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BERSERKER:
Hunter: A very nice if "all in" tree.
/
Eviscerate: Kinda underwhelming if you ask me. Is there any reason why this builds Charge slower?
Howl: Beautiful
Raze: "Meh, I'm ALL IN!". Very beautiful skill once you support it with leet gear and Passive, otherwise meh.
Wolfstrike: Very underwhelming. Not only it competes with Shadow Burst(=auto lose), but it also doesn't penetrate targets like Burst does. This skill needs help imo.
Battlerage: Very beautiful.
Rupture: Just pointless ; I guess if playing lower difficulties and / or no good gear? /shrug
Ravage: "How to shred your enemy". This just does it all: Armor debuff(stacks with Shred Armor), huge DPS, AoE, Charge builder. This skill really deserves its "ultimate" slot. Though its mana cost is...ugh. Very pricy.
Hunger: I'd like if this skill flatout healed you as opposed to this 1s crap. Though it'd need a nerf n that case, but it'd also free your dash so your not umbilically bound to Shadow Burst.
Executioner: A nice skill if you want to Dual Wield.
Rampage: just beautiful, one of the hallmarks of Berserker. Combine with Savage Rush for maximum Whirlwind gameplay.
/
Tundra: A so so tree, it has some nice control, but it is NOT Frost or Storm!
Frost Breath: I don't necessarily like the low damage, but it is a support skill, look at that BEAUTIFUL damage increase!
Stormclaw: A pointless skill. It doesn't even know which weapon type it wants to support. The +%dmg favors big, slow 2Hs, while the proc favors Dual Wield. This skill needs a rework, just as Shadowmantle did.
Hatchet. Just beautiful, huge damage, perma Berserk, what's not to like?
Northern Rage: Too random. It should be much more damaging for it to matter. Maybe if it mimicked Poison Nova and was an instant cast with a flat Cold Damage in 7m + chance to freeze?
Iceshield: Beautiful, what can I say?
Permafrost: Yet another support skill, but if it is to be a Support skill, it needs AT LEAST 50% Freeze and 50% Immobilize with another effect on T3. Otherwise, it needs some serious damage buff.
Glacial Shatter: Yeah, it is random, but it is very powerful too. You can Blind Bosses and what not! And burst / chunk a boss if he corners himself. Still, I'd like if the Burn was obtained at T1.
CSM(hm...): I don't know about this one. I guess it is ok.
Shatter Storm: Very, very nice once it procs.
Retaliation: Ideally, it should activate on ATTACK, not on DAMAGE / STRIKE, but meh. It's an ok passive.
/
Shadow: Potentially the best Berserker tree.
Shadow Burst: Ok, I don't like how dependant on this skill Zerk is. The heal amount is ABSURD and it pierces enemies. It leaves poor old Wolfstrike back in the dust. With how strong it is, it could easily be in the "ultimate" slot. Imo, something needs to be done.
Wolf Shade: Dies too easily imo. Though it is very useful if you know what you're doing.
Shadow Bind: My only gripe with this skill is that it doesn't work with every skill you have. So, it becomes a gamble of sorts on what will work. Damage isn't huge, but look. You can now focus a boss 100% while decimating everything else.
Savage Rush: What a beautiful skill! It is practically a Whirlwind, though it is weapon dependant. If you're geared properly, you'll just tear through maps. Can be used a support skill of sorts too, what with a DoT and an Armor Debuff.
Chain Snare: What's the point of this? It needs some major buffs or a rework or something, anything. Currently it is useless. At least +50%dps should help it, if not +75% outright.
Standard: Useful, nothing else to say.
Wolfpack: Very, very nice, especially once you unlock T1. Very deserving of the "ultimate" slot. Works very nice with Bind too.
Frenzy Mastery: Sure, nice QoL passive, but it feels redundant if you're geared and even if not, 6s is more than enough to chunk something seriously. Maybe +% Charge gain as well or something?
Shred Armor: Very nice, especially when combined with either Rush or Ravage.
Red Wolf: It just feels kinda meh.
I was going to respond back with a very detailed reply on each skill and see if you agreed with the proposed tweaks but i have just run into a problem/show stopper and i can no longer compile and upload changes to the mod, i am guessing the mod is to big? as it crashed the editor on publishing every time now.
I am going to keep trying different things but i have unistalled and tried different PC's etc already and have had no luck! i will respond back once i can get this issue fixed
Well...I'll write everything. You don't need to do any of that, maybe yours or steff0s or whoever else's comment makes me reconsider a skill or a build.
With that said, why are Cursed Weapon / Cursed Strike considered a "cast" action? Its own skill tree debuffs them! lol
Best of luck to you!
Hell, it's easier than to rework the entire class, which is also not unsound imo.
I can say that the max memory upload for mods on Steam is 200 mega bytes.
Seeing that this mod it only above 14 mb I would say that the issue is something else.
I've seen this problem before with previous Modders however their solution was to use
Nexus Mods website or optionally use Torchlight Fan Site as an upload base until Steam can be fixed.
That way production can continue or at least in theory. Unless the issue is Guts itself.
I would also say ring Torch Modders Forums and their Discord to see if they have any ideas on a fix for this.
Here's an example of what Draco did to work around this:
https://www.nexusmods.com/torchlight2/mods/23/?
And here is the Fansite with some mods uploaded there:
https://www.torchlightfansite.com/mod_downloads/30-compilations-tl2/
= = =
On a separate note:
Korzeam (and I assisted with lore) remade Xer's Sniper Rifle mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=1360215494
Also note that RnF added Ember Shields in Lao 3:
https://steamcommunity.com/sharedfiles/filedetails/?id=791856602&searchtext=lao+III
However instead of adding a ton of those Items... What if you made them a few rare and special weapons inside TL2-E (with lore that fits this mod)? In other words let them be rare drop chances in the Boss Chests of the Temple Valley or some quest similar to the new TL2-E Embers.
Just an idea.
I took the time to read all of the writings on the Classes above. Very good requests!
= = =
I agree with the statements on the Assassin.
= = =
I feel Barbarian could use more options and may seek inspiration from other thematically similar Workshop Classes:
War Chief
Darkthan's Classes: Blackguard and Druid.
Darkthan's Classes 2: Shaman
Those Classes should contain ideas that will help design the Barbarian into a dynamic and intriguing fighter with good options.
I don't think TL2-E can be used at the same time with those mods however I have played them separately and was impressed.
= = =
Berserker as one of the original vanilla Classes has some interesting issues which many players have mentioned in this game's history. Many of which you clearly saw:
I feel that these Skills need special help beyond balance changes:
Shadow Burst and Wolf Strike are twins that need to exchange some traits or something.
Perhaps merge Rupture into Eviscerate and make room for a new Skill that fits better.
Storm Claw could be changed to also activate Vertical Thunder Strikes on target and cause the target to Electric Explosion on death similar to the enemy named "Ezrohir Brute".
Cold Steel Mastery could grant other forms of Frost and Shock Stats besides the % Damage.
Maybe afflict nearby foes with Frozen and Shock for 5 seconds too.
DARK SORCEROR: A beautifully and elegantly designed class, has some issues however. I like the charge mechanic in particular - it's a very nice spin on Warhammer's Overcharge. Melee doesn't really work, I'll get to it once I reach that tree. I also don't have any xp with Minions, sorry for that. Also, there is something to be said for the lack of reflex heals or mobility.
Sorcery: Definitely my favorite way to play DS. Might be because "Curses" are self defeating, so there isn't any real competition.
/
Dark Bolt: It's an ok skill, your bread and butter unless you can micro other AoE skills like a pro. Fires fast, I like it even if it is somewhat underwhelming. Not by its efficiency, mind, but compared to other, quite beautiful skills here.
Cursed Flames: Shouldn't this be in "Curses" or something? Regardless, a very nice and effective skill, doesn't get hampered by maluses to Cast Speed(important for Curses in particular), nice range, has its own channeling pseudo DoT, its own real DoT AND it can proc Burning too! Just a very nice skill.
Entropic Blast: The first of your AoEs. While it seems underwhelming at first, it quickly outpaces enemies, especially if you gear up. It's your AoE Charge decrease and, hence, your bread and butter should you choose to play like that.
Dark Missiles: What Needles should've been. Nice at range, even better from melee. Though, care must be taken so you don't overcharge yourself and explode.
Corrupted Bolt: A very nice ranged heal. Nothing to add.
Void Storm: Now the AoE becomes a thing. This beautiful skill builds ONLY 5% Charge which is a BARGAIN and a half for what it does. You can combo it very nicely with E.Blast and just destroy whole armies! You can get addicted to destroying ~20 enemies in a cast like this.
Entropic Ball: Yet another Aoe, though this one is pseudo Single Target too. It's a mixed skill and quite beautiful at that.
Sorcery: A very useful buff, mana is always nice and +% cast speed leads to a very relaxed playstyle.
Sadist: Kinda useful, easily the worst passive here. Maybe if it healed you or decreased charge or something. It's very underwhelming like this.
Darkness: When you want to cast EVEN MORE and MORE MORE MORE Cast Speed. Your rate of casting can get silly.
/
Dark Arts: Not a biggest fan of pets, but the Charge influencers are very nice, easily some of the most interesting skills I've seen.
Soul Tap: The mana regen is nice, but it's the Charge decrease that matters. And, oh, what nice set of buffs you've got! One comment though, I'd swap the places of Tier 2 and Tier 1 bonuses. Because, ofc. MORE CAST SPEED!
Skeleton Horde: No idea, sorry.
Life Tap: The OPPOSITE of Soul Tap, it BUILDS your Charge. Care needs to be taken not to blow up. But healing on various boxes and vases is simply awesome, really adds whole another layer to playing, LOVE THIS! Oh and what a nice dmg bonus you've got.
Skeleton Archers: No idea, sorry.
Clarity: This is supposed to halt your Charge buildup, but why does L.Tap still build it? Oh and I just love those bonuses, who'd have said, huh?
Corpse Explosion: Honestly, didn't use it, but it seems ok. Mayb if the range got reworked to 6 -> 7 -> 8 from the current form? And 5s could be a lot, but let's be real, you can manage AoE just fine.
Death Knight: No idea, sorry.
Life Pact: A nice health boost.
Death Pact: Only physical? Why not +% all damage? Strange.
Raise Dead: Sure it debuffs your efficiency, but gives you even more summons! This is yet another very interesting design decision, I like it.
/
Curses: A nice tree, it is supposed to be a "Death Knight"(class / playstyle) of sorts, but it suffers from Cast Speed redux present on Dark Pact(your melee attacks aka Cursed Weapon and Strike are considered to be "spellcasts"). Also, I believe it should be played with a Shield, as much as awesome a 2H Sword DK might be.
(oh, and the actual Curses - Slow, Weak etc might just need more interesting Tiers than those)
Cursed Weapon: It suffers heavily from the passive debuff mentioned above. Otherwise, a beautiful skill, I'd certainly swap the places of T2 and T3.
Slow: Just a nice debuff. Useful for everyone.
Cursed Strike: A very strong melee short range skill with a cooldown. It's fantastic except the melee skill debuff(which is not that bad since you can't spam it like you can CW). Maybe it has a bit too much of a Cooldown though? 7s is a lot.
Weaken: A very useful damage debuff.
Taskmaster: Uhm...wrong tree? What's it doing here? Rework? Apart from that, no xp with this skill, sorry.
Amplify Damage: Yeah, it's not 2x like we got used to. ;)
Cursed Flames: No idea, sorry. The skill seems almost like a Decrepify with a DoT, like it always should've been, imo. I'd also like to have this sooner, but I just can't justify it, it simply feels like a logical ultimate to "Curses".
Dark Protection: Just like the Mind Shield over on Assassin, a very nice proc. Eats a damage here and there, can be useful.
Cursed Ground: Unsure about the efficiency of this one, but it seems to tack a 25% Cast Speed penalty to DP. Which debuffs the entire tree, care to look at this?
Maledict: Unfortunately for me, the +% damage does not stack with "Darkness" passive. It is still a very nice melee oriented passive which you should really max.
/
(I love the design of this class so much, didn't think I would, it grows on you like a DoT of sorts)
EMBERMAGE: Yeah, this class is very fun and very neatly designed. Your addition of L.Bolt is very appreciated(especially once you reach T2) and other fixes are appreciated as well. Here's what I think.
Inferno: It is a very efficient and very finely tuned playstyle(a mix of heavy DoTs for bosses and AoE melting for everything else), but not necessarily my playstyle. The other two are better, but that is just a personal preference.
Magma Spear: This skill suffers from line of sight limitations. That beautiful 25m range won't help you if the enemy doesn't get loaded etc. It also has some silly issues with dunes in Act 2, but that's just the par for the game's Range experience.
Magma Mace: It's actually better than one'd think. Especially if you play with a <weapon> + shield. Nothing is needed here.
Firebomb: These feel...odd. I don't know...I'd prefer van Helsing's Wall mechanics, but that's clearly out of reach. Maybe fast casting Firewall instead? Or just a general cast time increase? It's not weak and it is a part of your "I melt bosses" rotation, but it FEELS awkward to use.
Blazing Pillars: What an odd skill! Maybe I do not understand it and they home in on what you're targetting(like Poison Seekers)? Regardless, what this skill needs is for a Pillar not to disappear just because it touched a wall. Maybe give T1 a ricochet ability or something. That's th biggest problem of this skill, that they end up in the worst possible moment.
Infernal Collapse: A beautiful skill, no doubt about that. I'd just give it +1 basic AoE(4m feels bad), though it is not needed by any means.
Immolation Aura: The damage is nice, but we all know that people use it due to that +20% DR. That brings me...nah, I'll come to that once I am at Ele.Boon. Maybe if Tier progression went +7% / Tier(ending at 20%)?
Firestorm: Even more DoT + Fire damage taken increase? In a huge AoE with a fast cast? Sure. Though I don't fully understand that 30% Fire Damage weaken debuff. Why is that necessary? And where is it useful? Not at many places I bet(Alchemist?).
Charge Mastery: While there is something to be said about usefulness of Ember's Charge(I'd personally like if you could increase that +%dmg even by +10%), this skill simply makes it seamless to use. Maybe replace Charge Rate Decay Rate with a buff to +%dmg? Something to think about.
Ele.Attunement: A very misleading skill, that is nonetheless very useful. The increase to all these elemental debuff durations is very noticable. It's just one of those undervalued skills that make a life of difference.
Fire Brand: I'm not certain how these work, but Fire Brand is by far the easiest to proc(given all the Burning procs on all of your skills). Further cementing Inferno as your go to tree for dps.
/
Frost: Honestly, it could just be my favorite Ember tree(I love Control, what can I say), but there are some issues I'd like to see taken care of.
Icy Blast: A beautiful skill, but it gets outpaced rather severely by Frost Wave. I don't know what to do about that, but I do know that I'd like to see those 1s of CD gone. It just makes using it as a LMB skill a hassle and a half. And for no reason at all.
Hailstorm: It starts off very humble, but it gets crazy. Maybe if it came with +% fire dmg taken as well? But then it'd need a nerf, so better not, I think. This makes positioning and everything very easy.
Frost Phase: A teleport in FROST MAGIC? Ok. Though its damage uses are often overlooked for its obvious dodge abilities...I don't have any complaints or suggestions for this skill. Maybe larger Freeze chance?
Ele.Boon: +15% to ALL Elemental damages AND Resistances(DR)? Wow. This is where I'll mention what I wanted to mention at Immolation Aura. IA gives you +20% DR and this gives you further +15(maybe +20, not certain)% too. Let's say +20%. That is 40% DR against stuff that is most often the problem(non physical damage). Which makes you tougher than ANYONE except FF Engi(just broken imo) and Battlerage Zerk(but it requires a LOT of enemies), potentially Glaive Lander too(can reach +75% in both Block and Dodge AND has that Stone Pact). You can definitely be a melee Embermage, why not. Icy Blast, Shockbolts etc even get stronger when used from melee. Concerning the skill itself, it's just fine if we disregard ultra high level / NG gameplay(which I do). Even then...that DR and the CC resists...damn nice.
Frost Wave: Your bread and butter, it is like an actually functional Northern Rage. Though it is kinda dangerous to use while you are not at T2(rather slow cast speed).
Ice Prison: Yet another beautiful Frost skill. Its targetting is kinda wonky though. And I'm uncertain about the Tier bonuses, I just want them all, now! Every one of them is sexy.
Astral Ally: Maybe make it gain actually "powerful skills" as you progress through Tiers(like Shadow Master)? Currently it is just...meh. You can easily outpace it and it ends up basically useless outside of lower difficulties(because all it does is spam starting skills...).
Staff Mastery: A very nice debuff, though the selection of skill on which it applies could perhaps be expanded. Firestorm from Inferno(though definitely not necessary ; Inferno's just finely represented here), Frost Wave and / or Hailstorm from Frost(I like the idea of Hailstorm, but FW is your main AA, so maybe that?), idk for Storm tbh. That's all that's necessary. Frost and Storm are underrepresented here.
Frozen Fate: A beautiful passive, but it should really come with some form of applying "Frozen" debuff. Not only is it in the actual name, but it's all over the skill description as well.
Ijsbrand: Ice Brand, ok
/
Storm: Lightning Bolt is a much better skill here than those silly Chroma Bolts. Prismatic, whatever. Let's see.
Lightning Bolt: A very beautiful skill, especially once you reach T2. Then you can chunk everything in your path. It even gets an (massive + AoE?) DoT on T3. It is really quite a good skill, where wouldn't it be at 500% weapon dps.
Shock Burst: It is nice vs Trash(perma interrupt / knockback + very nice DPS), but I wouldn't use this vs Bosses if I were you. Maybe if it gave some form of DR while it is active(and...up to 3s after)? It isn't a bad skill, it's just very dangerous to really use it.
Thunder Locus: Yet another skill that starts off rather humble, but becomes quite powerful. You basically plant it where you want to fight a boss and run around the boss, how hard can that be? Ideally, I'd like if it started with 2 targets struck, but it's far from necessary.
Arc Beam: A nerfed version of Ember Lance, but it is still quite good, just not as simple. The skill is REALLY overlooked, but that's because of its range. I wouldn't say no to more range here. It just feels awfully short. Sure, you've got Bolt, but...
Death's Bounty: The name annoys me, it has nothing to do with Embermage OR Storm. Maybe if it was called "Energy Reclamation" or something. Oh yes, the skill itself is very useful, almost mandatory.
Shockbolt: These are more of a melee Mage spell than anything else. And they're quite dangerous there. 100-360% dps is nothing to laugh at. It's at range, where most(like 90%+) Mages will be that it feels more weak than it actually is. Idk what to do about that.
Shockorb: I mean...these feel odd. And no, it's not their speed, if they were faster, they'd actually be weaker. Before T1 they feel very awkward and clumsy to use, I feel like these should receive some attention.
Prismatic Rift: It just needs some kind of interaction with non melee stuff. Ideally with Blocks and Dodges too, but let's not get ahead of ourselves. First things first. Maybe % to stun ranged if they hit you?
Wand Chaos: Nice, see "Staff Mastery" for more info.
Stormbrand: Funnily enough, I believe Storm has the most trouble applying its status effect, but I could be wrong. There's a LOT of paper cuts here. The skill itself is just fine.
However the good news is that I can edit and publish changes now and try workout in spare time why this map or file is damaged.
@Gorwe - again i cannot thank you enough for the time taken in the detailed skill analysis/feedback as its very useful for me. It's quite late here now but i will begin working on the tweaks/bugs - as you have taken the time to help i would like to ask if you would prefer me to focus my attention on the Assassin or Dark Sorcerer tweaks first? My plan is to respond back skill by skill as of tommorrow and post my proposed change/fix to see what you think.
Thanks again
Dark Sorcerer seems like he needs more help. Assassin could simply receive enabled Charge buildup on Needles and...Darts(?) and that'd be it. Curses otoh need more help, they debuff themself as I mentioned. Unless you like to AA...
No problem. Like to be of (some) use.
ENGINEER: It is a highly functional class to be sure. Though he does have some oddities. Like the whole Shield Armor -> Damage part and such. But let's get moving.
Aegis: It's a somewhat underrated tree(except FF, ofc), but the whole Shield Armor = Damage is...it gets outclassed. You'd really need a Shield with at least 500 Armor to make this work.
/
Shield Bash: it's an ok skill, though it could perhaps have a larger dash, but nitpicking. It is its damage mech that are kinda wonky tbh.
Forcefield: It is still ridiculously OP. Around 35-ish, it overtakes your HP, no matter how hard you try and by 75...it'll overshadow your HP by 3x or something. While I don't think this is bad(it gives flavor to Engi), but...it becomes nigh necessary and hence you stop using everything that uses Charge points. It simply messes up the Class. Maybe if it used only one Charge point and doubled its strength(100% as opposed to 250%)? Don't get me wrong, your addition of seconds to cooldown is a nice start.
Ember Reach: Useful skill for every Engi. Also allows you to use Coup as you will it. Very nice.
Dynamo Field: An often overlooked skill. It's actually quite nice to its fast activation and guaranteed charge buildup. I'd just like if you didn't have to spam this as much. Maybe if it was a passive.
Storm Burst: A movement skill, what else is there to be said?
Fire Bash: I actually quite like this one. It's very easy to combo it with Shield Bash and cause some large DoT + damage + CC. Though whether it is really worth a Charge point...that is up for debate. Also, its damage mechanics are...meh(Shield Armor).
Immobilization Copter: A mobile Slow, what's not to like? Though the DoT is actually somewhat on the weak side(if you got it earlier, you could get more points with it, just imo) and the AI is sometimes derp and it is mostly useless in Boss battles. It's there that something needs to be done about it ; maybe some +%dmg taken on scanned targets? As a Tier bonus or something?
Sword + Board: I mean, even in the most egregious examples, this doesn't really do that much. Maybe add 750 - 1250 damage? Regardless, care needs to be taken, or it could overpower Engi(if it gave 10 - 150% of complete Armor, for example). Though something should be done to make it more viable.
Aegis of Fate: The only thing this thing's missing is being able to be procced on a Block. And the strength of the FF, but that's a whole another discussion. Otherwise, it is ok.
Charge Reconstitution: I mean, this skill needs a small buff(imo), but otherwise it's ok. It changes how you approach the Charge meter and that is good.
/
Blitz: A bunch of very good skills in one place.
/
Fire Hammer: A very reliable attack that uses one Charge point to triple its effect. The skill by itself is just fine, it's what it's compared against that potentially crushes it: Ember Hammer, Overload and Emberquake.
Seismic Slam: Just an AoE stun, a means to an end if you would. Nice to get out of sticky situations or to enable mass Coup.
Ember Hammer: It's one of your better skills, to be certain. But it neither uses nor builds Charge(just like Quake). So, there is that to consider. It gets ridiculously strong as you progress through Tiers.
Onslaught: A very nice opener(a Leap Attack of sorts), but I feel like its CD could be bit on the high side.
Overload: Thank you for changing Overload. Now with 300% weapon dps / point it gets ridiculously strong vs everything. Especially if it crits. It's finally useful, if perhaps a bit too much at this point. Maybe 200% would be more reasonable?
Tremor: It's a much better version of Slam, that's for certain. At least 2,5x AoE, increases damage taken etc etc. Very useful and very nice. It also quite damages trash.
Emberquake: Quite possibly the best skill in the tree, only matched by reworked Overload. And I feel it could be too strong, it overshadows Fire Hammer in specific by a large margin.
Heavy Lifting: Nice buff to this, thank you. Now it's very nice.
Supercharge: Any reason why this doesn't work with Range / Cannons?
Coup de Grace: A very, very nice passive. It works for Ranged, yes? If not, it should.
/
Construction: It has a lot of support, but it's otherwise quite...meh actually. Though Cannon Blast is awesome, I'll give it that. Treat it as a "Summon / Support" tree of sorts.
/
Heal Bot: Nothing to add here, except it'd be nice if it increased EVERY armor by 16% on the final tier, but that's nitpicking.
Cannon Blast: A very nice skill that everyone that use Cannons or Shotguns will love to use. Nothing to really add here.
Spider Mine: No xp. Sorry.
Gun Bot: No xp. Sorry.
Shock Grenade: This skill's almost meant to be used as a support tool of sorts. To stun, to shock and to generate both shock AoE and Coup de Grace. But it's wildly inferior to Tremor, so there is that. Its DoT is also laughable at best and it even removes the much superior Dynamo Field DoT. There are few ways how the DoT of this could be salvaged: 1. Use Dynamo Field mech and allow DoT to be stacked. 2. Just increase the DoT amount by 100 - 200%. 3. Just remove DoT and turn it into a Debuff skill. Any would work, currently it's very weak.
Fussilade: If C.Blast is a line skillshot, Fussilade is a wide area skillshot. It's just fine, does its job.
Sledgebot: No xp. Sorry.
Bulwark: A nice idea, kinda underwhelming in practice, but it's mostly due to the strength of FF. Also, the Physical damage often isn't your problem, so there's that as well.
Fire and Spark: Very useful, very beautiful, I like it.
Charge Domination: Maybe a bigger proc rate to open up the builds? Regardless, it shouldn't be above 20%.
Assassin
Power Kick
Now generates charge
Tier 1 bonus now scales correctly with character levels
Poison Stab
Fixed a bug where poison stab damage and debuffs would only last 4 seconds
Poison Nova
Now generates charge
Poison Seeker
Now generates charge
Poison Globe
Cast speed/animation sped up +25%
Questions
Needles
i am guessing the main issue you have flagged is when it get x4 needles and you cannot hit anything in front of you easily, what would you suggest to make this skill better i was thinking of going x3/5/7 needles but at 7 i am worried it gets to strong
Perhaps it goes x3 then x5 but the range or something just increases?
Dark Sorcerer
Cursed Strike
Cooldown reduced from 7 seconds to 5
CUrses in general
Do you feel curses should not reduce charge, i made the curses do this to help a little with melee builds initially but i get what you are saying with the feeback. I also liked your ideas of adding cursed flames DOT as basicly the end tier bonus on any curse as a reward for specialising. what do you think?
Doing this would also give these class a skill back that we could add something new/unique back
Questions + Dark Sorcerer general design
it looks like you have had some fun with the Dark Sorcerer and I appreciate the feedback. The class started life as a pure spell caster and I wanted the charge bar to play a integral part to spell casting and add a unique twist. Later on I then added in a melee/death knight build as you have found. Generally I think the spell caster side of things works quite well but the melee side is still missing its edge and I think your feedback captures aof of this.
What I tried to do was guide people into specialising in ranged/spells or become ta little more tanky in melee but at the cost of cast speed/diminished spell casting which is why certain integral melee spells will nerf your spell casting but this approach clearly needs more thought.
Soul Tap + Life Tap
i don't often see people go all the way up to level 15 on these skills, maybe 5 - 10 at the most. I am trying to think of ways to encourage or reward people for maxxing these skills out. i had an idea of overcharge buff that you gain at level 15. When you cast a skill for several seconds after using Soul Tap or Life Tap you spells become very powerful or gain an additional effect. EG Dark Missiles now has + 2 bolts for several seconds or AOE spells gain a greater AOE etc etc
The other skills/classes not mentoned will be worked on shortly, i havent forgot about them :)
OUTLANDER: A very beautiful class, I like almost every part of it, though the summons are laughably weak.
Lore: This tree is just ridiculous! You can just pick up a good Shield you like the look of, and stack Block so it has ~20-30% Block and invest into Dex and Vit to become invincible while still dealing huge damage. This literally Xena + Cap.America lol. You don't even need to have a weapon equipped in the Main Hand!
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Glaive Throw: A very humble skill that starts off slow and gets off the chain aroung T2. By T3, it's already super ridiculous. And I don't want to see it further nerfed(in some situations, both Sandstorm AND Shatter Glaive are better), I just want to see it more fun early on. It's kinda terrible at lower levels right now tbh.
Vortex Hex: A nice skill, though its DoT / Poison procs are laughable. Maybe do something about that? (I know that the whole point of those procs could be the "Poisoned" debuff ; if so, maybe increase that rate?)
Glaive Sweep: The skill's very nice for melee Landers now, but the DoT component seems very meh.
Sandstorm: Gee, thank you! It's twice as fun now! Gotta show those Mirka scum what it means to spam whirlwinds!
Bramble Wall: I still don't get it, it seems like an awkward version of Ice Prison. Maybe if you couldn't damage it or if it was a debuff area as opposed to a wall? Maybe I'm missing something.
Shattering Glaive: If GT is a Chain Ltng, this is a Fireball. And it's very, very nice and effective. I don't know whether you did something, but if you did, thank you! Also, thank you for putting all the Glaives in one tree, maybe if Vortex and Bramble got replaced with Pacts, it'd be the ultimate "Lore" tree.
Flaming Glaives: I see what you did here. This rework further buffs melee Landers and that is a very welcome thing indeed.
Dodge Mastery: When you want 75% Dodge AND 75% Block ASAP. Derp.
Crit Strikes: Oh, the 75% Dodge AND 75% Block isn't enough? How about 75% Crit as well with 350% damage? /facepalm
Share the Wealth: Oh and you think your blessed Charge should be AoE and, regardless, buffed? Because...why not? rofl
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Sigil: A rather nice support tree with some heavy hitters.
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Shadowshot: It's one of my favorite bow attacks, I'll admit. Not only that, but it's super effective in 1v1 while being very useful in AoE as well.
Blade Pact: Just a "Slow" if you would, very nice, very effective.
Rune Vault: Thank you for enabling the melee Lander. While the 3s might be a tad too much, all those Tier bonuses have got to amount to something.
Shadowmantle: What a nice rework! Especially if you use it on a Glaivelander, it'll be super smooth and super safe.
Stone Pact: Because the Glaivelander wasn't strong enough already. Let's give him zillion hp regen! Regardless, it's nice that this skill has a cooldown, forces you to think when and where to use it.
Repulsion Hex: Yolo, Glaivelanders! This is ridiculous! Regardless, I feel like this skill is a bit too 1pt wonder-y. Maybe add a damage proc or something?
Venomous Hail: One of the strongest Lander skills. But look! It at least requires for you to have a weapon! I jest, it is a nice skill with a rather slow activation + a delay to its effect. It deserves its power.
Master of the Elements: I preferred back when it used to give Ele.DR. Oh well, can't have it all! +45% damage is very nice too.
Shadowling Ammo: It is very weak. Maybe if it gave you stronger varieties of Shadowlings as you levelled it? Or something, it's just...pathetically weak right now, I don't see any use to it. Maybe if they caused a debuff of sorts when they attack?
Poison Burst: Just as beautiful here as it is on Assassin. Nothing to add. It don't seem to work with Glaives however, why? We Glaivelanders deserve to have E.V.E.R.Y.T.H.I.N.G. I think.
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Warfare: If you want Bows(etc), this is your skill. And it could be stronger ultimately than the Glaivelander, but you sacrifice 75% Block! Don't say I didn't warn you!
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Rapid Fire: It is a nice skill by itself, but it just pales next to Strafe and other comparisons(Shadowshot, Power Shot, Chaos Burst etc). Tbh, don't know what to do. Maybe give the Burn earlier?
Tangling Shot: I'd just remove the DoT from this skill and replace it with a debuff. Oh, or just make it have +50%(additive) chance to apply "Poisoned" state. Because it is pathetic right now, almost useless. Oh and it could have larger AoE too. It's so pathetic right now that all these buffs would make it only "ok".
Chaos Burst: Could be renamed to "Broadside" lol. Just bloody murder everything, no matter whether AoE or Boss scenario. I like that it has a Cooldown, though it could be lower(3s?).
Cursed Daggers: An initially more efficient version of the same skill on Assassin, but! It doesn't have the 50% weapon dps or +60% poison damage etc. And all the other amenities of an Assassin. It's just as good though, very reliable.
Steady Shot: A very nice idea, to introduce modal skills into the game. Though I do not know its real impact given that it only modifies the base weapon damage. Given, if it modified the total damage...maybe make it so, but apply the -25% to Attack Speed and Cast Speed too? So as to simulate the "Aim" mode?
Power Shot: Yeah, easily one of the strongest skills in the entire game. Why does it hit twice though? It makes a very powerful skill into something absurd! Even if it guzzles mana as it does.
Strafe: Just beautiful, but shouldn't the mana costs of it and Rapid Fire be reversed? I just don't understand why you can buff yourself up the wazzoo, kill everything in process, spend only like 25% mana and the kill whatever's left with a hyper Power Shot.
LRM: The +% damage is only provisory(it affects base weapon dmg iirc), but the +0,33 range / lvl is what's really nice here.
Shotgun Mastery: Or if you prefer Shotguns, you can get a mini Cannon Blast effect every time you (auto?) attack.
Akimbo: Or you might prefer to Dual Wield Guns and then you get this. All three are effective at supporting your chosen playstyle.
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Done, enjoy your read!
I was hoping for Needles to build Charge, but meh. Kick is you vanilla skill, it is a natural skill to have it.
As for Needles...yes, you are quite right. Once you go up Tier 1, it starts missing everything. Because it goes from a trident form \ I / to something odd \ \ / / . It loses the most important needle, but I need to test it more. And yes, 7 would be way too much. From up close that thing would murder everything. Easy 1000% weapon dps.
Very nice idea for Taps. I like it.
As for Dark Sorceror:
The T3 Cursed Flames effect would stack from each of your Curses? Is it so? Or you could have only one instance of it? Which is it?
I'm all for Curses(I believe it's Cursed Ground which debuffs the cspd) debuffing Sorcery, but not Curses mainstays lol! Idk how the modding is done, but if I were to blurt out something, I'd say that it needs to XNOR the Cursed Weapon / Strike(so they don't get debuffed). It should apply to everything else though. Look, CW is your auto attack, it's silly to debuff oneself like that. Given it could be a limitation of modding, I fully understand that.
And yes, the spellcaster side(the Sorcery) works like a charm(except the complete lack of Defenses not named Weaken), Curses have some problems. Idk about DA, I only use their Taps and Buffs.