So I've been testing this mod out a lot with the extensive modpack I'm working on, which includes a lot of other balance changes and additions. I wanted to give some feedback on some of the items as I've experienced them through playtesting, with the obvious caveat that some of them may have a different-than-intended feel as a result of my other changes. Let me know if you'd like my full changelog and/or mod loadout code.
DISABLED
- Mechanical Arm
- This item ended up feeling like it either didn't do much, or was a way to just one-click delete a boss whenever you felt like it. If possible, I think an interesting change might be to make you activate the item, and build up damage for a certain amount of time, then swing in front for some percentage of the damage dealt.
- Ratio Equalizer
- I actually quite like the idea of the item, but it's very easy to troll with this in multiplayer lobbies, so I had to disable it by default. I'm not sure it needs to actually set the health of allies around you to yours, as you are already taking a risk by using it at low HP, and it also becomes an incredibly powerful turtle tool if you use it to heal instead.
- Vendetta
- I have no idea when this is a useful item. Even in vanilla, allies die rarely, so this item procs infrequently and feels like a dead pickup most of the time. Additionally, in this modpack (which includes RiskyMod), drones are much tougher to kill, making this even more difficult to use.
- Choc Chip
- I actually disabled this one since it's buggy/not working correctly with the SotV buff/debuff changes.
- Mystic Sword
- Extremely powerful even at just one stack. Had to disable. Not sure how to fix, but there were some suggestions in another thread already.
Metronome
- Feels sort of weird/strange to use, plus it seems to be broken in SotV.
- Scratch Ticket
- Way too overpowered in certain situations, way too useless in others. I quite like the idea of a mini Clover, but it just felt bad to use in my testing, sadly.
- Treasure Map
- Disabled due to being broken currently.
CHANGED
I changed a few items to fit with RiskyMod's balance philosophy of removing area scaling and proc coefficients, so I won't list those changes here, since they are outside of the default scope of the mod. (Thank you for the granular config options, by the way!)
- Cutesy Bow
- Armor decreased to 30, down from 60.
- This item tended to last a lot longer than I thought it would, so having it at 60 armor was a huge bonus. I debated between this and halving the number of stacks, but I am trying out lower armor first.
- Armor decreased to 30, down from 60.
- Faulty Spotter
- Duration lowered to 7 seconds, down from 10.
- Minor nerf since it ended up being extremely powerful in MP lobbies. Not sure if it was warranted though.
- Duration lowered to 7 seconds, down from 10.
- Hiker's Backpack
- Removed built-in cooldown reduction.
- I honestly don't know why it has 8% CDR on it. It does little for most survivors, and a bonus stock to EVERY skill is already insane enough.
- Removed built-in cooldown reduction.
- Nuclear Accelerator
- Damage% per 1% of speed decreased to 0.1, down from 1.
- Damage% per 1% of speed per stack decreased to 0.1, down from 0.5.
- Sprinting no longer further increases damage.
- This item spirals out of control super quickly in most games, making Goat Hooves more than twice as good as they already are. My nerf is probably a little bit too harsh (I can probably bump it up a few decimals), but it was incredibly strong in testing. The sprint change is due to some sprinting changes in the pack, but it does seem very good even in vanilla.
- Puzzle of Chronos
- Health regen increased to 6/s, up from 3/s.
- This item is abysmal. Cautious Slug has the same effect while only requiring you to be out of combat. The fact that it stacks on all allies is fine in a full MP lobby, but worthless in single player. I'm still not sure it's worth taking at this value, but I'd rather not push it too high to start.
- Health regen increased to 6/s, up from 3/s.
- Spare Wiring
- Ok, this one isn't actually a change but I don't know where to put it. I'm not even sure if this item is working or not. If it is, there seems to be very little obvious visual or audible feedback that it is.
- Timely Execution
- Duration reduced to 5 seconds, down from 9 seconds.
- This one I made before most other changes; 9 seconds is a very long time, and 5 is already plenty to get away. It's basically a Dio's that regenerates, which is insanely good. However, this change is probably only necessary in my modpack specifically.
- Duration reduced to 5 seconds, down from 9 seconds.
- Treasure Map
- Unearth time reduced to 60 seconds, down from 120 seconds.
- Unearth time reduction per stack reduced to 25%, down from 50%.
- This item (if it worked) feels sort of like a second teleporter event with a smaller range and an (on average) better reward. However, you have to find it in the first place, and then stand still for two entire minutes to get your reward. It didn't feel very compelling.
That being said, I genuinely really love this mod and almost all of the items. They feel very much in line with the base game, the models are great, and they all work well for the most part. I could also be totally off on some of these, they're just the changes I made for the pack.