused items. Whenever such an item returns to 1.13c the level req is normal and the item can be used aigain. This disables several runewords including three broken ones, CtA, Grief and Infinity. A very simple change where I increase the requiered level of Mal runes to level 100. ![]() Well lets move on to the checklist.ġ Ban Mal runes from the game. I have created a tread about several sugestions on Rare and Magic items and some helpfull advise came in by various members. ![]() I am sure nearly everyone has heard of my "little project" as an attempt creating a balanced patch. I am in need of your opinion on various subjects. Moddisclaimer: I created this tread due to not going offtopic at my other project related topics. ![]()
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