Onslaught Series Tournament Rebalance Mod

Unfortunately I don’t have time to do deep tests… however, considered the great respect I have in your work (its enough to think to the great things done with the previous mod), I still wanted to take a look and say my first impressions.

Exactly as I thought, your work takes the game a step further (with a small exception regarding GK: the nerf is inexplicable :open_mouth:, in my opinion the career should be rather buffed)… however I would like to say a few more words about Foot Knight.

As said he’s a step forward, no doubt, but I don’t appreciate too much the logic behind the buff… as they were mostly focused on the aggressive side of the career.

I’m not saying it’s wrong that our FK also has an offensive niche but since almost the whole cast is already composed by aggressive careers (as well as all Krub’s others), I’d like to see FK more focused on the defensive/support side.

I summarize my opinions in some points:

  1. the first problem consists of tier 10 talents… and it’s twofold:

    • Have at Thee! and Crowd Clearer are redundant, they occupy practically the same niche, they take up too much space… and if we consider that FK is mainly a tank and that these talents are “aggressive”… the problem becomes more serious.
    • if I want to play with a shield, which seems legitimate to me, tier 10 row is almost useless… also considering how Staggering Force badly synergizes (continue in the 2. point).

    My solutions are two: we can merge them (Have at Thee! and Crowd Clearer) into a completely new third talent, be it a combination of the two… or we could move them to return to the configuration that the career had in the very first part of the last BBB (continue in the 3. point).

  1. Staggering Force and some stagger power amons the passives. Here too the problem is twofold: on the one hand Staggering Force talent is useless: with “aggressive” weapons there are better options, with shields it doesn’t add any unique breakpoint… on the other hand there is a lack of some stagger power as passive to underline the identity of the career, as if his training as a knight gave him a special way to wield weapons (a bit like Merc has cleave);
    Adding some stagger as a passive, imo, would solve both problems: we will have a FK able to do little more stagger than the other characters with whatever kit we give to him… and the combo Staggering Force + the new passive stagger could unlock interesting breakpoints for shields.

  2. please let’s reintrode the ability to use It’s Hero Time and Inspiring Blow at the same time, as could be done in the first phase of the last BBB… the combination of these talents really gave us an unique and brilliant way to play FK, perfectly in line with his style… if we think that it has been canceled to get Have a Thee! and Crowd Clearer back on the same line, it makes the problem even worse.

  3. there would be tons of cool talents in line with a defensive and support career… rather than throw in one that boosts melee power, I’d add options like the old dear Tremble (enemies hit by the charge take more damage, maybe with a little buff).

  4. increasing aura’s range is undoubtedly wise but, as long as it does not give more incisive bonuses (such as HM, Engi, Merc, GK’s ones) it will remain bad. 15% damage reduction, especially now that it stacks in a multiplicative way, doesn’t make much of a difference.

  5. damage reduction: for a tank, not having even a 25% dr (since 15% and 10% aren’t additive) is simply bad.


Thanks for reading!

Just FYI, the mod was made for the very limited scope of the dwons tournament. All changes were made specifically with dwons in mind which addresses a lot of your concerns. In addition, the tourney is already almost over so it’s too late to make any changes.

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Tbh most of those “buffs” are to talents that are already top tier for that class putting niche talents further down the garbage

could you elaborate on changes you dislike?

I don’t think your claim really holds weight overall. Maybe there is a specific instance or two that you’re talking about though?

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You either need to start playtesting, or take a look at the tourney that happened with that mod.

Careers you would never see in a competitive group, like FK, or BH, got plenty of play and screentime.

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You’re referring to things like buffing Have At Thee and Crowd Clearer while leaving Staggering Force unchanged right?

I don’t think row talent balance was the mod’s main concern. I wasn’t one of the modders, but from my perspective it looked like it was about getting at least one version of a career good enough for people to sometimes pick them over the default meta ones in the tourney. One example of success was the number of Foot Knights in the tourney.

A full in depth rebalance of the weaker careers that makes each talent on each row equal would take a lot longer, and to their credit they did make some of the weaker talents better, like Pyro’s Exhaust.

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