Comments (4)
Over the last couple weeks we've done more testing. Number 2 is less of an issue than I thought, due to the smaller point potion being able to give you 5 back at a time. Enemy scaling issues are worse than I thought though. I ended up switching the server over to capping the level of enemies to the level of the player while I wait on a response, and around level 10-15 enemies start hitting so hard, it's 1 to 2 shotting us in full armor for our level. I then experimented with changing the bonus stats that enemies get per level in the config, and there appears to be some sort of disconnect with the math. Aka, if you give it a low number like 0.0001, low level enemies suddenly aren't able to hit you for more than 1 or 2 damage. Yet around level 10 or so, enemy damage spikes and they start 1 shotting you again, like if enemy damage raises exponentially per level and at some point it doesn't matter what you give it in the configs? Very weird behavior and I'm not sure what to do about it. Even if you don't like my suggestions, any advice on how to make this more playable would be great.
from age-of-exile.
Rebuilding my character to go full HP and full armor (only managed to get damage reduction to 30% and some random resists), I managed to get myself to survive 3-4 hits from regular mobs my level. But I'm still getting 1 shotted by random buffed mods. Then salt in the wound, the mob that killed me gets removed. And since mobs pick up gear, high chance of them taking any loot from other mobs with them. Hate to say it, but I'm throwing in the towel with this mod.
from age-of-exile.
Thanks to a random redditor, I just found out about loading datapacks with KubeJS instead of per-world, and being able to copy the data folder from jars to see the existing datapack structure. I see that a lot more of the mod is configurable this way.
from age-of-exile.
Most of these suggestions are not useful after the big 2.0 update as balance changed a lot, closing.
from age-of-exile.
Related Issues (20)
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from age-of-exile.