I finally have a working skill-set together for my "Chefery" mod. One of the skills took me waaaay to long to work out how to setup properly. Anyhow, I don't want to release it without further testing, but I wanted to see if any of you kind people could vote on it's relative strength or comment on skills that need nerfed or powered up. Chefery Starting items 100%. Chef Hat: 5, 1, 1, 1 Fries with that? Spell, downtime 8, 3, Triggers "Burning Fries" Burning Fries - DoT 1, 5 turns. Midnight Snacking Chance at looting food upon hit. Food type and % chance varies by taxidermy. Meat from animals, veggies from vegetables, ect. Eating for Dummies Bonus 20 while eating. Oven Tested 2, 1, 1, 1 Chopped 1, 1 Spell - Buff, "Chopped": 2, 4, 2, 1, 1, 2 5mp [possibly too low], 5 turn duration, auto refreshes if possible Subtle Flavors 2, 4, 1, 1, 1, 1 Master Chef 10, 2, 4, 1, 1, 1, 1, 1, 1, 1, 1 My intent is not to make the game stupid easy to play, but I'm new to game balance. Any feedback would be appreciated.
Skill-specific notes: *Starting equipment is overpowered. Stats are not equally useful per point - get rid of either the regeneration and sight radius. *Burning fries needs to scale to something. 1 of any damage soon becomes meaningless given increasing health pools and resistances. *Anything more than 13 health regeneration and 7 mana regeneration is meaningless (and at lower numbers on anything under GR). Usefulness of regeneration drops off sharply after these numbers. *Subtle flavours and master chef need nerfs badly in the regen department. They actually give more than master of arms or ley lines, two skills that are dedicated to these things. General comments: *Do recognise that not all stats are weighted equal. The game becomes a lot easier at 1/turn health or mana regen - part of the struggle of a wizard is getting to the coveted 1/turn mana regen, which makes it a lot harder to run out of mana. Stats have various usefulness tiers per point - under the current mechanics, one point of regen, sight radius or armour is worth far more than say, one point of EDR or sneakiness, and you can see it reflected in most items. This may change with Wizardlands and sight cones, but them's the breaks for now. *Passive buffs tend to disinterest me, but that's just my own personal opinion - my philosophy is that interesting (not powerful) skills make for a better experience. If I were in your position, I'd try to have something that feels unique - not necessarily complex or demanding of modding skill, but something that stands out amongst the other mods. It can be done - radiant wizard and blood knight were my first and second skill mods respectively. Take apart other peoples' mods and see how the more interesting things work. As it stands, the skill feels boring and brings nothing new to the table, in my opinion.
Starting hat: Understood. Burning Fries: I tried various versions of this and had problems with it being way too strong. I will play with scaling and see if I can weight it to be useful later. Eating & 13: I did not realize this, thank you. My goal was to make food heal for 2/hp a turn and I had a very hard time getting this to work properly. I may have to ponder this one some more as if you have high this skill will become useless. Overall regen: Understood, thanks for the explanation. I was worried they were a bit high. passive/active: I often fall on the other end of the spectrum - but I understand. I'll rework the final two skill at least. Thank you very much for your feedback.
Conceptually - I like the idea. Tbh, i wanted to build a cooking mod to go with dire gourmand, but this skill does a lot of what i wanted mine to do, so i guess i'll let it rest (also, it gives me another reason to procrastinate on coding my own mod, so yeah sue me). If you are looking for ideas a couple of things that this mod DOESN'T DO that i wanted mine to do is this - "A food based recipe for every level" - Conceptually, you cannot really justify having a "chef" tree that doesn't allow you to COOK more stuff. Period. "A way to produce UNIQUE ingredients" - E.g. grow veggies and what not off of corpses and what not. Again, i feel there's no point in having a "chef" tree that doesn't give you MORE STUFF to cook with. Period. (Your tree does that, to some extent, but they have to be unique, and they should let you cook awesome things) Naturally, since you'll get these awesome recipes and ingredients at every level, you can't justify having that much stat outright. However, nothing really stops you from having awesome stats via "eating food". And because you only get these stats via "eating food you make yourself" you can justify them giving crazy stats and what not. E.g. The "ACME Jalepeno" - 5 turn food that also gives you a 10 turn "buff" passively gives you a chance to create one of the pyromancer nukes every time you attack. Also deals fire damage to you every turn (scaling on one of your stats to keep it relevant), and scales on one of the physical stats for damage (or the magical, gish ones, depending on what you want this tree to be). To add on what Icc has put out so far - Long story short; Icc's argument was essentially too much stats, not enough awesome. And I agree, btw. Cooking, imo, should be more about active/passive effects than raw stats. If i was doing it, there would not be any stats per level. The raw stats would come from the food this tree allows you to make Example of interesting on-hit effect - "Pound!!!" which applies the "Tenderized" debuff to enemies. Pound itself does damage, while tenderized gives a substantial - effect. (it makes them easier to cook, duh) Example of interesting on-player-hit effect - "Food for thought" you basically distract you enemy from how lame your recipe is by giving out a pseudo-scientific/romantic factoid about food - Debuffs adjacent enemies, lowering Example of interesting active effect - Fries with that (pretty much a very good example of an interesting active effect) Example of an interesting mana using buff - "Now we're cooking" (Gives extra offensive stats, but mostly a large chunk of based damage per hit, and increases the chances of your incredient finder procing (or, alternatively, produce higher tier incredients) Example of an interesting "food" offensive item - "Cooking disaster" - Toss the pot and the dangerous food inside onto the enemy, causing initial , then applies a DoT that does . Example of an interesting "unique recipe food" buff - "Obento", which give moderate hp regen (via the food itself), but most importantly gives a big, but brittle, buff to a few key stats. So you get to have the awesome stats, but you need to 1. Make the item that gives them, and 2. Keep making the item to keep them.
Many thanks for all the well thought feedback. I will make sure to credit you in my next version. Here is my new goal to aim for: Chefery Starting items 100%. Chef Hat: 5, 1, 1 Chefery pattern: "Un-grilled chese" Fries with that? "You make some fries, and shake the oil off nearby." Spell: 8 downtime , 0 mp, 3, scales off . Applies "Burning Fries" & "Greasy Mess" to target [if exists]. "Burning Fries" - DoT 1, 5 turns, scales off . "Greasy Mess": -10, -10, -10. Applies "Well Fed" for 10 turns to yourself. Mmmm Fries. Chefery pattern: "Well fried fries" Midnight Snacking "Where there's food, you won't rest until it's found and eaten." Chance at looting specialized cooking foods from your enemies. Food types vary by taxidermy. Chefery pattern: "Meat Bombs" Eating for Dummies "You have learned to not just eat, but truly eat your food." While "Well Fed" buff exists [while you're eating] gain: 2, 2, 2, 2. Chefery pattern: "Apple Dumplings" Dwarven Oven Testing "You try out the latest in dwarven cooking devices." 40 downtime, 0 mp. Selection of the following: [all scales off ] 85% - Spell - "That's no Oven!" - 6, 6 using spell template 03 [3 spaces ahead]. 33% - Self Debuff - "Not Wearing Mitts" - 4 over 5 turns. 15% - Spell - "Oven Meltdown!" - 4, 4using spell template 99 [2 spaces in each direction + diagonals + self] Applies debuff "Moderately Irradiated" to all targets. "Moderately Irradiated": [3, -10] for 10 turns. Chefery pattern: "Lightly Irradiated Potstickers" Chopped "You REALLY like chopping vegetables." When attacking vegetables you gain "Chopper" [4, 8, 2, 2, 2] for 15 turns. Spell - "Chop!!": 25 downtime, 8, scales off , applies debuff "Chopped!!" "Chopped!!": [-10, 2] for 10 turns. Chefery pattern: "Tofu Surprise" Subtle Flavors "You have mastered the flavors of cooking, all of them." Spell - "Flavor Injection" - Target becomes an ally for 25 turns. 50 downtime, 0 mana Target gains buff "Tasty and Delicious": +10, and [if possible] a lure type spell to encourage enemies to engage target rather than hero. Chefery pattern: "Meat Bombs XL" Master Chef "You have completely mastered all things chefy, even master chef Gordo 'Diggles' Rammey would be proud. Requires the utmost concentration." Buff - "Master Chef" - 10mana, 25 turns, 1, 5 50% Debuff on player hit "Food for Thought": [-5, -5], 10 turns. Chefery pattern: "Creme de Diggle"
Update now that I have a bunch of code together and partly tested. Chefery "You desire to become the best of the best at cheferyliness." Starting items 100%. Chef Hat: 5, 1, 1 Disposable Ingot Press, Sliced Bread, Grated Cheese Midnight Snacking "Where there's food, you won't rest until it's found and eaten." Chance at looting specialized cooking foods from your enemies varies by taxidermy. Allows looting of: Sugar, Butter, Diggle Eggs, Cream, Spices, Black Powder Chefery pattern: "Un-grilled chese" Standard food item. Fries with that? "You make some fries, and shake the oil off nearby." Spell: 8 downtime, 4, scales off . 20% Applies "Greasy Mess" to self. Applies "Burning Fries" & "Greasy Mess" to target. "Burning Fries" - DoT 2, 5 turns, scales off . "Greasy Mess": [-15, -15, -15, -1] for 10 turns Chefery pattern: "Fried Butter" Thrown weapon: applies "Greasy Mess" Eating for Dummies "You have learned to not just eat, but truly eat your food." While "Well Fed" buff exists [while you're eating] gain: 2, 2, 2, 2. Chefery pattern: "Lightly Irradiated Potstickers" Thrown weapon: applies "Lightly Irradiated" to anything in an area. "Lightly Irradiated": [2] for 10 turns. Dwarven Oven Testing "You try out the latest in dwarven cooking devices." 40 downtime, 0 mp. Selection of the following: [all scales off ] 85% - Spell - "That's no Oven!" - 6, 6 using spell template 03 [3 spaces ahead]. 33% - Self Debuff - "Not Wearing Mitts" - 4 over 5 turns. 15% - Spell - "Oven Meltdown!" - 4, 4using spell template 99 [2 spaces in each direction + diagonals + self] Applies debuff "Moderately Irradiated" to all targets. "Moderately Irradiated": [3, -10] for 10 turns. Chefery pattern: "Apple Dumplings" High quality food vegan edible food. Chopped "You REALLY like chopping vegetables." When attacking vegetables you gain "Chopper" [4, 8, 2, 2, 2] for 15 turns. Spell - "Chop!!": 25 downtime, 8, scales off , applies debuff "Chopped!!" "Chopped!!": [-10, 2] for 10 turns. Chefery pattern: "Meat Bombs XL" Thrown Weapon: to a template 10 area. Subtle Flavors "You have mastered the flavors of cooking, all of them." Spell - "Flavor Injection" - Target becomes an ally for 25 turns. 50 downtime, 0 mana Target gains buff "Tasty and Delicious": +10, and [if possible] a lure type spell to encourage enemies to engage target rather than hero. Chefery pattern: "Surprising Tofu Surprise" Artifact quality vegan friendly food. Master Chef "You have completely mastered all things chefy, even master chef Gordo 'Diggles' Rammey would be proud. Requires the utmost concentration." Buff - "Master Chef" - 10mana, 25 turns 50% Debuff when hit to target: "Food for Thought": [-5, -5], 10 turns. 15% stacking [8] self Buff when hit: "Stubborn Chefery": [1, 1, 1, -15 ] 20 turns. Chefery pattern: "Creme de Diggle" Artifact quality food.
I think you ought to scale the negative damage to self component (not wearing mitts, oven meltdown) on something. 4 is something you tend to get w/o trying. Edit - I assume this is part of your other mod, so I suggest you ask daynab to move it to the thread for completed mods you made.
All three of the spells should scale from and slightly from . I believe this is appropriate. I will modify my completed mod post once everything is locked down. [For example, I still haven't had any luck getting "Flavor Injection" to work right.] I was hoping to get some feedback on my new ideas separate from the final version thread. Which, btw I am grateful for.