Torchmodders

Mod Projects => Skills Expansion Mod => Topic started by: doudley on May 16, 2017, 03:11:25 am


Title: Skills Expansion: Mod Intro
Post by: doudley on May 16, 2017, 03:11:25 am
[Currently in-production of Version 2]

The original game only allows 30 skills per class between the four classes and not enough diversity of intended styles.

This mod changes all of that as it now allows 52 skills per class (and we eventually seek to increase this to 60 skills).

Respect is given towards the original game balance and class individuality as this does not allow all game skills to be accessed, rather it is an expansion of desired builds that are otherwise not possible without 5 skill trees per class, expanded weapon requirements and added tiers towards passive skills.

One skill tree is shared from other classes similar skills and another tree is a generally accessible selection of useful passives for all class builds.

Overall skill expansion will make new builds a reality within class themed boundaries that were only dreamed of before!

EXPANDED CHOICES:
FEATURING MODS:

General Passives DSP
By: Quelex (http://steamcommunity.com/id/Quelex/myworkshopfiles/?appid=200710)
(http://i1313.photobucket.com/albums/t559/doudley/General_Passives_DSP_zpsnpm4zgqk.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=153998268)

Tiered Passives
By: shortswordsmanfromthewest (http://steamcommunity.com/profiles/76561197986552102/myworkshopfiles/?appid=200710)
(http://i1313.photobucket.com/albums/t559/doudley/Tiered_Passives_zpsbxbm1tdb.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=138492980)

Quote
Both Authors have given us permission to use their mods, full credits to them and should be given to their work. Please rate their works if you can.

PLANNED MODIFICATIONS
PLAN OF ACTION
Alterations (http://steamcommunity.com/workshop/filedetails/discussion/924025867/1333474229069397306/)

Past Documentation (http://steamcommunity.com/workshop/discussions/18446744073709551615/133258593381658252/?appid=200710)
Title: Re: Introduction
Post by: Viz on May 16, 2017, 03:24:14 am
Nice work @doudley, @steffire3   ;)
 
I'll try this mod in a bit later and give my feedbacks.
Title: Re: Introduction
Post by: doudley on May 16, 2017, 03:29:14 am
Nice work @doudley, @steffire3   ;)
 
I'll try this mod in a bit later and give my feedbacks.
Thanks Viz. But we are currently on a remake and rebalance for General Passives skill set, everything will be changed after we're done. But feel free to have a look at its current state. :)
Title: Re: Introduction
Post by: steffire3 on May 16, 2017, 03:51:47 am
Nice work @doudley, @steffire3   ;)
 
I'll try this mod in a bit later and give my feedbacks.

The "General Skills" will be changed sometime soon.  :)

One thing that does matter to us besides figuring out how to get proper animations for weapons that don't have them with certain skills (Shotgonne with Fusillade) is to check the balance of the original skills and decide whether we should nerf or buff things to improve player choice.
Title: Re: Mod Introduction and User's Suggestions
Post by: Viz on May 16, 2017, 05:11:19 am
yep, I understand why current General Passive need to be rebalanced.

Okay some small feedbacks
- Blind Mastery has some typo in Tier 1 description - burining as in "burning"
- More fitting names for Staff Mastery, Cold Steel Mastery and Shotgun Mastery?

And regarding skill balance, so would you guys balance the skills for vanilla difficulties (minimal changes) or for overhaul mod difficulties like Synergies or LAO III (slightly OP changes, comparable to custom classes)?
Title: Re: Mod Introduction and User's Suggestions
Post by: steffire3 on May 16, 2017, 05:46:55 am
yep, I understand why current General Passive need to be rebalanced.

Okay some small feedbacks
- Blind Mastery has some typo in Tier 1 description - burining as in "burning"
- More fitting names for Staff Mastery, Cold Steel Mastery and Shotgun Mastery?

And regarding skill balance, so would you guys balance the skills for vanilla difficulties (minimal changes) or for overhaul mod difficulties like Synergies or LAO III (slightly OP changes, comparable to custom classes)?

Names can be changed depending on who can envision a better name for skills (we mainly just had to rename things quickly so they wouldn't be associated with specific weapons).

We thank you for pointing out our typos!

Vanilla is the goal, we are checking "average gear levels" to increase stats for LAO III but ultimately we may have to simply make another version to fit the need for powerful mod challenges.
Title: Re: Mod Introduction and User's Suggestions
Post by: Phanjam on May 16, 2017, 07:10:55 pm
omg, this is gonna ba an AWESOME mod guys! a fantastic addition to the vanilla game!
Title: Re: Mod Introduction and User's Suggestions
Post by: steffire3 on May 17, 2017, 01:12:50 am
omg, this is gonna ba an AWESOME mod guys! a fantastic addition to the vanilla game!


Thank you @Phanjam !

We want to respect and enhance the original intention behind these skills while opening up as many Vanilla Balanced Builds as possible!

I'm mainly cautious about Nerfs, however I know that skills like "Emberquake" desperately need it.

I'm more in favor of Buffs and added effects to Skills like "Flame Hammer" to make it a Skill worth using alongside "Emberquake" perhaps by increasing "Fire Damage on Foes for a few seconds"...

...we shall see!  :)
Title: Re: Mod Introduction and User's Suggestions
Post by: Viz on May 17, 2017, 02:54:30 am
I ran a test character with no equips to see the new changes to GP.

Monster Mastery tier bonus doesn't seem to increase properly.
https://puu.sh/vSFv4/2069b50f9e.jpg
https://puu.sh/vSFX3/1bff437b07.jpg

Same goes to Mana Mastery's mana regeneration.
Title: Re: Mod Introduction and User's Suggestions
Post by: doudley on May 17, 2017, 04:20:19 am
omg, this is gonna ba an AWESOME mod guys! a fantastic addition to the vanilla game!
@Phanjam Thank you! Let's just hope that it won't fall short for not being raised too high :P

@Viz Thank you for the quick bug report and the suggestions!
Title: Re: Skills Expansion: Mod Intro
Post by: doudley on May 17, 2017, 08:30:57 pm
Sorry guys, I made some changes with the topics. How can I move Viz' suggestions to another topic?
 ;D
Title: Re: Skills Expansion: Mod Intro
Post by: steffire3 on July 13, 2017, 11:25:44 pm
I have given an overall status report regarding this mod @Phanjam request!
(Thank you for asking)!

@doudley can update the General Skills and create a second version of this mod with altered original skills and re-balanced for Synergies power levels.

However there are quite a few other things that this mod could use in order to bolster it's goodness!

These requests have been written in the other branches of this Mod Project.

Thank you for your consideration!  :)
Title: Re: Skills Expansion: Mod Intro
Post by: Phanjam on July 15, 2017, 04:05:50 am
How can I move Viz' suggestions to another topic?

Hey @doudley which of Viz's posts and where would you like to move them to? (new topic is fine too)
Title: Re: Skills Expansion: Mod Intro
Post by: steffire3 on July 15, 2017, 03:12:24 pm
How can I move Viz' suggestions to another topic?

Hey @doudley which of Viz's posts and where would you like to move them to? (new topic is fine too)

@Phanjam well... basically move them according to the topic mentioned by Viz- if General skills are mentioned then they will be moved to General Skills.

Rebalanced Native Skills will be moved accordingly.

Thanks again!
Title: Re: Skills Expansion: Mod Intro
Post by: doudley on July 18, 2017, 01:00:56 am
Its fine. No need to bother.  ;D