@Viz maybe there is a learning here - when we merge classes, let's only fix bugs but not change any "levels" set by the original authors.
I can understand that. I was away for too long, damn Black Desert and damn Grim Dawn. Regarding the balance, without exaggeration, it was a period of about 2 months of testing on my part making changes, then testing, in vanilla and in Synergies. The mod Essentials made a lot of modifications but without much change the gameplay. However, it has taken me only half an hour with Variant Classes to realize that they wanted to completely change the gameplay, forcing the player to create a rotation of skills. I, as a normal player, would not play something like that because this is TL2 and not some MMO like Black Desert. This mod is already old and I will not ask you to do something about it because it is too late. I just wanted you to know that, as we say in my country "la cagaron" (you screwed up).
Ok, i will take your judgement on behalf of everyone who worked on Variant Classes
Moving forward, like i mentioned in my last post, we'll only fix bugs when we do merge mods; we won't change the design or intent of the class
@Actkqk Heya, I am sorry that you didn't like my changes to Tenebris.
The changes was done because some people requesting more classes to be stronger to tackle Synergies and supposedly its endgames (hence why there are more changes to many classes after v9 of the mod). Personally I think Tenebris is still fine compared to other classes like say Archer, Prophet, and the FEP classes.
Again as Phanjam have said I did not intend my changes to be an insult to you. I am deeply sorry if you find it that way
Yes, I have seen the changes, and I have also tried them in person in the game. What you did was just the opposite. To all the skills that were created for constant use you put them cooldown. What leaves the player no choice but to try to create a skill rotation. And if we take into account that not all skills are enabled from level 1, it's achieved that a person interested in trying this class simply loses interest due to the more difficult start than normal and MMORPG mechanics that are not inherent to TL2. Anyway, what has been done is done.
I just wanted to update that i posted a version 14 of Variant on TLF (
https://www.torchlightfansite.com/mod_downloads/compilations-tl2/download-1516-variant-classes.html) a few days ago which reverted the changes made on the Temebris class.
This was done to address
@Actkqk 's valid concern about the changes made to his mod. We are not yet able to upload the new version to steam workshop bcos that page is controlled by
@doudley who is still on break from modding. But otherwise, we believe the issue has been adequately addressed.
More recently
@Viz uploaded a later version of his mod corrections to TLF as well.
If I may know regarding the Tenebris class, has the level for opening each skill been fixed? I saw that
@Viz only switched the Tornado Poison skill back into a starter skill, but did not return the level to unlock for every each skill to it's origin.

Sorry if I'm wrong.
Hi, just found one problem with wilding class, in second tree, first skill- if you want just move mouse curson on this skill it will automatically ctd. Could you fix that ?
Hi, just found one problem with wilding class, in second tree, first skill- if you want just move mouse curson on this skill it will automatically ctd. Could you fix that ?
Thanks for notifying me about this, it will be fixed in the next update
Minor update but Variant Classes is now updated to v16
@Viz Do you also remove the TL1 Rifle in the Variant Class Mod?
I also saw that you added the Deathknight class, it should be noted in the toggle skill because when we respect the skill the skill is still active even though it has been respected.
@Viz Just wanted to let you know, that the skill icon for Shield Thrower does not match the original (Lightbringer Class). There the skill icon for Shield Thrower changes to the Glaive Thrower skill icon.
hi! making some mods localization, including different classes, found some not included in class packs. Like this:
Did you saw it? Looks interesting.
And yet. when i unpack your mod by GUTSm i saw many directories on same with MEDIA level. Isn't it crap, not used at all?
Hi
@Awkward . I noticed that too when i unpacked Variant Classes

Well every modder has their own workflow. At least the empty folders do not really add to the total size
...if only you saw how much crap (including *.EXE and *.DLL) and wrong-writed text i found in mods last month...