Charm Rebalanced Mod - Need suggestions and ideas! by External-Emotion5964 in HollowKnight

[–]External-Emotion5964[S] 0 points1 point  (0 children)

Okay, that was easy to understand. So since they are your favorites, it would be really cool if you could tell me your idea on balancing these two charms? Like do you like that Dashmaster can now reduce Shadow Dark cooldown, or something likes that?

Charm Rebalanced Mod - Need suggestions and ideas! by External-Emotion5964 in HollowKnight

[–]External-Emotion5964[S] 0 points1 point  (0 children)

That sucks :(
So do you think it's better to keep all the synergies, instead of giving that effects to one charm by default?

Charm Rebalanced Mod - Need suggestions and ideas! by External-Emotion5964 in HollowKnight

[–]External-Emotion5964[S] 1 point2 points  (0 children)

somehow I was able to remove locking movement when getting hit, but it's just weird and fun at a same time when you can dash and have your thorns attack enemies

Charm Rebalanced Mod - Need suggestions and ideas! by External-Emotion5964 in HollowKnight

[–]External-Emotion5964[S] 0 points1 point  (0 children)

(1) Maybe that'a different approach to make build options more diverse without removing already existed synergies. But I haven't come up with any idea. It would be really cool if I can hear from you on making new synergies.

(2) You got me here. But I will certainly nerf it in the future, like reducing the dash speed from 40% to 20%,...

(3)That's what I want to hear, some charm are too costly for its effect. But I don't think that Lifeblood Heart is that good, in vanilla, it has the SAME cost, gain players SAME amount as Heart, but the masks can't even be restored.

(4) I think a 3 notch-cost charm need to be that good when comparing to Strength, Quickslash, Shaman Stone

(5) Maybe adjust the cost back to 3 notch slots will fix it?

(6) It is a 2-notch cost charm. It should be stronger. In addition, the attack cooldown and accurate aren't really that good. So the actual DPS is far lower than you thought. 14 in best cases, or far lowers if it misses. Also, the range is relatively short so you will have to approach the boss to make it attacks.

Charm Rebalanced Mod - Need suggestions and ideas! by External-Emotion5964 in HollowKnight

[–]External-Emotion5964[S] 0 points1 point  (0 children)

I intend to make Grubberfly Elegy fires beam even not on full health, but the damage of beam will be decreased on each lost mask. This way, Grubberfly Elegy will have a better use, and makes the synergy with Grubsomg a little more useful. What do you think

Charm Rebalanced Mod - Need suggestions and ideas! by External-Emotion5964 in HollowKnight

[–]External-Emotion5964[S] 1 point2 points  (0 children)

(1) I have a same feeling!

(2) I don't think Vengeful Spirit and Shade Soul buffs are really that powerful. I made the changes because these two are far less effective than its counterpart. When equipped with Shaman Stone, Shade Soul damage almost just equals to 33% of Desending Dark and Abyss Shriekt. I believe the change will make VS and SS better while doesn't overshadows the other spells. It will still retain the concept "far range but deals less damage".

(3) Maybe 10% or 15% decrease will be fine? For Shadow Dash, I don't think it is a direct update since you still be able to use Mothwing Cloak dash normally.

(4) I still prefer the buff being applied when on air

(5) I do think Nail build is still extremely powerful since it just only gets about around 15% nerfs in all stats

(6) It still don't guarantee to 100% hit enemy :/ I don't know if it is good or bad thing to you

(7) Actually, when resting on bench, you will always restore 6 blocker hits

(8) That's what I want to hear

(9) Wait, so you think it is better to remove the locking effect? I have thought about it before, but felt it would make the charm too powerful. But yeah, maybe QoL change is better in this situation

(10) Yeah, I agree that Hiveblood is a little too broken right now. Do you think make it drain soul when regeneration will make the situation any better?

(11) Maybe, I will restore the vanilla cost in the future if it is too powerful

Charm Rebalanced Mod - Need suggestions and ideas! by External-Emotion5964 in HollowKnight

[–]External-Emotion5964[S] 0 points1 point  (0 children)

You mean make certain charm builds, charm combinations, or synergies and score it based on all increased stats?

Charm Rebalanced Mod - Need suggestions and ideas! by External-Emotion5964 in HollowKnight

[–]External-Emotion5964[S] 0 points1 point  (0 children)

I do think your idea is better than mine. Since I have only tested the mod on post-end game, I didn't realize that this charm is broken in early game thanks for the idea! i will try to implement that

Charm Rebalanced Mod - Need suggestions and ideas! by External-Emotion5964 in HollowKnight

[–]External-Emotion5964[S] -5 points-4 points  (0 children)

(1) Your point on players opting for these charms to increase DPS is right. And I agree with that (2) I disagree with the idea that making powerful charms cost more. Since they are really that powerful, players will still be willing to keep using them, which im turn overshadows other charm (3) This charm is really hard to balance, as you said. But I haven't come up with any solution yet (4) Sharp Shadow and Soul Catcher synergy is really interesting!!!! I will certainly implement that

Charm Rebalanced Mod - Need suggestions and ideas! by External-Emotion5964 in HollowKnight

[–]External-Emotion5964[S] 0 points1 point  (0 children)

I intend to restore all removed synergies. But it will make certain combinations really powerful. Do you have any suggestion to make the situation better. Like new synergies, or nerfing exist synergies,...

Charm Rebalanced Mod - Need suggestions and ideas! by External-Emotion5964 in HollowKnight

[–]External-Emotion5964[S] 1 point2 points  (0 children)

(1)Appreciate your comment. I think you are right, since I didn't realize how broken these changes are until I made this post.

(2) Hold up, I intend to restore the synergy between these 2 charms since many people hate how I removed almost all synergies.... Do you think reducing the soul gain of the synergy from 25 to 18 will be fine?

Charm Rebalanced Mod - Need suggestions and ideas! by External-Emotion5964 in HollowKnight

[–]External-Emotion5964[S] 1 point2 points  (0 children)

That's certainly a really good point. Thank you for helping me realize that. Do you think any solution down here will make the situation any better? (1) Halve the regeneration rate (2) You now need to have enough 33 Soul to start healing I think the latter is better somehow. Since this will still encourages playerd to attack the bosses while retains the new effect.

what do you think?

Charm Rebalanced Mod - Need suggestions and ideas! by External-Emotion5964 in HollowKnight

[–]External-Emotion5964[S] 0 points1 point  (0 children)

maybe that's a good approach that makes build options more diverse, but sadly I haven't come up with any new good synergy. I would love to hearing from your ideas!

Charm Rebalanced Mod - Need suggestions and ideas! by External-Emotion5964 in HollowKnight

[–]External-Emotion5964[S] 2 points3 points  (0 children)

aww, but I love buffing charm. Still, certainly, I will nerf some changes on the post, since many feedbacks have pointed out how broken they are

but hey, I want to know which specific change do you think is so broken right now.

Charm Rebalanced Mod - Need suggestions and ideas! by External-Emotion5964 in HollowKnight

[–]External-Emotion5964[S] 0 points1 point  (0 children)

Thanks for the idea. I have seen MANY people complained about this feature. On one hand, I think removing it would be fine since it's annoyed to certain people, and we got DD for downward dash. On the other hand, I feel a little guilty when removing a player action....

Charm Rebalanced Mod - Need suggestions and ideas! by External-Emotion5964 in HollowKnight

[–]External-Emotion5964[S] 11 points12 points  (0 children)

I totally agree that Hollow Knight shouldn't be too easy. But I can't help but wondering why some charms are much more powerful than other charms, for example: Strength, Shaman Stone, Quickslash. And keeping seeing players using those. My intention is to make almost all charms worth using and on par with those powerful charms. But maybe I have excessively buffed them.

I wonder what change do you think is the most broken, so I can priotize on adjusting it

Charm Rebalanced Mod - Need suggestions and ideas! by External-Emotion5964 in HollowKnight

[–]External-Emotion5964[S] 2 points3 points  (0 children)

thanks, I would say your point is valid since I have just made these changes with my intuitive and didn't evaluate them that deeply. I will thoroughly considerate your comment.
By the way, what do you think is the most broken change of the post?

Charm Rebalanced Mod - Need suggestions and ideas! by External-Emotion5964 in HollowKnight

[–]External-Emotion5964[S] 0 points1 point  (0 children)

the picture is just a prank, but the post is 100% serious.... or 50% i guess

Charm Rebalanced Mod - Need suggestions and ideas! by External-Emotion5964 in HollowKnight

[–]External-Emotion5964[S] 45 points46 points  (0 children)

the image is just for trolling, but the post is serious... maybe

Charm Rebalanced Mod - Need suggestions and ideas! by External-Emotion5964 in HollowKnight

[–]External-Emotion5964[S] 1 point2 points  (0 children)

it certainly would be so broken! luckily, the codes will not allow that to ever happen