tirsdag den 22. december 2015

Potions and Mutagens Tweak.

Most of the mutagens are kinda useless, and those, which are not useless are insanely OP. So, I’ve been thinking about them recently like 2 hours ago or so and I had a great idea of how it is possible to balance them:

1) Tweak named mutagens and make them usable by changing their bonuses from just Power/HP to something like Hypnosis Resistance or Infinite Night Vision, etc. It would be really cool to see them as some gamechangers, which makes Geralt different, as well as forcing a player to choose between making decotions or just using mutagens the way they are.

2) To complement the previous system it would really good for gameplay to implement more thoughtful Mutagen Decotions system:

First, thing to do is to make decotions last forever.

Second, tweak their effects and add more negative bonuses to stats:
Alghoul Decotion

Toxicity:90
Instead of loosing Adrenaline Points with each received damage Geralt gains 0.3 adrenaline point upon every hit. Increases hp up to 2500, but reduces damage to 15%.
Ancient Leshen Decotion

Toxicity:120
Signs cost 50% less stamina, however reduces hp for 2000.
Arachas Decotion

Toxicity:80

If inventory is less than a half of its maximum increases Geralt’s damage resistance to 20%, however applies effect of Heaviness on every armor piece, doesn’t stack with any other effect, which affect armor type, so the decotion always overrides other similar effects.
Archgriffin Decotion

Toxicity:80
Every successful hit damages Geralt for 350 hp, however amplifies his damage from 0 up to 50% depending on remaining hp with granting maximum bonus at 10%. (Is this possible to create such effect?)
Basilisk Decotion

Toxicity:70
Every applied sign increases the sign power for 10% up to 100%. Reduces critical chance and critical damage for 1.5% up to 15%
Chort Decotion

Toxicity:50
Provides complete resistance against to the Stagger effect and reduces the Knock-down effect to Stagger, however makes it impossible to apply bleeding/poisoning/burning effects with a sword.
… You got my point. I had a little time of thinking deeper about this, so i am ready for an open discussion.
I really don’t understand why CDPR removed negative side effects from potions as well as allowing a player to use potions from inventory during the combat, which makes a game pretty easy even on Death March difficulty as you level up some skill from alchemy tree and that’s without mentioning weird leveling system of the original game, but which was somewhat fixed in HOTS.

Tawny Owl and Superior Petri Philtre are the most imbalanced ones. The first one allows "I don’t care about my armor I just spam Quen and roll to win", and the second one just makes Sign tree almost irrelevant as it provides 100% igni burning effect and 100% aard knockback. so it would be cool to make some fixes for both of them:

1. Tawny Owl decreases Geralt’s sword damage to 20/30/40% depending on its level.

2. Superior Petri Philtre no longer guarantees the effect proc, but instead alongside its sign power increasing effect it also grants 5/10/20% elemental resistance and decreases critical damage to 15/30/35%

I haven’t thought about the other potions, but it will be really cool to make their use more risky and situational as well as more thoughtful by adding negative effects to them. The first most strange and imbalanced potions on my mind are Swallow, Superior Blizzard+Maribor Forrest and Superior Thunderbolt even bugfixed, however the rest of the potions are kinda useless.

I would be really pleased to work on those tweaks, so you can always contact me here.


P.S. Can you fix Axii cast point? So I can mind control enemies with Puppet even with Delusion 3? And there is a problem with 100% burning chance as it severely damages even over leveled enemies, so maxed out pyromancy or superior petri makes it easy to bring down targets with a higher level.





Potions and Mutagens Tweak.

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