Technique Rebalancer

⭐ ⭐ (138 endorsements) 📥 2,129 downloads 📌 v1.0 📅 8/7/2020
⚪ Last updated 2021

By caer · Gameplay Effects and Changes

⬇ Download Mod Source: Nexus Mods 📅 Updated: 1/17/2021 📅 Created: 8/7/2020

🔍 Analysis

  • 👍 6.5% endorsement rate — high engagement, a strong quality signal
  • 🏆 #32 of 65 Gameplay Effects and Changes mods in this game by downloads

📋 About This Mod

This mod rebalances most weapon techniques to make them a more useful part of your arsenal. In practice this means almost exclusively buffs, though some techniques are changed in utility rather than numbers, and some are just changed

Weapon Techniques in Bloodstained ROTN are often really cool looking and some feel really good to use, but they are quickly massively outshined by the vast array of shards available to the player. A lot of them can't compete with shards in either damage or utility, and some techniques are almost bafflingly useless.

This mod won't fix that problem entirely, as upgraded shards will always continue to rain supreme in their utility and ease of use, but hopefully this will make each one feel like a valuable tool to use alongside your current shard setup for specific situations that require it.

DISCLAIMER: The balancing is made with difficulties hard and above in mind, and for a player who is not into grinding out shard upgrades, simply because that is how I play. I've never played on normal so I don't know if anything is overtuned for that difficulty, and if you stop to grind up shards I'm guessing you'll probably find them  outclassing your techniques anyway.


Versions

This mod comes in two versions:

Randomizer version

This is my recommended version. It is particularly suited for playing in the randomizer mode due to the following changes:

  • []All mastery requirements heavily reduced.

    Since you do not get weapons in a normal order in randomizer, it is a pain to have to use a much weaker weapon for long stretches just to master its techniques. Lowering mastery fixes this. It still requires successfully using the technique a few times to encourage trying them all out.

  • []Valkyrie Sword now has its unique technique enabled from the start, without requiring mastery of all other skills first.

    Mastering all skills in randomizer mode is an almost hopeless task. This makes the Valkyrie Sword more fun when you find it, and if you find it early you can use its technique to go into hidden desert even without water movement shards. NOTE: This comes with the side effect of mastery level no longer being displayed in the in-game Technique menu. However all skills can still be mastered as usual, and mastery should be quick enough for it not to be a big problem. To make mastery of all skills still be possible, the following changes were also required.

    []Backer weapon Prismatic Heart at max upgrade level can no longer be used to learn Force Blast

    []Fragarach can now be used to master Parry

Normal version

Contains balance changes only. Does not change Mastery.


Technique changes

Great Swords

Trucidating Gyre:

  • [] Massively stronger last hit

  • []Rising animation hits are now counted as a guard move

    []Slightly increased hitbox size on last hit

    Comments:

    This move was almost completely useless in vanilla, outside of a few niche cases. Damage output was lower than what you'd get from just doing consecutive hits during the same time frame, and it was almost completely impossible to avoid taking damage. These changes more than double the damage you can get out of it, so it will always respect the time you put into executing it. Note that the rising animation attacks are now a guard move, which means that they will not do any damage. If they hit anything at all (including projectiles) you will perform a Guard and get invulnerability until the end of the move. This makes the move require skill and timing but gives a massive payoff on hit. It is now my favorite move, and I especially enjoy killing Cyhyraeth with a perfectly timed attack against their forward charge.

Sickle Moon

  • []MP cost reduced 60 -> 45/s

    Comments: I found the vanilla move to have some niche usefulness when there's a long stretch before a strong foe, but the mp needed felt very restrictive. With this change a fully charged run requires 90 mp and deals around 5-6x your base damage.

    Katanas

    Crimson Storm:

    • []Damage modifier slightly increased (1. 2x -> 1. 5x)

      []Goes through enemies

      []Significantly larger hitbox (extends to the edge of the animation)

      Comments: Another candidate for most useless move in vanilla. These changes aims to make it useful in clearing corridors.

    Crescent Stroke:

    []Input changed to down -> up -> attack

📊 Mod Details

Game
Bloodstainedritualofthenight Mods
Author
caer
Version
1.0
Downloads
2,129
Endorsements
138
Category
Gameplay Effects and Changes
Created
8/7/2020
Updated
1/17/2021

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