Torchlight II

Torchlight II

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Perfect Block (v.90)
   
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2021 年 3 月 18 日 下午 11:09
2023 年 4 月 30 日 下午 6:44
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Perfect Block (v.90)

描述
This mods adds an optional active timing-based blocking skill to the game. The Perfect Block spell scroll can be purchased at a General Merchant and allows players to learn the Perfect Block skill. The Perfect Block skill is an active skill that provides 1 second of max block chance (75% cap), max physical damage resistance (75% cap), and max stun resistance.

The skill has a 1 second cooldown and a 5 mana cost to allow the skill to be used with skillful precision. With all the mana cost mitigation and regen rate buffing possibilities in the game, it simply isn't meaningful to try to create a balanced mana cost that would work for every build. Thus, the focus is on giving the player a tool to add fun skillful precision to blocking, more immersive depth in role playing a defensive shield build, and a more consistent skill-focused way to mitigate damage via blocking.

The skill gives TL2 a bit more active feel like you might get with Dark Souls or other games that allow you to actively block. Standard block chance has not been modified, so your character will still block normally per their block chance stat if you do not use the Perfect Block skill.

Since the spell scroll is sold at the General Merchant, you may need to turn off any other mods that modify the General Merchant item settings, such as Respec potions. After you purchase and learn the Perfect Block skill, you can turn the other mods back on (make sure to keep Perfect Block on) and they won't conflict with the Perfect Block mod. You can buy multiple Perfect Block scrolls and store them in your Shared Stash to give them to other characters without worrying about having to switch mods on/off to buy additional scrolls later.

The Perfect Block skill functions as a spell, so it will take up one of the 4 spell slots. Simply learn it, and then slot it to the quick bar as with any other active skill/spell. Any new or existing characters can utilize the mod and learn/use the skill. The skill requires a shield, 2 handed melee weapon, or dual wielded melee weapons to be equipped.

This mod also includes a new Rescue skill that you can also purchase at the General Merchant. That skill allows you to jump into the fray to damage enemies and heal allies at the same time!

Have fun blocking!

April 30, 2023 Edit: Please note that the mod now allows the skill to be used with shields, 2 handed melee weapons, and dual wielded melee weapons. When used with shields, it will provide both block chance (total damage mitigation when block procs) and damage reduction. When used with 2 handed melee weapons or dual wielded melee weapons, it will only provide damage reduction. This is due to TL2's general requirement of a shield in order to activate the block chance stat for total damage mitigation. Thus, you will not see "Blocked" combat text, nor will you be able to mitigate all damage via block when you use 2 handed melee weapons or dual wielded melee weapons. You will, however, still reduce the damage you receive if you time your skill use just before taking a hit.
30 条留言
Count  [作者] 1 月 18 日 下午 8:03 
@Torchlight2 Plus: Awesome, thank you so much! All the best!
Torchlight2 Plus 1 月 18 日 下午 12:50 
And that's just the nice summery of it al you provided!

I recommended your mod in my most recent upload. Also tried the mod out, works great, the Nature Attuned Barb mod or other mods could reduce the amount of monsters/speed of them so it makes active blocking a bit more easy. Cheers!
Count  [作者] 1 月 15 日 上午 2:23 
@Torchlight2 Plus: You're welcome, and thanks for chatting me up! You hit the nail on the head when you said "having the option to play it this style". That is a very important aspect of well designed gaming: giving players a variety of playstyle options. This includes accessibility, difficulty settings, multiple control schemes, toggles for various mechanics, and a variety of ways to engage in combat. The best games offer ways to play them while eating snacks and browsing Discord OR while focusing on excellent, strategic, skill-based sessions that require one's undivided attention!
Torchlight2 Plus 1 月 14 日 下午 5:42 
@Count: Thanks al lot for all your feedback! It gave me the idea to split my final mod (that can take a while to happen since I want to overhaul a LOT) in 2 different kinds. One the more vanilla torchlight kind and one with a more strategic play trough.

For example in a dungeon there are (much) less monsters but they hit much harder so this block mod will be useful!

Another example:
You know, the chance that a ghost will spawn from a dungeon wall, now they are immune for everything except fire, they are faster can teleport and are more lethal. So you might carry a good ranged fire wand or fire enchanted bow/spell/skill on your dungeon adventures or just run away!

There are also mod options to adjust your pet on a way that monsters won't attack the pet but instead immediately target their owner.
Torchlight2 Plus 1 月 14 日 下午 5:05 
@Count: "Lazy mods like "Enemy HP Regen" (especially when the Regen is off the charts) are weak when it comes to strategy and are only there to promote grinding the highest DPS possible in order to overcome those mods."

Hahaha! You know, I used this in the fun mod pack I builded. It's true, I am actually now looking for item with stats to overcome that mod. Why I did use this? Well, to avoid just waiting until your pet/summons kill the boss. It's hard to find a sweet spot in this but playing with 1% regen instead of 0% makes me favor the 1%. If u have idea's how to improve this making the gameplay more challenging en fun I am all ears ^^
Torchlight2 Plus 1 月 14 日 下午 4:55 
@Count: These are helpfull and valid points u just explained here. Sure it really depends on the way you want to play the game but having an option to play it this style would be great. The in game puzzle aspect of Torchlight is almost nothing compared to games like Zelda besides finding some secret rooms and with modding adjusting your skills/items to prepare for though battles.
On the other side Torchlight offers a very easy learing curve, and I also know people who like to play this game while eating some snacks and browsing discord :P

What's funny is that on the game act 1 start you encounter ratlings. If u have a high enough custom difficulty than you need to hide behind walls and stuff to avoid being hit (to much) I liked that aspect, to bad the "arrows" in torchlight are instant hits. In diablo you could avoid them with some skill. (also % with passive skill)
Count  [作者] 1 月 14 日 下午 3:14 
@Torchlight2 Plus: (continued) None of these games are perfect or free from repetition or eventual boredom. But I would love to see ARPGs move away from the established formulaic gameplay of speed, DPS as king, and hordes of enemies with random passive mods as "difficulty". There have been little steps in this direction made by various games in the genre, and more have been made of late...especially with the widespread adoption of WASD control, which enables more strategic gameplay options in combat. I think we'll eventually get there in time. At least I hope so...otherwise we'll just be playing the same old game again with a slightly different color of paint...something we've done for eons. It's fun for a short while, but boy does it get old fast! All the best in your mod and gaming endeavors!
Count  [作者] 1 月 14 日 下午 3:14 
@Torchlight2 Plus: (continued) Give me meaningful attack patterns to avoid, dodge, block. Give me attack patterns that change with increased difficulty to make the experience new and fun to learn. Does this mean increased development and programming? Absolutely! Is it worth it? You better believe it! It will elevate a game from same ol, same old decent/good game status to something truly unique, interesting, and memorable. There are very few memories of combat moments in games like TL2, Diablo, and POE that really stand out and make me smile. But I can tell you many fond memories of combat moments I have of games like Dark Souls, Elden Ring, Zelda, and Dragon Age Veilguard. Why? Because the combat mechanics allow for more interesting interactions, skill-based gameplay, and greater variety throughout the entire experience.
Count  [作者] 1 月 14 日 下午 3:13 
@Torchlight2 Plus: Passive modifiers are certainly 1 level of interaction and do offer more flavor. However, ARPGs tend to rely on passive modifiers either too much or even exclusively to add "difficulty". This leads to a variety of issues in addition to severe repetition and boredom, the biggest of which is one you mentioned...encountering enemies that become impossible to beat due to the random configuration of mods that present themselves. Lazy mods like "Enemy HP Regen" (especially when the Regen is off the charts) are weak when it comes to strategy and are only there to promote grinding the highest DPS possible in order to overcome those mods. That isn't skill, strategy, or very fun in my opinion. It's lazy, weak, and boring.
Torchlight2 Plus 1 月 14 日 上午 7:02 
@Count: Thanks for reaching out, while some mods like ACE tend to enhance some of the bossfights and area's the DPS factor is still a big thing in Torchlight 2 (and I guess in other ARPG's too...)

~ Interesting combat skills: Can be done in GUTS but.... then they do need some purpose. Because why make a well designed skill with 2 elemental types of damage and a slim chance of crit when dealing with a bow class weapon at >50% charge when you can vanquish all the monsters with whatever spell/type of damage u want... The last is the case with vanilla Torchlight 2, Diablo 2 did a slightly better job giving the monsters in Hell mode 1 immunity but there it was hard to survive (with some (extreme overused) exception builds) making a viable class that works that way.