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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.
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.
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.
Percental healing is a good idea, Guardians for example can have massive amounts of HP.
It's all about the shield recovery time (although that got nerfed with the AE).
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
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.
The changes just made more sense to me and I didn't like the vanilla skill at all.
It's definitely worth putting points into, great bosskiller skill. And 36% damage absorption on lvl10 is amazing not only for pet builds.
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.
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?
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.
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
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.
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.
I'll look into the proc chance.
ROGUE
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.
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.
Considering how weak bleeding builds (still) are, that's something to be considered.
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.
The added changes are pretty nice by themselves, but some bleeding duration bonus wouldn't hurt.
STORM
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.
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.
I see if I'm able to implement some changes, but the engine is particular with some things.
The idea of the Wisp getting some nice extra attacks on higher levels is intriguing and should be doable.
[Again, more classes later.]