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I did use a mod called something like “armor based saving throws” that changed it so CON gives 1% status effect protection per point and then your % remaining armor would make up the rest. So if you got hit with the base 10 Con and had 60% armor after damage from an attack, the status effect would have a 70% chance to be shrugged off and not apply. With that system, even 0 armor leaves you with your Con value as protection from effects.
In the end I didn’t like it too much as enemy Con by the end of the game basically meant that applying status effects was sometimes as bad as 30% chance to apply since enemy Con gave them a 70% resistance. It was a decent mod up until the last act. It’s also the only one I tried that changed the armor system. Never had a problem with the armor system myself, so I didn’t try many mods out that affected it.
I usually find most complaints against the armor system somewhat misplaced, so if a conversation on that interests you, go ahead and share your thoughts first and we can chat about it. Otherwise, that’s all the wisdom I have to offer. I don’t even know if the mod has a Definitive Edition version as I used it before that version came out.
Only downside is how easy it is to use some spell like mind control and anti-heal (forgot the English translation, putrefaction ?). Terrain manipulation is more strong than ever.
But anything else in that mode is dope.
Armor/MR work mainly against low damage multi-hit, but there is a lot of dmg debuff.
On that point, hard-control (meaning you CANT do anything) are nerfed to only a few : Petrification (that give huge defense bonus), Snap cold (that is multiple water status) and Chicken form (that give +70% dodge). Terror is not that strong (yet a very strong debuff), knckdown slow, etc. . .
Stats and Skill are reworked to be more in line with each category strengh (buff, mobility, tankyness, ect).
The game is no more a Dmg-run to Hard-CC bosses that are then trivial. A physical or magical focused team is not the only optimal way to go. Hybrid party shine a lot more than in the base game.
I think it's decay (the one that makes you take damage from healing spells.)
If it was up to me I'd remove MC entirely or make it much harder to land (yes, that includes for the player as well, I never had much use for it). But one thing I noticed the AI LOVES to use, especially in big fights, is to use its cheating initiative to cast some big spell to destroy everyone's magic armor, followed immediately by MC / fear / madness. It 's annoying and just feels cheap.
( Agree on MC, not the kind of status i like in any game )
That's one of the partially strong point of DUnleashed :
1 - You know you WILL be MC, so preparation is key, and in a classic party, Clear Mind scroll is easy to either stack or learn with all character. (Moreover it's a very good buff). Plus there isnt much fight were it come in play.
2 - It come to YOUR advantage too. You can MC anything as long as not immune to.
3 - Terror is NO MORE that ♥♥♥♥♥♥ skip-turn debuff.
Armor is the same but all stuns were disabled, they dont exist. Its impossible to deny someone a turn.
Source has changed completely too, no longer its a resource you hog, instead it is something you generate in combat and it is used to enpower all abilities in the game in some way and you can dose abilities up to 3 points of source.
Yes, pretty much every ability can be dosed up up to 3 times, increasing its damage, utility or even gives them completely new abilities.
It also rebalances pretty much everything else. Not even Unleashed or Conflux gets this far as Epic Encounters.
It also adds artifacts which can let you make unique builds not otherwise possible in vanilla, bug fixes Taunting (so it actually works as intended) and tones down many meta builds in vanilla.
I could go on and make an essay to just describe the general idea of the mod... but i will spare you that, try it....