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Author Topic: Variant Classes Mod Information  (Read 81720 times)

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Re: Variant Classes Mod Information
« Reply #255 on: »
Hi @Shocefire, Welcome to Torchmodders. ;)

Hmm ...
My suggestion is that Synergies should be placed at the bottom and Torchlight II Essential above.

For Mod classes Variant & FEP I don't think there is a problem if one is above or below. It depends on which you prioritize. For example, if you prefer more drop FEP items, put FEP above the Variant so that the appearance of items from FEP is more frequent, and vice versa.

Example Mod Order:

- Variant Pet
- FEP +
- Variant
- Torchlight II Essential
- Synergies
« Last Edit: February 11, 2019, 09:07:12 am by Sch123 »

Re: Variant Classes Mod Information
« Reply #256 on: »
Thanks you for the quick reply good sir.

You got a suggestion for a class/build Im up to try stuff .

Re: Variant Classes Mod Information
« Reply #257 on: »
You are welcome. :D

What style of play do you like?
- Melee / Range / Tank ...

What weapon do you like?
- 2H Melee, 1H Melee, 2H Range, 1H Range ...
« Last Edit: February 11, 2019, 02:56:05 pm by Sch123 »

Re: Variant Classes Mod Information
« Reply #258 on: »
Well I prefer Melee I only play singleplayer and I never tried to play a tank its already hard to kill stuff xD

Will there ever be tiered passives btw ?

Re: Variant Classes Mod Information
« Reply #259 on: »
Well I prefer Melee I only play singleplayer and I never tried to play a tank its already hard to kill stuff xD
Hmm ... maybe you can try this melee classes;

Variant Mod:
- Elemental Brute, Emberblade, Double Agent, Bladedancer, Dragooon, Monk.

FEP:
- Kensei, Ronin, Ninja.

My Favorite:
From what I mentioned, I like Ninja class the most. :D
Maybe you can also try Plaguelord & Nethermancer, even though it looks like type for magic but you can play it melee too. ;)


Quote
Will there ever be tiered passives btw ?
Mostly don't have Tier effects for Passive skills.

But if you want a Tier on Passive skill you can try Skills Expansion Mod (For Vanilla Class)



I also recommend you to try TL1CP, Classless & Deathknight

Re: Variant Classes Mod Information
« Reply #260 on: »
Hey Viz I ask kindly that you consider changing or making an optional file that changes most buffs durations to 60 sec or 300 sec.

Re: Variant Classes Mod Information
« Reply #261 on: »
Hello @Shocefire

Which class that you noticed that have short duration on their buffs? If its something like Theolentist then I didn't want to extend the buff duration because the class is powerful enough.


Re: Variant Classes Mod Information
« Reply #262 on: »
Mostly cases where the CD is low enough to have a 100% uptime but you got to use it every few seconds , I hated that part of vanilla personally.

-Double Agent : Copper and Zinc
Legionary : Kinetic Field, Gravity Field , Energy Shield : They got a 5sec anyway so removing the duration increase in Tier Bonuses  and making them start at 60 sec
-Wilding : Gaea's Vengeance
-Emberknight : Battle Affinity , Mana Affinity Ember Realiation
-Assassin : Apply Poison

I understand and respect your opinion and balance issues ,If would greatly appreciate if you make these changes ( you can also  have an optional file with the buff to buffs as an option for those who want it  )
« Last Edit: February 25, 2019, 01:36:40 pm by Shocefire »

Re: Variant Classes Mod Information
« Reply #263 on: »
@Viz

By the way, I found the Tier Skill Sky Prophecy (Wand + Pistol) in the Theolentist class only has Tier 3, maybe you can add Tier 1 & 2 to the skill to complete it. :P

Re: Variant Classes Mod Information
« Reply #264 on: »
@Viz

Just want to let you know that Drew's Class Pack has just been updated. ;)

Change Note

Spoiler: Change Note (hover to show)

Re: Variant Classes Mod Information
« Reply #265 on: »
@Viz

I hope you can replace the Emberblade class with what has been compiled by Doudley (Removed Tab "Reset Skill and Class Info"). ;)

And also can you consider removing fish for the chibi miku and young guardian from the general merchant, or maybe removing the pet and fish from the Variant class?
If you play while using another mod that has the same pet I'm afraid there will be a problem and it makes us confused because a lot of fish can turn into the same pet but with different mods of fish.
« Last Edit: February 27, 2019, 05:23:37 am by Sch123 »

Re: Variant Classes Mod Information
« Reply #266 on: »
Yea sure. I think I'll remove all the new pets as well since Variant Pets already got them covered.

Re: Variant Classes Mod Information
« Reply #267 on: »
Yea sure. I think I'll remove all the new pets as well since Variant Pets already got them covered.
Awesome. :D



@Viz

Do you plan to add new classes to the next update, like Classless & Deathknight?
Maybe the Deathknight is still too early and needs to be given time for its glory. Maybe at another opportunity. :)
But if you will add it in the next update, I'm very happy. :P

I'm curious, can you take data hair color in the class in Torchlight 2 Essential mod and put it into the hair color data in all classes in the Variant mod? Because the class in Torchlight 2 Essential is have the additional color of the rainbow for the color of his hair. ;D

Re: Variant Classes Mod Information
« Reply #268 on: »
@Viz

I see in the upcoming update list there is a slight problem with the Double Agent class, maybe you can see Double Agent Mod because there is also an update for the Double Agent class. ;)

Chance Note

Spoiler: Chance Note (hover to show)

Re: Variant Classes Mod Information
« Reply #269 on: »
Yea sure. I think I'll remove all the new pets as well since Variant Pets already got them covered.
I think this is a good idea too :thumbsup:


 

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