Heroes of Hammerwatch

Heroes of Hammerwatch

Arcanist Class (reworked)
36 Comments
Méphistopheles 12 May, 2023 @ 1:49am 
i found it... i found it...
Méphistopheles 12 May, 2023 @ 1:39am 
i dont get it... how to play as this character ?
Charming Dazz 4 May, 2023 @ 1:30pm 
Okay, after playing for 3 more days and getting alot further than I thought I would. I suddenly now understand how the "runes" work. Sorry.
Charming Dazz 1 May, 2023 @ 4:36pm 
How do I get the runes to work? I have the skill... Or at least I think I do, and no runes every spawn, even when using the ability, no runes spawn.
andrius319 8 Apr, 2022 @ 3:20am 
played a bit, reached ng1, its all cool, but it feels like its missing one more skill. Its has essentially one spam skill and one bomb skill (i havent used bomb skill that much yet), all others are essentially just support. Not saying that it should be changed but while if creating other class mod in the future playstyle diversity should be considered.
Paradox Edge 19 Mar, 2022 @ 3:13am 
Actually I feel like the walking over pits business is not a bug at all. But rather just an intended feature for the "magical wizard man". Floating is a thing that wizards do.
Das Marv 12 Mar, 2022 @ 3:54am 
hey ho give this class a class title `?
Saerus  [author] 22 Oct, 2021 @ 8:33am 
I recently replayed the class and I agree that it needed just a little bit more damage on the default attack and it was too squishy. Maintaining runes was also a bit too tedious and costly. These issues have been addressed and balance should be in a good place now.
snoligostranssexual 16 May, 2020 @ 9:54am 
honestly i've played it for a little bit and i think a buff would help. I don't really like getting one-shotted by most things, including spikes. I think a mix of Speed Hp and range and/or damage on primary attack.
xbox 22 Feb, 2020 @ 3:45pm 
can yo release the old version of the class?
Mister Bones 2 Oct, 2019 @ 2:08pm 
Impressive implementation speed - and is more or less what I was looking for. Nice work, Saerus.
Saerus  [author] 2 Oct, 2019 @ 9:16am 
@Mister Bones The local indicator as well as damage blocked by mana numbers have been added. I also made a bunch of changes to make maintaining runes more difficult to bring down the overall power of the class to a more reasonable level. It's pretty easy to die to a mistake so Arcane Being now has a mechanic that consumes runes to (potentially) save the Arcanist.
Mister Bones 2 Oct, 2019 @ 3:06am 
Those sound like great ideas. I appreciate why you might not like my rune idea - a client-side indicator sounds even better. Just needs a little something to make it clear amongst the later-game visual clutter, y'know?
Saerus  [author] 1 Oct, 2019 @ 4:43pm 
@Mister Bones Thanks for the suggestion. Runes go pretty quick so an icon in the bottom right might not be that helpful. I think instead I'll put something above the character's head that only the local client sees (similar to Reverberation indicators on my Minstrel class). I'm also thinking about adding purple damage numbers to indicate mana damage so that it's easier to tell how much damage you're actually taking. I also want to do something with Arcane Being to make it more worth investing in at tiers 6+.
Viggoww 1 Oct, 2019 @ 3:52pm 
Very good rework, the class feel much more fun to play now
Great job
Mister Bones 1 Oct, 2019 @ 3:24pm 
An little addendum to my comment; I am aware that there's a effect which swirls around your character indicating when you've got active runes, but that's really tricky to track at any point beyond the first one or two levels.
Mister Bones 1 Oct, 2019 @ 3:20pm 
Very much enjoying the mod so far - the concept for the class is excellent, and well fleshed out. I do have some criticism for you: Runes. The rune subsystem is currently a little perplexing to me, for a simple reason: I have no idea when I do or do not have a rune active, or how many stacks of runes I have. Having a buff marker show up that tracks your current amount of runes and the length they have left would be a (hopefully) simple addition that vastly improves the class. Many thanks for the hard work undoubtedly put into this class!
Mister Bones 1 Oct, 2019 @ 11:46am 
Oh, thanks a lot! Works for me now. :)
Saerus  [author] 1 Oct, 2019 @ 10:17am 
Update - I found the issue and it should be resolved now.
Saerus  [author] 30 Sep, 2019 @ 1:01pm 
It's working for me so I'm now sure what happened. Check the log (or press ` in game when it happens). If you can show me the error then I can look into it.
Mister Bones 30 Sep, 2019 @ 12:26pm 
Class appears to be broken for me. When I load up a character after enabling it in my profile, all the game displays is the starting village, with no UI, no buildings, and no NPCs. https://i.imgur.com/CxiDM4S.png

Even when disabling all other mods, all I get is the game displayed in this unplayable state. Any idea what's going on here?
Saerus  [author] 30 Sep, 2019 @ 12:07pm 
I'll post the old version as a separate mod if there's interest in it, but I think that you'll find the changes to be an improvement. Let me know though.
RubADuck 30 Sep, 2019 @ 8:51am 
Is there a way to get the old class back? Just in case the new class is not 100% my style?
Saerus  [author] 29 Sep, 2019 @ 3:51pm 
I've reworked the class. It's still the same style at it's core but it should be more fun and engaging to play now. Also, the multiplayer issues are resolved.
Viggoww 9 Aug, 2019 @ 2:37pm 
Hello does with class has a class title ?
RubADuck 31 Jul, 2019 @ 1:34am 
@Korlex
What are you even talking about!?
Don't be like the devs...
Oh and btw did you even play Archer or Thief class? No? Thought so.
Those two >vanilla< classes do similiar if not more dmg but don't cost mana to use.
Again please don't be like the devs... just looking at the wizard you see what they understand under a magic user... useless as fuck. Sadly! :steamfacepalm:
Korlex 30 Jul, 2019 @ 12:48pm 
I must say this mod is really good but... really broken too.
Why? Only by one skill, arcane comet, Deals a lot of damage and cost a lot of mana.
So what is the real problem in here you may ask? The primary attack.
Deals 18 magic damage BUT it scales with skills, arcane comet deals about from 160 to 640.
So the primary attack deals about 200-400 damage per hit.
You can spam this attack and shot 1-7 of them. Thats what makes this character broken.
Only one thing that this class needs is removing damage scaling.
This mod is only for fun not for real gameplay.
But it is a cool mod tho :).
RubADuck 12 Jul, 2019 @ 6:41pm 
+Oh and there are problems in multiplayer when you play this class and are NOT the host. Your comet does no damage and the console even gives you a respond.
RubADuck 12 Jul, 2019 @ 10:11am 
There is a bug where you can teleport yourself out of bounce with his ability. I like that can jump over pits and so on and please keep that but it would be cool if you would fix the teleport ability. :steamhappy:
>|KoR|<Frisqy.ViruS (ZdrytchX) 7 Jul, 2019 @ 7:40pm 
This is a very nice character but its skills doesn't scale up with NG+ well. It's fun nuking everything in ng0-2 though
Warlok 2 Jul, 2019 @ 2:18am 
Seems fun, though in need of an exclusive character graphic. :)

I would add a "mana burn" effect to your base Arcane Missiles though... that is, have them function as they currently do, BUT, for every Arcane Missile fired while below 50% Mana, the caster suffers a rapid 'burn' (-1 to -5 per second) of Mana for anywhere from 2 to 5 seconds. Hopefully this forces a player to sometimes not always spam primary attacks and to pay attention to Mana levels. And if/when this all fails, to utilize the Mana regeneration active ability much more. Might be a good tempering mechanism.
Fierro 1 Jul, 2019 @ 7:08pm 
very nice!! this class is amazing. thanks!
Staax 18 Jun, 2019 @ 12:01pm 
When joining a multiplayer game, rank 1 of Arcane Comet does 0 damage on any and all enemies, including training dummies. Works when hosting multiplayer or in single player. Haven't tested other ranks than rank 1 Arcane Comet.
Almighty (BR) 28 May, 2019 @ 11:00pm 
i loved your class. thanks for mod !
Saerus  [author] 26 May, 2019 @ 1:13pm 
Thank you! I have corrected this issue in the latest version.
Null_Error 26 May, 2019 @ 9:03am 
Your in-game description of "Arcane Missile" seems to be typo'd ("missles" instead of "missiles").