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Heavy Enemies + In-Game Talent Injector is usually where I point players as a starting point. It's the intended difficulty. When I tried to make it part of the base game I got backlash. I guess players didn't want to pick Tactician instead for some reason. There are other options which work with Conflux like EUO2 (Discord only), Enemy Randomizer (the mod) and a few others.
I've thought about making Escapist more powerful. 3 charges instead of 2 and giving NPCs the Perseverance rank bonus. I don't want to kill CC though and end up with a Sustain + DPS meta instead. I want everything to be viable but I think in cases with high min/max players it's easier for them to rely on the CC + DPS tactic due to damage output.
I'm open to ideas on Discord.
Unfortunately I tried to make Heavy Enemies an in-game option with limited results. It works for single player by writing a json file but it only does this for the host of the game so it didn't work in multiplayer.
I then tested with other difficulty mods, but the idea of flat % increase for armor/vitality seems off: You either get overwhelmed early game or overpowered in endgame. Plus those mods usually override Conflux's scaling property so mixing them together is not viable either.
Don't get me wrong, I love this balance mod and it's been a game-changer. Essential if you've been playing the game for quite a while and are looking for more thrilling challenges. And that got me thinking, is it possible to configure the scaling multiplier in armor, or even vitality in strategist mode?
It goes after the main Conflux mod.
You can load and unload it once. It will not sync NPC HP loading a 2nd time if you're within the same Act. It will refresh once you change Acts though.
lvl3 crocodiles on the beach keep destroying me. But if I disable this specific buff, everything seems alright.
Not sure if it is intended. Maybe HP should scale a little bit smoother. Or maybe I need to bring more cheese (e.g. heavy abuse of new statuses).
It is my first run since the initial playthough many-many years ago, so I barely have any meta-knowledge.
Just wanted to share feedback. Maybe it is alright, and no action is required.
It's just power creep counter scaling. After adding so many new skills and reworking every talent in the course of 5 years the bar kept going up on player damage output. When I tried to make it part of the base mod it divided the community.
You may not find it entirely needed in Act1 esp other options enabled.
Is this recommended if you're already injecting enemy talents, buffs, etc. and playing on strategist?
No problem. This has always been available. It was just a GitHub download link.
I decided to make it an unlisted mod on Steam so people can add it to collections.