Some mods may be broken due to the recent Alloyed Collective update.
DebloatedSeeker
Reworks Seeker's kit to be less bloated. No more Tranquility, no more revives, no more 4 keywords on every single skill.
| Last updated | 10 hours ago |
| Total downloads | 42 |
| Total rating | 0 |
| Categories | Mods Player Characters Tweaks |
| Dependency string | Moffein-DebloatedSeeker-1.0.0 |
| Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
bbepis-BepInExPack
Unified BepInEx all-in-one modding pack - plugin framework, detour library
Preferred version: 5.4.2121RiskofThunder-R2API_Prefab
API for Prefab creation, networking and duplication
Preferred version: 1.1.1RiskofThunder-R2API_Language
API for modifying the language localisation of the game
Preferred version: 1.1.0README
Debloated Seeker
Seeker's kit is a convoluted mess that is tied to 3 or 4 different buffs and 2-4 keywords on every single skill and a unique scaling interaction that doesn't show up in the mouseover menu on each one.
This mod aims to strip out the bloat, and just make her a normal survivor. General damage output is intended to be around 5-7 Tranquility stacks.
This also removes her ability to revive, since Remote Operation has made that feature obsolete.
Passive Changes
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Stats Nerfed
- Armor reduced from 20 -> 0
- Health reduced from 115 -> 90
- Regen reduced from 1.15 -> 1
Seeker has massive self-sustain, so she really does not need above-average survivability. And why is her regen value nonstandard????
Starting out with a heavy HP nerf to Huntress/Operator tier. Based on initial tests she seems to be faring fine since her overall sustain is so high, but I'll keep my eyes out to see if this is going too far.
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Tranquility (Chakras)
- Completely removed. There is a new temporary buff with the same name tied to her Special skills, with a different effect.
Tranquility put Seeker's kit in a bad spot where she would be forced to drop everything to farm Tranquility before she can play normally. Additionally, upon looking over the effects of Tranquility in Vanilla, most of the scaling numbers are poorly thought out and arbitrary.
Spirit Punch
- 3rd hit damage reduced from 350%/700% to 500%.
- Overall this reduces her primary damage from 1200% per cycle to 1000% per cycle.
Unseen Hand
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Damage increased from 600% -> 1200%
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Healing reduced from 3.5%/31.5% -> 5%
Unseen Hand Seeker was miserable to play due to her nonexistant damage output while using the skill. Healing is notably lower than Vanilla, since she really doesn't need that much survivability, and the damage buff naturally increases it.
Soul Spiral
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Max hits reduced from 11/25 -> 15
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Barrier reduced from 3.45%/11% -> 6%
Skill is already strong baseline.
Sojourn
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Always behaves as if there are 5 stacks of Tranquility.
The logic is so convoluted on this I don't even want to try to figure it out.
Reprieve
- Cyclone duration reduced from 4s/7.5s -> 7s
Meditate
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Damage increased from 300%/1700% -> 2000%
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Stuns enemies.
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Deletes projectiles.
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Radius reduced from 10m/70m (WHY????) -> 25m
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Healing reduced from 4%/32% -> 25%
- Allies receive double healing.
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Applies Tranquility2 to all allies including yourself in the AoE for 10 seconds:
- Buffs attack speed, move speed, and natural regen by 30% per stack.
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Scepter increases damage, radius, and healing by 50% and applies 2 stacks of Tranquility.
Palm Blast
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Damage reduced from 700%/2450% -> 2000%
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Ally healing increased from 36% -> 50%
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Barrier gain increased from 20% -> 30%
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On multihit, applies Tranquility2 to yourself for 10 seconds:
- Buffs attack speed, move speed, and natural regen by 30% per stack.
- Can trigger this multiple times off of a single Palm Blast, but can only apply to yourself.
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Scepter increases damage and healing by 50% and applies 2 stacks of Tranquility per multihit.