- Use Diablo Pet Monster as the Ultimate Summoning MonsterI think the ultimate summoning will be Sindragosa (based on the Felmyst model).
Feedback:
- Skill Boiling Blood can make Player die due to this skill effect. Instead of our health it must be reduced for 15s, maybe if I may suggest that the Mana cost be replaced with Health cost to cast this skill and be given an addition when Health is insufficient, the skill cannot be cast.
Or if it really has to be the effect must be there I hope you might be able to reduce the reduction for Health and duration, and also to make it so that the Player cannot die because of the effect of the skill. It's not funny if we die because of the skills we use ourselves. ???
I don't think I will change this behavior.
However the HP loss can be adjusted if it is too much.
For Heart Strike skills, I like the changes you give (unleash the sword) but it might be better if the player also does a dash (Dash + Unleash the sword) attack rather than doing a short attack.Maybe, I will see what I can do.
For Boiling Blood skills, can you increase the chance of critical hits. Because after the Tier effect is open, the effect does not increase as the skill points are given (improves with player level).The point of this skill tree is to make players want to invest into Dexterity, so I don't want to give too much bonus in critical chance.
Also adding a longer duration for Boiling Blood skills is also good. Because I combine it with the Living Blood & Veteran of the 3rd War skill, which requires critical hits as a trigger.
I think you will use the model from Pet Felmyst for Sindragosa summoning skill, but it turns out it's not. By the way, I like the ice skin you give to the Gargoyle & Skull Dragon. ;DThanks. ;)
Also give the effect of ice burst to give additional damage after he dies / disappears for all Ice summoning creatures.Can be interesting for ice summons but it's not a priority, I will see that later.
Also give the effect of disease burst to give additional damage after he dies / disappears for all Unholy summoning creatures.
For Living Blood skill, can you also add MP steals?The affix doesn't exist (Mana steal to master).
By the way, I like the aura of spirit that is seen when we choose a class, but when we play it there is no spirit aura. Is it supposed be like that?Yes it's specific to the selection screen. There are other custom classes that do the same.
Sound effects on women when the charge bar is fully charged is using male voice. ???The voice is not coming from the character, it's coming from the Lich King (Arthas) which is the lord of the Deathknights.
Apparently, the stun effect on the Frostscythe skill didn't work properly. Enemies affected by stun can still move and attack players. ???Strange bug... I don't know why yet.
Feedback:Not sure what do you mean by that.
But there is a little problem with the new skill of Pillar of Frost from Tier II to Tier III "Will Damage Pet".
Is it possible if the Pillar of Frost also gives Ice Damage & Slow to the enemy?
There is a problem with the new skill of Pillar of Frost from Tier II to Tier III it "Will Damage Pet". If the Pet is inside the Pillar of Frost skill area it will get damage.Ok I get it, the pet get 1 damage per second in the area.
Maybe it would be good if the Pillar of Frost also gives Ice Damage & Slow to the enemy?There are enough slow skills so no for this one.
Ok I get it, the pet get 1 damage per second in the area.I think the skill targeting can be limited to certain UNITTYPEs (i just dont remember how atm)
Another strange bug of GUTS, the skill doesn't do any damage.
Not so easy to fix...
I think the skill targeting can be limited to certain UNITTYPEs (i just dont remember how atm)In the layout file I find a Unitype entry and I put PLAYER.
Hurray! :D hope it stays working :PYes, thanks @Phanjam ! :)
I see you have filled in the last 2 skills for the Deathknight class.Yes, I have my 30 skills !
- Dark CommandI suppose some monsters have a resistance to immobilization, particulary champions and bosses.
When this skill reaches the Max rank, should he be able to 100% make the enemy in the area not move? Because I get a number of enemies that aren't affected by the skill
- Dark TransformationI could raise the durations to 15s, but not more.
I really like this skill, as a booster for Pet & Minions. But is it possible for the duration to be added. Also for Minion summon skills in the Unholly section can be given a longer duration, so that skills such as Dark Transformation are more effectively used together.
I also have suggestions for the skill of Dark Command, what if you also add effects to Charm enemy. But please make it so that Charm doesn't work on the Champion & Boss, In order not to make OP. ;DProbably not, sorry.
Yes, I have my 30 skills !Sure, with pleasure. :D
Now I have to test the class more intensively, I hope you can help with this. :)
In particular, is the class OP or not ?
I suppose some monsters have a resistance to immobilization, particulary champions and bosses.I tried it on Ratlin at the beginning of the game. Does Ratlin have resistance to Immobilize? ::)
I could raise the durations to 15s, but not more.Thank you. ;)
Probably not, sorry.It's ok. :)
- When we use Synergies Mod, you will get skill level unlock earlier than the original (For all tab skill "Blood, Frost, Unholy").Seems like a normal behavior with Synergies.
- Can the Beam that is on the Deathknight when the full Charge be replaced with Aura of Spirits like the Deathknight in the class selection? I'm quite disturbed by the Beam when playing. :(I really like this beam. ;)
- I also have suggestions for the skill of Dark Command, what if you also add effects to Silent the enemy. :PGood idea, I'll try to implement it.
- Will you add all face & hair style?Yes.
- Also will you make all faces pale like you do?I won't convert all the faces, it's harder that it seems.
But it's different when we use Mod like Synergies, especially when you play at Elite level you will find it difficult to defeat Champion monsters because the damage you give is very small. And also the enemy attack was very painful, I also experienced it with just one attack I immediately died.For damage output, what skills do you think need a buff ?
I really like this beam. ;)
What's wrong with my beam ? :'( :'(Beam is very good. :D
I've uploaded a new version with all the faces and hairs, and added 4 pale skins with blue eyes for each gender.In the female gender it seems that the pupils are all gone. Maybe because the standing style used makes her pupils disappear. Because this also happened to the Emberblade Class which has the same standing style as the Deathknight.
Finally I've managed to handle the pupils.
There a few changes in 'Veteran of the 3rd War' and 'Bone Shield' to improve the survability.I agree, this will strengthen the Deathknight.
I will see for the damage boost later.
In the female gender it seems that the pupils are all gone. Maybe because the standing style used makes her pupils disappear. Because this also happened to the Emberblade Class which has the same standing style as the Deathknight.Yes it's the animation that removes pupils.
~ Maybe you can boost more HP Recovery to some skill like Death Strike, Boiling Blood & also passive skill Veteran of the 3rd War to improve the survability.Yes I will raise health gains for Veteran of the 3rd War and Living Blood, No for Death Strike .
~ Also need to add effects to Passive skills, such as:If it can be made in a passive way I wil add some in Precise Trikes. Do you have an example of that ?
- % Chance to Break enemy Shield
- % Chance to Block enemy AttackNo need.
- Absorb MPNo need.
~ Undead Hounds, Gargoyles & Sindragosa skills need Ice Explosion when they disappear / die.I have a technical issue to do that. I will ask for some help on Discord.
~ The Skill Murderous Efficiency might be used for pets and other Minions not only for Raise Dead & Army of Dead skills.With the current numbers of the skill it would be too powerful but I have an idea to implement an intermediate solution.
If it can be made in a passive way I wil add some in Precise Trikes. Do you have an example of that ?You can try Passive Skill:
On an other subject I would like to change the Living Blood skill into a toggle skill.You can try Toggle Skill:
Do you have an example of a class that have toggle abilities ?
:-\
Quote~ Undead Hounds, Gargoyles & Sindragosa skills need Ice Explosion when they disappear / die.I have a technical issue to do that. I will ask for some help on Discord.
It's frustating.
The model I made is the only one where I managed to remove pupils.
I don'y know why it's working for this one and not for the others.
@Phanjam, @Vkoslak
Do you know how the eye pupils are working and how to remove them ?
You might be able to do it by making the pupil transparent and setting the material to allow alpha transparency.
I have tried the latest Deathknight Mod, there is a problem with the Living Blood Skill. The skill must be manually dragged to the slot box in order to use it. Unlike other skills you only need to Right Click the Mouse button to automatically enter the skill box slot.Ok I will check that (I always drag to the slot manually so I didn't noticed).
By the way, the toggle skill in Living Blood it's works. You can set the On / Off skill, only by activating the skill again to turn it off. ;DThanks, I had to make many tests to make it work. :-X
I also want to ask, have you added explosive effects when they died / disappeared in the Summoning skill in the Frost Tab Skill? If it has been given, it seems that the effect doesn't work.No it's not implemented yet, I will work on it today.
Also, thank you for adding the duration to the minions on Unholy Tab skill and giving extra boost to some skills, this is quite helpful to make you survive. ;)I have a doubt that the change in Murderous Efficiency is working properly. I need more tests.
I've implemented explosions for ice minions (Thanks @Sch123 for the example).You are welcome @Korzeam. ;)
I've raided the cooldwon for ice summons because whan you reinvoke them if makes the old ones explode (which can be strategical).
I've also add a silence effect to Dark Command.
I think I've done everything what I wanted to do, I'll try to add some sets and a few weapons now.
I found a small bug in the "Pillar of Frost" skill. When using these skills there will be a small icon that tells us the duration and effect of the skill that works. But there is an error notification of duration information, it should be 15 seconds but there are 3 seconds written there.It's not a bug. The effect lasts 3 seconds but is refreshed regulary.
What if the "Pillar of Frost" skill also traps enemies so they can't get out of the area, so they can enter the "Pillar of Frost" area but can't get out. With them trapped we can combine them with Blood Falls and Summoning Minion skills.I won't do that because it would block also you pet and minions (like the Embermage version).
Are you sure you don't add the "Chance to block attack" effect?Yes I'm sure. :P
Also can you make light for Charge Beam not too bright, keep the light more gentle.I'll see what I can do.
The idea for a Deathknight Weapon ...I'm not a fan of Curse things so No.
I won't do that because it would block also you pet and minions (like the Embermage version).Maybe you can see skill from ninja class "Earth Trap", that skill can trap the enemy but not you. Or you can see from Classless Mod skills made by @Phanjam. In skill "Earth Shield Wall" you, pet and your companion can cross the wall but not with the enemy. :)
The Frostmourne weapon took me a little time for obvious reasons. :)I understand, and the results are very satisfying. Congratulations on making this cool weapon. ;)
UPDATE :I like the new idea that you gave to Sindragosa skill. :P
- New special effect when Sindragosa dies and the CD has been raised to 1mn
I have the idea to give a little booster effect during Full Charge, by giving effect: "Increasing 3 rank for all skills (Active & Passive) that you have learned".I considered the idea but finally i won't do it.
I got the idea of "Skill Shrines" found in the original game, which can boost skills temporarily. Also from this mod skill_potion (https://steamcommunity.com/sharedfiles/filedetails/?id=198103586&searchtext=skill+potion).:D
I think it will be helpeful especially for Passive skills, so that we can focus more on giving skill points to Active skills because passive skills will be helped a bit by that effect (even if it's temporary). ::)I have the idea to give a little booster effect during Full Charge, by giving effect: "Increasing 3 rank for all skills (Active & Passive) that you have learned".I considered the idea but finally i won't do it.
I got the idea of "Skill Shrines" found in the original game, which can boost skills temporarily. Also from this mod skill_potion (https://steamcommunity.com/sharedfiles/filedetails/?id=198103586&searchtext=skill+potion).:D
The problem is the charge bar would be less interesting at high level than before.
- The beam effect of the charge bar is less brightThank you for making the beam effect not so bright :)
- I've implemented 3 sets lvl 105 (one for each tree)I thought you would give a different set of items for each category, but it turned out that the three used the same model. But it's okay. :P
I thought you would give a different set of items for each category, but it turned out that the three used the same model. But it's okay. :PIf you look closely, the colors are slightly different.
By the way, can you change the position of holding a weapon for Death Scythe, because it's too above when he holds it?It's linked to the model, so I don't know how to do that, and personnally I think it's fine like this.
I have an idea, what if you replace the effect on the armor set on "6 set armor" in Frost & Unholy. Because what I see when 6 sets of armor are collected it will have an additional effect of elemental (ice & poison) damage. I thing It might be good like this:The affix text is not very clear, the 6P effects don't do damage.
Frost = Frost aura, giving a cold which slows down the surrounding enemies
Unholy = Unholy aura, spread disease to every enemy around
The affix text is not very clear, the 6P effects don't do damage.It's okay, after you explain I don't think an aura is needed. :D
For the 6P frost armor you have 100% chance to freeze enemies when you strike them (that slow them down by 33%).
For the 6P unholy armor you have 100% chance to poison enemies when you strike them (that reduce armor and damage by 33%)
It's very powerful ! :D
I won't make auras, sorry.
By the way, what will you do after this? ::)I can't promise that.
Will you try to fix & improve the Paladin (https://steamcommunity.com/sharedfiles/filedetails/?id=712279451&searchtext=paladin) (Crusader) Class Mod? :P
By the way, do you survive Elite Synergies with it ?
I almost forgot, I found the armor shoes on the Male Deathknight seemed to have a slight problem with texture. There is a line that connects the armor shoes. This also happens to the armor set shoes because the Male Deathknight's armor set (for lv 45) uses the same armor for the starter armor.It's barely noticeable on my screen so it's not a big deal.
When trying to use other armor shoes this didn't happen.
And I've published the mod on Steam. :)Awesome, I hope they like this new class. :D
@Korzeam, I found a bug in the Living Blood skill on the Death Knight. When we use the skill and we do respect skills, but the skill still works even though the skill points we have given are gone.Thanks for reporting this bug. ;)
If I'm not mistaken, maybe you can give an "Event end" for that skill. So when the skill is respec, the skill will stop working, but I am not sure. ::)