All In Tweakage
Hey, man, are you tired of cooldowns? They friggin’ suck. You wanna use your Scoundrel abilities without using friggin’ daggers? They friggin’ suck. You tired of friggin’ rocks dealing magic damage while your hands that give people cancer deal physical damage? This mod’s for you, tough guy. Enjoy.
This mod attempts to change the balance of combat by doing a lot of things, but mostly allowing physical-based melee characters to have fun. Due to reduced cooldowns, the AI may go crazy with some abilities, but that’s okay, we like Living on the Edge 😉
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SOME FRIGGIN’ FEATURES
-Necromancy makes more sense (most skills deal magic damage, Black Shroud no longer costs Source)
-Geomancy (rock based) abilities deal physical damage
-Rogue abilities de-toxified, meaning you can use Rogue skills with more builds (most skills only require melee weapons, Throwing Knife and Fan of Knives don’t need anything in hand)
-Cooldowns reduced across the board (abilities bumped down by 1 turn on average)
-Reactive Armor ability de-nerfed
-Warfare abilities de-nerfed (damage upped on some abilities, Thick of the Fight, Overpower, Onslaught require no source)
-Underused touch abilities require less AP to cast, touch-range abilities have better cooldowns than ranged on average
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TO DO
-Balance the new ability economy
-Rejigger loot tables
-Balance ability requirements and memory cost so that players are encouraged to specialize a little more
-Implement movement abilities for Geomancy, Pyromancy, Hydromancy
-Implement an Unarmed class (probably going to piggy-back on Polymorph)
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COMPATIBILITY
-As of Jan. 6, 2019, this mod touches basically every skill. I would not recommend using other mods that make broadly sweeping changes to skills.