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Thanks for your time!
1 point wonders... all of them.
No reason to invest...
playstyle is a bit boring though =P
as for the tyrant tree, its really meant to be there as a supporting tree, the skils are very straight forward since i want them to clearly be seen as supportive tools, mainly for movement crowd controll and getting tanky,
the only 2 major attacking skills are punishment and cruelty, they are there for people who want to play melee and generate minions while upclose
i think youll like cruelty since it can be a very fast attacking and devestating skill if you can sustain the cost, the levels you get your skills are changed for synergies so im not sure if you had access to it by lvl 11,
the only flashy thing in there is the giant mega summon lol, which compliments the defiler more than the tyrant tree itself, its purpose is to have a sort of lieutenant amongst your smaller minions
Gonna try Defiler another night. Before I give it a go: Does Pet&Minion damage work for tentacles? It seems pretty certain it'd work for the passive summons, just not sure about those things. x3
Felt kinda hit hard by the mana issues, though. I'd have trouble getting the mana to cast skills, even with a few points in the + mana regen Defiler talent...and a Void Ember in my sword(Thanks mods!). Maybe part of it was my odd stat build(str and dex), but maybe I'm misunderstanding the design of the tree?
I figured, at least from the starting talent and the twohanded weapon buff, that they were sorta meant to be a Dark Knight-style class. It could be that they're just not for me, though!
I have to consider the fact that this class is good where it currently is- and I'm using mods that are OP to begin with...
Thanks for pointing that out about the mana loss...
I guess I just wish there was something more happening with the Defiler and Tyrant trees- but they already fill their roles well with summon and debuff support already...
i lowered the burden on hp since monsters later on hit extreamly hard, and if i make the hp costs too high it punishes building cast speed.
just play any tree you want next :D, i inted all the trees to be used with each other and be able to stand alone by themselves so you can mix and match, thank you for the enthusiasm :)
@steffire3
i did add 7% mana loss each time a plagueling is summoned, which is very costly if you dont stack lot of mana regen and gain charge quickly, which certains skills do you mean though? lots of them were very costly before but it ended up being unplayable and i balanced it out to its current state now.
thanks for feed back
I was wondering if more penalties could be incorporated into certain skills? It's fun trying to
balance health loss with the Ritualist Tree- I'm curious what would happen if Defiler also made
foes faster by stack per use? Might encourage more use of the debuffs in Tyrant-
and too much of that could mean stacking self-inflicted slow per use.
- - - - - - - - - -
Mana-cost and cooldowns are not always crippling enough if handled properly...
= = = = = = =
*Post reading patchnotes*
Oh, right. Yeah, I forgot the bouncy ball knocked back. Good call on removing it: Would feel really cruddy to whiff a Crimson Lance. I feel like lowering the costs AND increasing regeneration might be a little much, but I'll have to give it some solid testing later today. :D
Glad to see this mod is getting updates! I'll have to mess with the other trees sometime, too, so the other trees can hopefully get some of the love Ritualist is. Is there any tree in particular you want feedback on? I want to help. :D
some changes to the ritualist tree to make it easier to use
#Nemmy, the damage and other effects of body boost are listed if you hover over the icon in the buff bar, and they are also listed in blue if you hover over the skill itself, the 2nd component of the skill vital burst does tons of damage since it scales directly of your max hp, gore bomb is low damage since it can hit up to 8 times, and the magic damage propert is rare and most monsters dont have resistances against it, compared to phys and elemental.
ty for feedback and enjoy the updates :D
Maybe you could put the "Deals 5% of your HP as Magic Damage per hit if Body Boost is active" right on the tooltip? Would make it seem a bit better. I'll admit I didn't consider that interaction, so making it a bit more well known might not hurt!
I defintely superlove the Ritualist tree, though. The whole bloodcasting thing is a really neat idea! Glad to see this is still getting updated. :D
guys i fixed the bug with spells, but i had to remove the manual end body boost skill, should be fine though
ill do some other updates aswell, mainly with the ritualist tree which you guys seem to like, ive read your post on the synergies forums btw :D, you guys had concers over the damage, but body boost is actually a massive boost, since it adds 5% of your hp as magic damage on every hit, that is if you keep it on
ill be posting an update in 2 days, or tommorow if i somehow get free time lol
ty for the feedback.
Plaguelords can only equip 3 spells? I had 4 briefly, but every time I leveled up a skill, I got a prompt to remove one. Eventually did and it went back to normal. If I had to guess, Boodyboost or Infestation are somehow counting as a spell? It's weird. Really liking the Ritualist tree, though!
However some of the 'simpler' skills at max level does sometimes feel a little straight-forward with the left and middle trees; is it possible to make them a little more... interactive and strategic with each other?
Thx
And the Drain problem is fixed, I putted the mod on first place and everything is now working fine, thanks for the fast answer !
the problem with Drain has already been adressed before, simply set this mod to the highest priority and this skill should work properly, if this doesnt fix it, let me know.
thanks for the feedback :)
- Tyrant's Shell asks you to use a Ranged weapon, and it screws up the entire skill tree which is asking for a Melee one (I don't know if it's intended or not, but it looks strange to me somehow). So, is it intended ?
- Somehow Drain is not working as written, when I maintain the skill button pressed, only one proc of the spell goes on (instead of continuous, as I understood) and then it goes on cooldown. There again, is it intended ? Or am I just a newb who fails each time he wanna use the Drain ? :p
I'd love an answer, if you could, otherwise this is a very fun and cool class, keep the good work up ! ^^
ill band aid it with a reset skill when i make the next patch, i am quite busy at the moment, so hold on, and thanks for the feedback
im glad you enjoy playing my class, thank you for the input :)
I
I
I
V
you probably have a weapon with no elemental damage on it,
try equiping a wand or a staff and youll see the magic damage you deal x the bonus from focus
Cheers.
added a new charge bar and some quick balance changes
im bussy with other stuff so sorry if the updates come slowly, to anyone who is subscribed,
Update added. mainly adjustments to charge gain and the charge system and how it interacts with the 1st tree,
Love the Plague Lord though very bada$$ lookin' mod there. : D
Though it is possible to export the data from the .swf / .exe files because of the "sothink swf decompiler".
It's possible and can export the resources stored inside the files, but it'd need somebody whom is a very high level programmer to do so.
The program itself isn't sufficient enough, I know.
Thought I would maybe see if anyone else would become encouraged enough if I at least gave a good try.
; D
i sincerely have no idea on how to rip 3d files from d3 onto tl2,
but i do know that tl2 uses ogre for its models, in which case you would need to grab those models and convert them into .Mesh files,
also take note that .swf is not a type of model file, its an extension for adobe flash which is used to store animated vector graphics, and converting them into a .exe will only change how the .swf file is runned, just as an .swf it will run from flash player but converting to .exe(executable) you may be able to automate how it runs and allow it to use diffrent players as a platform.
im sorry i couldnt help, but there are mods which rip 3d models from d3 and add them to tl2 maybe you should use them as reference and ask the authors of those mods for advice.
So I will forward some D3 3D model files I've found in the form of a .SWF file and I converted them into a .EXE form to see if that would help make any difference.
I have only done this so that maybe somebody with the capabilities and the know how could RIP apart these files in the link below in order to make them as playable characters in Torchlight 2.
REMEMBER THESE ARE THE OLD STYLE models of D3, but hey at least it's something.
LINK: https://www.mediafire.com/?3rhith5q79y16d4
thanks :D, the minions are not really that important if you want to build other ways with the class, since each tree represents a play style, in your case, the ritualist tree is all about being a beastly and impressive mage/tank hybrid, im glad you found it fun to play
@Darkthan
look at other monster skills for reference, most of them dont have strings which relate to mana and level scaling, you should also replace the animation on the skill to match an animation that your monster uses, since most skills use event trigger to start up