Titan Quest Anniversary Edition

Titan Quest Anniversary Edition

Skill Reworks
Gorwe Oct 1, 2020 @ 9:41am
Skill / Mastery discussion
This is where I will post my thoughts and comments. Keep in mind, I sometimes miss some wider connections, so there's that. Onto with it!
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Showing 1-15 of 31 comments
Gorwe Oct 1, 2020 @ 10:19am 
DEFENSE: Earlier AoEs or Retal would be nice, otherwise, a stunning mastery!
  • Armor Handling: Just a nice little passive ; though it's surprisingly good at both early and late game. It allows you to exploit stats by lowering armor reqs(too bad it don't affect DEX or INT reqs...meh) and the Absorption bonus is always nice.

  • Batter: A nice little skill, though it tends to eat away at your mana(?). Imo, it's not really worth it(better AoEs out there, including in Defense), but if I did want something...it's...so you get Break Armor modifier earlier ; the skill is nothing without at least a point into that. Nice changes though.

  • Battle Awareness: Now, don't get me wrong, both of its modifiers(Focus, Iron Will) are actually quite good, it's that BA itself is...lacking. Maybe if it gave 2% PhysRes / lvl? Or higher amount of armor, currently it's...yeah, still a 1pt wonder. You should really look into it.

  • Concussive Blow: A fun passive ; with your changes, you can easily stunlock enemies, fun times! Just don't take it on Lazarus Templar or whatever! :steamhappy:

  • Adrenaline: No idea, haven't used it ; sorry.

  • Rally: Very nice changes promoted to avoiding the dreaded 1pter situation. Maybe if it healed % of health instead(or even next to) flat amount? Sure, 7500 or so is nothing to scoff at, but it gets somewhat diminshed at higher difficulties. LOVE your changes to Retal modifier(Defiance)!

  • Quick Recovery: Maybe you should look into this, I don't know. Seems like another 1pter.

  • Shield Charge: One of better AoEs, especially if you've got a followup(Blade Wind etc). It shares similar problems with Batter(too big reliance on its modifier), even if I tend to think of it as a Batter+.

  • Colossus Form: Very nice changes to it, feels like it'd be much better with some Cooldown Redux gear. It's still a very good, useful Boss stomper / oh ♥♥♥♥ button.

  • Shield procs(Smash, Disable, Pulverize): Maybe just a tad higher chance to proc, like 25% on every one of those? Besides that, they're fine. Now, for HEAVILY THEORETICAL change. I am not satisfied at all with their placement. Pulverize should be your first proc, it just makes sense, it's the weakest(overall) and its purpose is AoE, you typically want this ASAP. After that you should get Smash - it's a very nice Single Target proc. Finally, Disable should really be last, it's here more as a debuff and to give you even more procs ; more as a padding of sorts. Again: PULVERIZE -> SMASH -> DISABLE as opposed to the current form ; it just makes sense.

  • Atlantis skills: Haven't used them, sorry.
Last edited by Gorwe; Nov 2, 2020 @ 1:44pm
Gorwe Oct 1, 2020 @ 11:13am 
WARFARE: Very nice changes overall, but it still feels entirely too passive(easily the most passive Mastery, even more so than Defense or Spirit). Ideally, it'd have yet another Active skill, but what can you do?
  • Weapon Training: A very good passive, I'm half of my mind whether it, Wood Lore and Lucid Dreaming mod(Premonition) should give flat(better early and mid) or %(better later on). What do you think? I'm satisfied with the current version, maybe a bit more OA or, even better, maybe less of flat OA, but +%? Also, why does Wood Lore give more AtkSpd than WT, it seems it should be the other way around.

  • Battle Rage: While I haven't used this, I like what you have done with this. You combined both retal mods into one and implemented a new one. I like this very much.

  • Onslaught: A very nice buildup skill and I like that you made it last longer. Not entirely certain about Hamstring changes. Sure, if you're gonna run for Tank character, you will LOVE that change, but otherwise...eh, I like Tanky characters, so I shouldn't complain and I'm not, but I'm just questioning the rationale behind it.

  • War Horn: Now, THAT is a BEAUTIFUL change! You turned a niche, CC skill into a fun, very effective AoE! This opens so much possibilities, I LOVE this change!

  • Flag: I mean, both it and WT having flat OA was such an overkill, nice change there. Otherwise, I like how you now can throw it around, feels epic! It's still such a good skill, though, maybe...idk...is it worth points put into it?

  • War Wind: Very nice changes, though is it really worth using even with them over the likes of Ring of Fire or Mantra of Wrath or even Shield Charge? I mean, it banks so heavily on Bleed, maybe it...idk...should be more powerful to offset that weakness?

  • Ancestral Horn: Very interesting changes, Lasting Legacy mod especially, could turn out very powerful, even improve already awesome "Boss Delete" button. And it is a very reliable skill that allows you a lot of flexibility. Ideally, I'd like if this summoned named Heroes(idk, Odysseus etc) to be reminiscent of D3's Call of the Ancients, but it works perfectly like it is right now.

  • Dual Wield procs: First of all, should they work if you have Shield in off hand? Second, their order is fine, again, maybe a tiny buff to their proc chance. And again, too much of reliance on Bleed, maybe add Pierce(or something) damage to those procs, because they flatout won't work for large amounts of game. Also, I'd LOVE if Dual Wield itself just gave you flat +damage to your attacks, like it does in Grim Dawn. So that +dmg isn't applied only on the DW proc.

  • Slam: Haven't used it, sorry.
Last edited by Gorwe; Mar 31, 2021 @ 1:58pm
Gorwe Oct 1, 2020 @ 1:12pm 
HUNTING: Still one of the best, if not the best, secondary Mastery. Also, it still feels like a better version of Nature, all things considered. It also doesn't really have 1-pters, except Ensnare.
  • Ensnare: Your changes are welcome, but it still feels like a 1-pter. Maybe if the projectile dodge chance scaled to 0% at max or something? Maybe if it caused Bleed by default and Barbed gave AoE + Pierce? Idk. Maybe if it had AoE by default, small one, then grew rapidly with points into the base skill?

  • Takedown: It's a good skill, but still entirely too dependent on Bleed. Granted, you can actually use TD even without those Bleeds, but...oh, they have additional effects now. Nevermind. Good work!

  • Wood Lore: Just like WT, one of the best passives there is. Everything I said there still stands.

  • Marksman: Nothing short of beautiful, especially now that if works fully with Throwing(perhaps rename Puncture / Scatter Shot Arrows to just Puncture / Scatter Shot?). Nothing more to say here.

  • Art of the Hunt: A nice buff. Probably aimed more at niche builds like Bone Charmer with a throwing Hammer or something(tons of +dmg vs x), it itself is nice enough. I'm more worried about its modifiers, they seem kinda...useless. Find Cover would perhaps be better with universal dodge and Trailblazing is...just unnecessary, it's really easy to cap move speed. Idk...Oh! Maybe if it gave +30% damage vs Animals / Beastmen alongside(or instead of) the current flat bonus?

  • Herbal Remedy: Now fully enables Regen Tanks("Wolverines"). You can get silly high +%HP Regen and then stack that with +HP regen...yeah, it's very powerful, good work!

  • Call of the Hunt: Overall, nice enough, stacks nicely with AotH for Bone Charmer-esque builds. Nothing more really.

  • Decoy: Nice changes, un-nerfs etc. The change to Detonate is interesting, even if Detonate was more interesting way to play than to just place Decoys all around.

  • Study Prey: Yet another ridiculously good (de)buff in the Hunting Tree, that's exactly why I say it's a bloody good secondary. Both skills are very good, nothing to say, really.

  • Volley: Maybe a bit higher proc chance? Not like you have many procs...

  • Spear Dance: n / a.
Last edited by Gorwe; Oct 1, 2020 @ 1:36pm
Gorwe Oct 1, 2020 @ 3:43pm 
ROGUE: A very fun Mastery, if there ever was one. Deals in DoTs, in Single Target and has some interesting ways to go about surviving. There really aren't any 1-pters and I feel like you have brought some weaker skills up to par.
  • Calculated Strike: Aka, Cadence. Maybe if chance to pierce scaled to level, idk. Otherwise, Lucky Strike is now better than ever, it was good before, now it's very good.

  • Blade Honing: While I respect that you made it apply to Bows(because why not? Sharper Arrows and all), it still feels quite meh and can actually screw you over in some cases. I wanted to suggest giving it Bleed, but that wouldn't do much, honestly. Maybe +% total Pierce?

  • Envenom Weapon: aka, easy mode dps. It's absurdly powerful when it works and when you get to spreading it with Throwing Knife...oh yeah! I respect that you made the mods go CC -> DMG -> CC(or in general DMG -> CC -> DMG -> CC) ; while that makes it harder to exploit EW, honestly it's fine.

  • Throwing Knife: I really appreciate this un-nerf. It gives much more width to the possible Rogue builds, including Rogue casters etc. This is your defacto way of spreading DoTs easily, after all. Flurry is a small, appreciated buff.

  • Disarm Traps: Can't it give universal Dodge %? Regardless, it should be ok now.

  • Flash Powder: Yeah, make active defenses actually active, nice change!

  • Open Wound: Still feels weak and unnecessary ; maybe if every attack caused Bleed? Make % scale with level until it peaks at 100% at 8/8?

  • Lay Trap: Didn't use, sorry.

  • Poison Bomb: Overall, very nice changes. Nothing to really add, you handled this just fine. Though, what's your opinion on Shrapnel AoE, it feels very...odd to use. PB should be your AoE, it don't really feel like it. Maybe if it were possible to make the Cloud linger a bit?

  • Lethal Strike: It was always a very nice skill, with your changes it became really nice and with added Maces, that opens up some interesting Corsair considerations.

  • Anatomy: Ideally, just copy Anatomy of Murder from GD, but meh. What you did works wonders as well. Maybe add scaling duration buff to Bleed?

  • Blade Barrier: n / a
Last edited by Gorwe; Oct 3, 2020 @ 11:20am
ミメミ  [developer] Oct 2, 2020 @ 2:27am 
Just wanted you to know that I read all your changes and will reply to them in detail later.
One thing I'd like to mention is that some skills that seem like one-point wonders scale pretty well now. Ideally there would be something like a TitanCalc for this mod, but that's a bit too much for me to handle and maintain. Though if you're curious, you could also look at the mod files directly, I've wrote a guide that contains info on how to unpack mods.
Gorwe Oct 2, 2020 @ 3:50am 
Originally posted by ミメミ:
Just wanted you to know that I read all your changes and will reply to them in detail later.
One thing I'd like to mention is that some skills that seem like one-point wonders scale pretty well now. Ideally there would be something like a TitanCalc for this mod, but that's a bit too much for me to handle and maintain. Though if you're curious, you could also look at the mod files directly, I've wrote a guide that contains info on how to unpack mods.

Yes, I commented based on the changes you implemented. Otherwise there'd be FAR more 1-pters.
Gorwe Oct 2, 2020 @ 4:17pm 
STORM: Has to be one of the most self sufficient Masteries in the game. Sure, it needs defensive help(which isn't even that hard to get tbh), but this amount of artillery fire is nothing short of awe inspiring. With your changes, you also get some serious shotgun style action(Ice Bolt, Thunder Ball).
  • Ice Bolt: Don't get me wrong, it's an alright skill, its main problem is that it is entirely over-reliant on the second Mod(Torrent). Without it, it isn't anything special, 1pt into Torrent is almost more worthy than 20pts into the rest of the line(!!!). Something ought to be done.

  • Storm Nimbus: It's an alright buff, but that's it, it's just alright. Even if you were to pump 36(!!!) points into it, you wouldn't really get your money's worth as it were. The best part is probably the second Mod(Static) when combined with Laz armor and Dream.

  • Spell Break: This is one of Storm's iconics. It has a very nice AoE, very nice damage and utility from the heaven. Good for all kind of builds - your changes probably brought out its inner mojo. Spell Shock(mod)'s mostly useful to deplete enemy Energy.

  • Thunderball: Neh, what the hell, I'll be honest. Please don't nerf this. This skill is ridiculous! It can easily one shot bosses and what not, it's the best shotgun in the game! When you add in the Sparks(mod), it becomes silly good. It was /meh before, now it is O.o - basically became an iconic . Good job!

  • Squall: Yet another of your iconics. Very good AoE, very good utility with Obscure Vision, can be recast at will...no downside to this, I like that it now peaks at 100% at 12 / 12.

  • Flash Freeze: You know my opinion on it. It hasn't changed. It's kinda clunky, it needs to start dealing damage right away(like Squall) and it needs a tiny increase to AoE. That's it. Solid otherwise.

  • Energy Shield: Didn't use, sorry.

  • Lightning Bolt: Yet another iconic: you basically Zeus the ♥♥♥♥ out of enemies! Now it has respectable AoE, is much easier to use and ensures your Artillery Firepower. What's Ball for Shotguns, Bolt's for Artillery playstyle. Though a bit more Chain Ltngs from the mod would be nice.

  • Storm Surge, Lightning Dash: n / a

  • Wisp: And here we are. It's unfortunate, but Wisp itself still needs looking into ; it's basically super tanky(vs non AoE), but it's also quite useless while Eye of the Storm is down. Damage is nonexistent, no Taunt, no nothing. Has a suite of very nice buffs, including your change to Atlantis 40pt skill, but...it itself is STILL 1 pt wonder ; needs looking into, badly(I suggest just giving it Taunt - sure is a hackjob, but it'll work for a time)! Mods are awesome, no doubt about that.
Last edited by Gorwe; Oct 3, 2020 @ 3:17pm
Gorwe Oct 2, 2020 @ 5:09pm 
EARTH: If Storm is your Artillery / standard Evoke Mage, Earth is your Battlemage. It's significantly more durable than Storm, but not really any less effective, it's just a change in mode of operation. Your changes are welcome, they mostly smoothen the edges. I am kinda worried how it steamrolls the entire Normal, even Epic, could(and only could, nothing more) leave you stranded later on. Maybe move some efficiency from "RIGHT NOW" to "Eventual"?
  • Earth Enchant: Overall, nice, logical changes, it retains its usefulness, I'm just of a mind that it'd be nicer if Stone Skin(last mod) increased Phys.Res, not Armor. Same problem as Awareness in Defense.

  • Flame Surge: It's your replacement for Auto-Attack. It's basically a Fire version of Storm's Ice Bolt or Spirit's Ternion(plateaus much sooner because it don't really scale with weapon like Ternion though). It's all nice, but maybe make Barrage(1st Mod) give 100% Pen at 8 / 8 and cut out the middleman?

  • Heat Shield: Overall nice changes, even if it's still kinda meh skill.

  • Flame Ring: One of your iconics. It enables your Battlemage tendencies and it basically allows the Singed(sorta) mode. You run like a headless chicken and everything dies lol. While the change to Mod is interesting, it only increases your staying power. Good imo.

  • Volcanic Orb: Grenado + Canister Bomb all in one. It's an ok skill, very Artillery like, doesn't really fit Earth(imo), maybe increase flight speed or allow casting in front of oneself?

  • Stone Form: Yet another of your Iconics, this only furthers your Battlemage capabilities, now with an "oh ♥♥♥♥" button that also makes you invulnerable and burns enemies to a crisp(mod, Flame Ring). Nice changes to mod, much appreciated.

  • Core Dweller: If only you could choose to cast Flame Ring / Stone Form on him...meh. Anyhow, he was awesome before, he's even better now. A very useful tank that also has respectable dps - it's also a Battlemage type of pet. Maybe if Metamorphosis also gave +% Health?

  • Volatility: Sure is a ♥♥♥♥ load of points, but it's also so much worth it. Combined with Wisps Eye or something like that, you will be able to flatten and burn everything.

  • Nova, Shower, Eruption: n / a
Last edited by Gorwe; Oct 3, 2020 @ 11:20am
ミメミ  [developer] Oct 3, 2020 @ 4:36am 
DEFENSE
  • Batter
    I always preferred Shield Charge over Batter, though this could really use something extra. It's a pretty good skill in early game, but uninteresting once you build up your passive shield attacks.

  • Battle Awareness
    180 DA is nothing to sneeze at, but trading some of that for a %-increase may be a good idea. Armor bonus may need a second look, too.

  • Rally
    Percental healing is a good idea, Guardians for example can have massive amounts of HP.

  • Quick Recovery
    It's all about the shield recovery time (although that got nerfed with the AE).

  • Shield Procs
    From experience I'd say the proc rate is fine with everything maxed (and +skills). Concerning the order of skills though, changing that would be worth the effort (and possible bugs) needed. And that the AOE comes last is obvious, it's just damn good.

WARFARE
  • Weapon Training
    Already a nice skill, but a palance of flat and % OA may be a good idea. But the attack speed bonus really should be the same as for Hunting, the Warrior's trademark two-handed attack is already capped pretty low speed-wise, so this would make slower weapons more interesting.

  • Hamstring
    The changes just made more sense to me and I didn't like the vanilla skill at all.

  • Battle Standard
    It's definitely worth putting points into, great bosskiller skill. And 36% damage absorption on lvl10 is amazing not only for pet builds.

  • War Wind
    The idea is that it's usable more often with Lacerate now, though I would still prefer Shield Charge over it, so it might need some further adjustments.

  • Dual Wield
    Same as Shield Attacks, proc chances are fine (and it definitely should not work with a shield offhand, imo). The bleed focus of Cross Cut and Tumult...I'm not fond of bleeding builds, but as I mentioned, I like to keep build integrity intact, and a dual attack is pretty strong by itself, so the bleeding is more of a bonus.

[more classes later]
Last edited by ミメミ; Oct 3, 2020 @ 4:37am
Gorwe Oct 3, 2020 @ 8:58am 
Originally posted by ミメミ:
DEFENSE
  • Batter
    I always preferred Shield Charge over Batter, though this could really use something extra. It's a pretty good skill in early game, but uninteresting once you build up your passive shield attacks.

  • Battle Awareness
    180 DA is nothing to sneeze at, but trading some of that for a %-increase may be a good idea. Armor bonus may need a second look, too.

  • Rally
    Percental healing is a good idea, Guardians for example can have massive amounts of HP.

  • Quick Recovery
    It's all about the shield recovery time (although that got nerfed with the AE).

  • Shield Procs
    From experience I'd say the proc rate is fine with everything maxed (and +skills). Concerning the order of skills though, changing that would be worth the effort (and possible bugs) needed. And that the AOE comes last is obvious, it's just damn good.

WARFARE
  • Weapon Training
    Already a nice skill, but a palance of flat and % OA may be a good idea. But the attack speed bonus really should be the same as for Hunting, the Warrior's trademark two-handed attack is already capped pretty low speed-wise, so this would make slower weapons more interesting.

  • Hamstring
    The changes just made more sense to me and I didn't like the vanilla skill at all.

  • Battle Standard
    It's definitely worth putting points into, great bosskiller skill. And 36% damage absorption on lvl10 is amazing not only for pet builds.

  • War Wind
    The idea is that it's usable more often with Lacerate now, though I would still prefer Shield Charge over it, so it might need some further adjustments.

  • Dual Wield
    Same as Shield Attacks, proc chances are fine (and it definitely should not work with a shield offhand, imo). The bleed focus of Cross Cut and Tumult...I'm not fond of bleeding builds, but as I mentioned, I like to keep build integrity intact, and a dual attack is pretty strong by itself, so the bleeding is more of a bonus.

[more classes later]

What do you think about +damage from Dual Wield skill itself, should it stay as it is or should it just get added no matter the proc, like in GD?
Gorwe Oct 3, 2020 @ 10:50am 
NATURE: I made my stance pretty much known on this mastery, so I won't spend longer than I need to. I will still keep to my form.
  • Regrowth: It's fine, but boring. Maybe if it had some extra effect? We are in an aRPG, maybe if it caused a mini AoE around each healed target or whatever?

  • Wolf: Overall, very welcome changes that make perfect sense all things considered, but it was a fine skill as it were.

  • Oakheart: Again, a fine if mega boring skill. I'm interested in Tranquility of Water, you said that changing it to Cooldown Redusction would break some builds, what builds are those?

  • Plague: You tried to make it better, but I suspect it can't really be more than a boring debuff without some heavy background work. Ideally, it should tick faster(so Fatigue applies sooner / more often) and it should spread from corpses, both being like Bloody Pox in GD. But that's an unreasonable amount of work. What can be done in the interim to hackjob fix the skill?Maybe increase spread AoE and Poison damage amount?

  • Briar Patch: Again, you obviously tried, but it's questionable how much it can really be helped without touching the cooldown. One interesting thing though is that there is another skill with the same name in the game, often given by Amulets and what not that functions like Menhir Wall. Maybe if the current functionality got scrapped and got replaced by that skill? Seems much better to me. Alternatively, Sanctuary could also reduce the cooldown of the skill.

  • Nymph: A very nice summon, but I find it that she doesn't really get that many kills because she fires single arrows and she is a single summon while there are multiple wolves, Liche has ridiculous AoE, as does Core etc. Maybe if it had higher Aggro range or something, idk.

  • Refresh: Now, this could probably help out Briar Patch and others, but I find it such a hackjob. The entire Mastery feels ancient and not in a very good way either. It is very good as a Secondary(outside Pets, ofc) and Refresh only finalizes that impression.

  • Earthbind: n / a
Last edited by Gorwe; Oct 3, 2020 @ 11:20am
Gorwe Oct 3, 2020 @ 11:20am 
SPIRIT: And let's do this bugger as well, why not? If a person thought Nature or the like were ancient and very focused, wait until they see these...double Ternions(?). The entire Mastery basically revolves around Ternion, LK and S.Ward. It's godlike if you need to farm Undead, but otherwise...yeah, huh?
  • Death Aura: You tried, but it still feels entirely too reliant on the second Mod(Necrosis). And, tbh, rather weak.

  • Life Drain: It is a very fun, useful skill, but it feels like its somehow lacking and overly reliant on Cooldown Redux gear. Maybe if it had bigger seek range? Still, it's Vit Dmg so it can easily start feeling useless at random times.

  • Ternion: Bows, why not? Use Trueshot Bow, destroy EVERYTHING! Just like that Elf in Vermintide :steamhappy: . Nah, what can I say?

  • Visions of Death: I just don't get this skill at all. Why make enemies run needlessly if you can just kill them? Maybe Plague, but that won't work because Plague is too weak. Maybe if debuffs started when VoD ended? Maybe if the Fear component got scraped and it just became a Death Aura mod?

  • Spirit Ward: Awesome changes, though it still is uncontested king of niche farming! You can easily build a character just for heavy Undead farming! Feels entirely one dimensional though.

  • Liche King: Very nice changes, but it still feels entirely too reliant on its final mod(Arc.Blast). With it, LK can destroy most things easily, but he spams it too much, leading to Energy problems and LK not using anything besides(not like it matters, heh).

  • Enslave Spirit: Ok, nice change, no reason for that to be random.

  • Circle of Power: I feel like its biggest contributor is the CDR %. Still, your changes are very welcome. I just object against types of damage that get countered at random. It's one thing to try to use Fire in Muspelheim(basically Fire / Ash realm!), it's whole another thing when random constructs or undead cause you to almost completely falter.

  • Death Ward: Basically, invincibilty provided it's used correctly. Again, maybe % based health restore? Or a mix. Nothing else.

  • Outsider: It feels like this should be your boss killer, but it really isn't, it's mostly meant to plow through trash enemies, but it has that cooldown? ...it is weird like that. Very useful, don't get me wrong, but I'd rather if he became better at the whole boss flattening business and left the AoE to LK, Ternion etc.

  • Soul Vortex, Dark Covenant: n / a
Last edited by Gorwe; Oct 3, 2020 @ 11:37am
Gorwe Oct 3, 2020 @ 12:25pm 
RUNE: My favorite mastery, it just combines so effortlessly and it's so ♥♥♥♥♥♥♥♥ cool and effective even by itself. Equip your best looking Bear Shaman outfit and let's go!
  • Rune Weapon: This can easily lead to some obscene Elemental damages due to its interaction with INT. Sadly, it's not really viable with a Staff, regardless of you enabling it because Staves are just too slow ; it's much better to just Dual Wield.

  • Runeword: Feather : Very nice changes, would be nice if it just reduced all requirements of a weapon, no matter the stat. But that'd probably be too much, this works as well!

  • Rune of Life: I love what you did with this, you can easily have at least +30% move speed with Rune now, it feels awesome!

  • Sacred Rage: Don't know, didn't use it, feels antithetical to me.

  • Thunder Strike: This feels very powerful to use. Must be the sound effect, makes you feel all Donar! Nothing to really say about this, maybe make it work with Staves if it doesn't already.

  • Runic Mines: I really like the skill itself(MUCH better than weakass runes from Grim Dawn!), with what you've done...one question though, how does it interact with Atlantis Mod(Rune Field)? Does it now create an "x" shape besides the original +?

  • Runeword: Explode : One item: Flakes of Muspelheim. You're welcome! If RW wasn't enough for you, now you can devastate entire ARMIES! Uhm...ok? I'd rather if its mod(RW: Burn) acted more like Flakes' proc than how it currently does. Tbh.

  • Menhir Wall: This skill is so ♥♥♥♥♥♥♥♥ satisfying to use! While I appreciate what it does, I'd like if it had some actual damage based retal. Also, much appreciated about that -total damage % taken change!

  • Seal of Fate: Tbh, I don't really like it that much. Even with all CC at my disposal on my Thunderer(Storm + Rune), it still feels like ass to use. Don't get me wrong, it is super effective, but it is just that I don't like it. Probably the only one from Rune and even then it feels better than most others. Just super slow.

  • Reckless Offense: Nice change I guess? One thing though...I'll mention it in RW:Absorb section.

  • Runeword: Absorb : What does it even do, I don't fully grasp the connotations. Regardless, I'll use this opportunity to ask whether this and RO should be gotten earlier. RW:A maybe is ok to wait for(it's not that crucial), but RO can feel like an ass waiting for so long. I'd just swap SR and RO places if it were up to me.

  • Guardian Stones: Probably very fun, though wouldn't know, don't work on Steam version.

  • Energy Armor: I wouldn't know about the change. Honestly, a modified / buffed version of the vanilla skill would probably be better. Here and there, I can see it. Though this is highly divisive as I'm sure you know.

  • Rune Storm: n / a

DREAM: This Mastery just didn't inspire me enough...it feels very background, very boring, at least to me. So, I can't really comment it. I could do a quick run if you would like, though I wouldn't be terribly in love with that idea.
Last edited by Gorwe; Oct 3, 2020 @ 12:25pm
Gorwe Oct 3, 2020 @ 5:37pm 
DREAM: Fair enough, I've done it. It looks like a good mastery, but the one that requires quite some finesse to use. Especially the attack skills, more on that later. I might even have fun as a mix of CDR caster and a Pet class. It does require quite some CDR, as it seems.
  • Sleep: I appreciate that you gave it mana drain, though it's still your positioning tool, like a more boring version of Menhir Wall. It's ok I guess, any further changes would have to go through either a DoT applied or through enemies taking more damage from the first hit waking them up.

  • Psi Touch: Like a super cumbersome Calc Strike, very weird skill. Don't see the point in it tbh. Petrify won't help that much imo.

  • Distortion Wave: I appreciate what you've done here. This is the main trash clearer of Dream and it works very nicely as that.

  • Trance of Empathy: Not a bad skill all considered, especially now that it reflects like 125% damage back at any target, should work very nicely with Pets or with Laz retal style.

  • Lucid Dream: Fair enough, not many points required, good benefits.

  • Phantom Strike: A VERY weird skill. You'd expect it to be a Blink Strike alike and for you to jump your target while decimating everything nearby, yes? WRONG. It's more like you sneak up to the enemy and...it's very clunky to use, I even think it's best used in melee, like a glorified version of Batter. Should charge faster, like Takedown and the like. For starters.

  • Nightmare: I think it's kinda cute, sue me. Oh yes, it's a nice support dps type of pet that goes nicely with what you have. Its usage of Confusion is meh...maybe reduce its cooldown or something...other things are fair enough.

  • Trance of Convalescence: Whatever, it feels super weak, something should be done. Maybe if it applied +% Regen to everything it affected, kinda like new Herbal does? Bigger dmg absorb etc?

  • Distort Reality: A very nice PBAoE skill, but who should use it? It's too dangerous for mages to use it, Laz style won't have enough regen to sustain usage and...? Don't get me wrong, it is a very useful, powerful skill, but...who should use it?

  • Trance of Wrath: Like a more support version of Ring of Fire. Probably should get combined with such to just kill everything Singed style, just by running around.

  • Dream Image, Psi Beam, Distortion Field: n / a
Last edited by Gorwe; Oct 3, 2020 @ 5:38pm
ミメミ  [developer] Oct 4, 2020 @ 9:18am 
Originally posted by Gorwe:
What do you think about +damage from Dual Wield skill itself, should it stay as it is or should it just get added no matter the proc, like in GD?

I think it's fine the way it is, though I haven't played too many high level chars with dual wield. May be worth to test it out at least. I haven't played GD in quite a while (damn you, nonsensical floor damage), so I don't remeber how it was handled there.
Anyway on to the next classes:

HUNTING
  • Ensnare
    Not really one of my favorite skills and even with the changes, mostly useful for bleeding focused builds, I guess. I'll look into it if I can make it more worthwhile somehow, or if AOE is an option.

  • Art of the Hunt
    Find cover is fine, imo, projectile dodge is pretty significant. Trail Blazing could use something extra, though, speed alone is not bad, but not worth too many points.

  • Volley
    I'll look into the proc chance.

ROGUE
  • Blade Honing
    Screwing you over in certain situations was probably intentional from the devs, you can switch it off anytime. It really shines with pierce focused builds, obviously.

  • Disarm Traps
    I feel that a universal dodge would be too strong, the protection from automatons in the late game and addons is not bad by itself, I think.

  • Open Wound
    Considering how weak bleeding builds (still) are, that's something to be considered.

  • Poison Bomb
    I'm honestly not too fond of the randomness of the shrapnel, but maybe I can do anything about it. If I reacall correctly, I already tried to make the cloud linger, but it would need to be rebuild from scratch.

  • Anatomy
    The added changes are pretty nice by themselves, but some bleeding duration bonus wouldn't hurt.

STORM
  • Ice Shard
    The "problem" with this skill is that the whole tree depends on itself. Fully maxed, it's pretty great (with the right gear), but you can't neglect any part of it. I haven't played a high-level Sharder myself, so balancing is not easy, but it's on my list.

  • Storm Nimbus
    You don't have to pull full points in everything here, it's more about what supports your play style/skill choices. By itself, each skill is fine, I suppose.

  • Flash Freeze
    I see if I'm able to implement some changes, but the engine is particular with some things.

  • Wisp
    The idea of the Wisp getting some nice extra attacks on higher levels is intriguing and should be doable.

[Again, more classes later.]

Last edited by ミメミ; Oct 4, 2020 @ 9:19am
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