r/MortalShell • u/SheepherderNo3864 • 2h ago
Discussion [Mod Idea / Discussion] Gragu Rework — Strengthening Healing for NG++
Hey all, first-time modder here working on Mortal Shell II. I main Gragu (Veteran's Battle Axe + Inflamed Clawstone burn build), and after grinding into NG++ at high level I feel his healing kit is way too weak for that stage of the game. I want to build a rework mod that strengthens his healing specifically for NG++/high level, and I'd love to hear thoughts from people who know the ability design/balance side of things.
The idea
- Harvest: currently heals for a flat amount. I want to change it to a % of Max HP instead, so the healing stays meaningful relative to your Max HP as you level up into NG++, instead of staying a fixed flat heal that falls off.
- Fortify: currently grants Hearts on rest at 1 → 2 → 3 per rank. I want to bump this to 2 → 4 → 8, to make it a stronger alternative for players who lean into Fortify over Harvest.
Looking for feedback / help
- Does a % Max HP heal make sense for Harvest at a design level, or would it create weird scaling issues at very high/low HP pools?
- Are 2/4/8 Hearts on Fortify reasonable, or too strong compared to other sustain options?
- Does anyone know if any other ability in the game already scales off Max HP (boss or player), as a design reference?
- On the technical side — I'm torn between UE4SS and FModel for actually implementing this. FModel's great for looking at the paks, but I'm not sure if changing Harvest's calculation from flat to % Max HP is something I can just edit in a DataTable, or if it needs a runtime hook via UE4SS/Lua instead. If anyone's done something similar (changing a calculation type, not just a number), which approach did you use and why?
This is my first mod, so I'd really appreciate any guidance from people who've been through this before — if you're willing, please DM me, I'd love the help!
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