Links to most recent balance polls right here at the top:
Ice TB - Deep Freeze nerf:
https://nuudel.digitalcourage.de/3qD2kuYXn3Xf9nih
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It's working, yay! Working versions of the Extended BalanceMod can be found here:
https://github.com/Schwiegerknecht/ExtendedBalanceMod/releases
Go to the version you want, go to "Assets" download the source code as zip-file, right click "extract here" and put it in \Demigod\bindata\mods. Make sure you don't have an extra folder layer before the Hook-folder. The path of the Hook-folder for v0.2 should be: "..\Demigod\bindata\mods\ExtendedBalanceMod-0.2\Hook" (see also README.md).
If you try the mod, I'd be happy if you leave feedback (ideally collect it here but Steam is also fine). I'm also glad to watch replays of your games and see how it works out. Feedback is very appreciated since the exact values of a few of the changes (trinket prices...) are somewhat arbitrary. You can upload replays here:
https://app.box.com/s/qpx334amine2q3370x15mw0agxlafknj
For a list of changes in the Extended BalanceMod so far see the first reply in this thread or here.
For a list of the BalanceMod changes, see: https://forums.demigodthegame.com/423898/
See also the "Balance Mod 1.31 Tour Guide.doc" in the mod folder (Demigod/bindata/Mods/BalanceMod) for some of the intentions behind the changes.
Thanks go to reggird and especially to Koush for suggestions and thoughts.
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Original thoughts before v0.1:
I currently have some time and enough energy to try my hand at modding some more. So I'm seriously considering adding some more things to the BalanceMod 1.31. Things that aren't adressed in BalanceMod are artifacts (some of which are ridiculously strong, some too weak), and, I believe, many armor/glove/boot items that just are too weak to seriously consider for the value they offer for their price. Especially not when they're competing for valuable item slots with other (more efficient) items. So the main focus of this mod is to create more viable builds by buffing a lot of the currently unused (or even useless) items and to nerf certain items that have a very centralizing role.
Until we find some practical way to discuss this stuff over Steam (where activity of most players seems to be centered atm), I figured I'll provide a thread for ideas, comments and other feedback here. So if there's something that's always bothered about Demigod balance (even with BalanceMod 1.31), leave a comment.
EDIT: Koush took a look at some item stats and how much you pay for them by going off the starter items. This does not include favor items and trinkets. While there's necessarily a bunch of assumptions involved (there's also a few minor inaccuracies), the results actually come close to which items are popularly bought. So it can give a good first orientation to base initial changes on. (The biggest caveat is probably that HP is all in all more imprtant than mana, considering the damage that spells do. Some other things that are hard to quantify are item interactions, unique DG traits, items fitting certain playstyles, priest or other %-heals etc., etc.). Also, thank you Koush
See: https://www.mediafire.com/file/hr59py3pkjjdsgx/Demigodmath.txt/file
Changes that I would consider/Reasoning (to be edited):
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Orb of Veiled Storms (buff) - In vanilla, the DPS this gives is pretty weak for 8k gold. The effect in itself seems cool though, so I tried buffing it to make it more attractive. One suggestion by reggird was to increase the damage to be able to clear catapultasauri in one go, we could do that in the future, if Orb is still too weak.
Cloak of Flames (buff) - Increased the damage a bit. At the moment it is still one of those artifacts that you buy when there's nothing else to buy (Bulwark, Ashkandor...). Bulwark is probably still more attractive, but it would be nice to have the other artifacts be options worth considering once you have the money for them.
Unmaker (REWORK) - Since I decided to get creative with Stormbringer, I transferred the identity of mana artifact to Unmaker, which now has cooldown reduction and a Blade of the Serpent-like effect (thanks to reggird for the idea). Not a useable item anymore.
Stormbringer (REWORK) - The most logical change of all the changes here: Lightning occurs in storms, Stormbringer brings storms, ergo... I added the proc of Nature's Reckoning (with higher proc rate but less bounces) and the ability to summon waves of Hail. So now it's kind of a counterpart to Cloak of Flames (albeit more crazy).
Bulwark (nerf) - Probably the best artifact (or item in the whole game), with the best cost/benefits ratio. For changes see below.
Ashkandor (nerf) - Not very fun to play against and one of the central artifacts to get. Nerfing the crit damage in principle seems like the way to go (and hopefully you won't need the x4 crits anymore to blast through people having Bulwark). We can always tweak it of course if this nerf is too hard.
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Journeyman Treads (nerf) - Jtreads are one of the absolutely dominant core late game items. If you don't have them you're going to suffer. Lowering the speed boost and giving some other options for movement speed overall might be good for the boots items I think. For changes see below.
Assassin's Footguards, Desperate Boots (buff) - Added movement speed to hopefully make them alternatives worth considering, next to Boots of Speed and Jtreads, respectively.
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Armor of Vengeance (buff) - I removed the 10 HP regeneration added with BalanceMod 1.31 and gave it some flat HP instead (didn't think sustain fits with the vengeance theme, but you need something HP-wise). And I added an armor proc that increases the reflected damage for a certain duration, which I think makes the whole item a bit more dynamic and interesting. Should be effective when someone sends their minions to bully you. This might still need some thought, though.
Platemail of Crusader (buff) - Works in a few niche cases with BalanceMod. Added some flat HP.
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Theurgist's Cap (buff) - Since Warlord's Punisher and Gauntlets of Despair already drain absolute Mana, I kept the old WeaponProc, but added 50% Mana regen of your own instead. This needs experimenting though, I think it might be quite strong like this.
Vinling Helmet (buff) - This is just way to expensive for what it does, when Plenor only costs half. The proc chance is actually not shabby against minion builds or especially Rook. So ccarefully increased the mana you get.
Plenor Battlecrown (nerf) - Less base mana since it's so strong and cheap compared to other mana items.
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Gloves: I buffed pretty much all of them. If some of them seem too strong with those changes, remember that none of them give HP and cost gold that could also have been invested into HP items. I also kept the lifesteal restricted to the Rings (trinkets). Note the new WeaponProc on Doomspite Grips which is supposed to counter HP stacking. I also considered giving Wyrmskin an armor reduction WeaponProc, in case it's still bad.
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Trinkets: Keeping in mind that you can barely afford not to carry Teleport/Sigil/Lock, most of these need to be sold again anyway, at the loss of 20% of their value. Since many have cool effects, I lowered the costs quite a bit to maybe make them worth the temporary investment and have players experiment with them. Feedback is needed though. I'm sure we need to adjust this as we realize how useful these actually are.
Ring of the Ancients (buff) - Added lifesteal to fit the theme of the other rings. Might need adjustment, though, could be too strong.
Forest Band (buff) - The only true Minions-only item now gives them HP regen, so hopefully it can be considered.
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Dark Crimson Vial (nerf) - Increased cooldown to make it less spammable and to hopefully make players have to choose more carefully if they want to use it to increase lane presence or if they want to save it for the next teamfight.
Staff of the Warmage (buff) - Gives mana regen that scales with time. I thought of it kind of as a mana equivalent to Blood of the Fallen, but in late game mana just loses value compared to HP. Hopefully this makes it feel relevant (as you could sell Vlemish for an HP item instead).
Tome of Endurance (buff) - Minion HP regen for more Endurance. Kind of the BotF for minion builds, it was probably still a tad weaker than BotF. This seems like a nice bonus that
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EDIT: After looking at Koush's file:
Unbreakable Boots (nerf) - Reduce mana pool by 300-400?
Vlemish Faceguard (rebalance) - Reduca mana pool a little and instead give it more regen to differentiate it more from Plenor? (Though that might be unnecessary, just an idea)
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UB:
Acclimation nerf! It's still gonna be scary and tanky, but quite a bit less unkillable.
Oak:
Decreased Shield duration from 3/4/6/6 to 3/4/5/6. That seems like a more reasonable progression and you have to invest more into Shield, which I think is justified considering its strength. Perhaps even move the cleanse from Shield I to Shield II upwards. (I think the ingame description even says that debuffs are removed only at Shield III.) - See below.
Sedna:
Buff Yetis some more? Not sure against whom even the balance mod Yetis might be good. They're fat, maybe give them more HP/armor.
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Currency got a slight nerf, see discussion below.
Building Firepower (buff) - Since this line of upgrades was completely useless, we tried adding a tower range bonus that kicks in at level 2. So this is now an option to counter Siege Demolishers and Regulus' range.
Finger of God (buff) - You invest 4k to get a once per minute attack that can't hit moving targets. At half the cooldown, hopefully it's remotely useful. (That seems like the better route compared to having a random 2k true damage get that one game-deciding kill.)
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Another thing is braindead portal locking with Oak/Sedna(/Erebus). You teleport in, Shield/Silence/Stun, lock without risk of interrupt and then waltz away with JTreads. That leaves little room for counterplay. Apart from the JTreads nerf making it harder to make it back to base in time to teleport back to portal, I think forcing people to fight for their conquered portal makes the whole thing more interesting and fairer. The easiest way to achieve this is by changing the Cooldown and/or Duration of Portal Locks, which is probably the biggest change in this whole mod. My first thought was lowering the Duration below the cooldown of Teleport Scrolls. The idea being that you need to coordinate better with your team to actually get to the portal flag in time to hold it. The way it is (CD: 40, Duration: 30) the Cooldown is still 4-5 seconds longer than the Duration on Cataract (and longer on all other maps, which are more unbalanced when it comes to portals anyway).
Especially this one might require quite some experimenting to arrive at a decent result, but I'm sure it'll be interesting and could be very rewarding for making late game play more varied.
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One general thing that is still pretty strong is HP stacking. There is already a mod that changes priest heals from percentage-based to an absolute value I think. Maybe I still have it somewhere. A different route might be to make items do a % of a demigod's max HP (see Doomspite Grips). Those are pretty big changes, though, so probably hard to balance.
And considering the big amount of damage some spells do and how almost every DG needs to be in melee range to attack, it will be hard to create true alternatives to HP stacking.
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Happy discussing,
Schwiegerknecht