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View Full Version : Tired of Viagra Spawning.



Stormy Fairweather
01-01-2010, 03:26 AM
I am tired of mods that add huge hordes of fluff. When you are killing a thousand monsters per ten minutes, there is zero individual distiction. When a game has such a fantastic system of equipping enemies with random gear that you may want, I would hope that would be a signifigant mechanic.

I mean, you should know a mob is packing a particularily good piece of gear BEFORE he is dead. It should matter. If you are fighting lvl appropriate mobs then it should be demanding enough that thier gear has an impact.

The reason for this post? I been looking into this mod, and I finally decided to give it a go. After spending nearly an hour, in game, pouring over all the new 'paths' and some really neat ideas, I finally settled on a character plan and started playing, only to encounter xmax mobs. I hate it. I mean, I feel like mario surrounded by goombas, adding more goombas does not make it any harder, it only increases your rewards.

My suggestion; release a lower spawn rate version with tougher mobs. With huge endless hordes of marshmallows it matters not at all where you are or what you are fighting, all non boss monsters are handled the same way and it becomes repetitive.

ShadowLAnce
01-01-2010, 05:36 PM
The spawns aren't actually xmax, but 3x. Which has been the standard spawn # since the start of the mod. Which I only bring up because the Paths are balanced with increased spawns in mind. With a normal amount of spawns and tougher monsters Paths like Sekhmet, Mind, and Venefici will be hugely more powerful than most other paths because of their strong single-target ability. For example Sekhmet's weakness of not having much crowd control is unnoticable with normal spawns and it just feels like easy-mode, even on hard/insane. Same can be achieved with Mind and Mental Strike - Center Power. Whereas paths like Khloros, Poseidon, and especially Dokkaebi will likely feel very weak. Though you could make a build specifically for normal spawns, many skills would be near-useless.

I didn't increase spawns to make it tougher, I know it doesn't increase difficulty, which is why I adjusted the XP formula so you don't benefit much from hordes of weaker mobs, but benefit more from the challenges. There is still the increased loot and gold obviously, but I bet "viagra spawning" still increases the difficulty for people with low-end computers due to frame rate loss ;)

Here are two extra patches, a 1x and an xmax. I get just as many complaints about not having an xmax version :)

As for "fewer mobs that are tougher", try 1x Insane (it's not meant to be impossible). It should be more what you're looking for.

Thanks for checking the mod out!

1x Spawns for 1.2
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http://www.sendspace.com/file/4f3npv
http://rapidshare.com/files/328968346/1xPatch1.2.rar


xMax Spawns for 1.2
--------------------
http://www.sendspace.com/file/zr9h28
http://rapidshare.com/files/328975595/xMaxPatch1.2.rar

Stormy Fairweather
01-02-2010, 07:03 PM
I was hoping you would release something like that.

I use double or nothing, and while the 2x exp does not seem to be kicking in, the xp loss on death does, and I am almost certain the buffed monster stats do as well. With just a hard install I am having to work to kill stuff, and I am liking it.

Though I am only lvl 5 so far, I think the balance is looking pretty promising.

ShadowLAnce
01-02-2010, 07:43 PM
Awesome, glad your having fun :D