Torchlight II
PlaugeLord
TwM  [desarrollador] 12 AGO 2014 a las 11:07
Balancing
post your concerns over your gameplay experience with this class here
Última edición por TwM; 12 AGO 2014 a las 11:07
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Mostrando 1-8 de 8 comentarios
Arthimus 1 SEP 2014 a las 11:41 
I love the plague lord, its very fun but the passives are also outright broken in tyrant and ritualist.

My bit of advice would be to reduce how value some skills are at level 1 the ones I noticed are:

1.Oppression (I think thats the skills name) damage reduction bonus. Reduce level 1 but up the per level bonus to your end game preference. 32% is a HUGE damage drop for skill level 1 specially against some act 1 enemies reliant on burst, and the bonus is so large people will be inclined to using 2h weapons over shields and dualwield. In my testing I found 32% reducton was better than the best shield my character could use.

2.Necrophagia level 1 stacks. 60 points to ALL resistances is crazy. I skilled it at level 4 and had 55 stacks by the time I entered the boss dungeon in temple steppes. Try maybe 28 at level 1 then have the value increase by 13 per level that would end it at 210 and cause investment to be waaay more necessary and benificial
TwM  [desarrollador] 1 SEP 2014 a las 12:20 
yep these have been adressed, opression has had a big drop in power in the latest update

i think necrophage was only strong because you were comboing it with the broken version oppression.

ive play tested the class up to lvl 70 in elite(vanilla) and i didnt feel overpowered with the tyrant and ritualist passives at all.
i do agree that the passives are fairly powerfull early in the game, but the armor bonus from necrophage becomes fairly minute since monsters out scale player armor in damage atleast in elite(where it counts)
[WEDC]grandmasterB 5 SEP 2014 a las 13:51 
love the ending of the note, elite where it counts ;-)
GameRookie1 13 SEP 2014 a las 10:33 
I have a problem with the last skill of the second skilltree: 50% health reduction seems a bit to big for me maybe 15% up to 25/30% would seem better because at level 100 i die in like one hit with every stat at 200....
TwM  [desarrollador] 14 SEP 2014 a las 2:59 
yep. your supposed to feel vulnerable with that skill active, but you do have your massive super summon to back you up,

ill add a soft cost scaling to it like you suggested, so you can pick how tanky you want to be / how strong your summon is,
but 15-30% is far too low for something so powerfull in my opinion.
GameRookie1 16 SEP 2014 a las 9:47 
Thanks it is just a personal issue but the rest of the skill trees feel really well balanced :)
So <crimson lance and over ritualist skills> with increasing levels improve their cost of maximum hp. And it's horrible when playing at high levels hardcore(elite). Pressed 3-4 skill - lost all hp. Only potions \or have funny "oneshot" from mobs. Need to balance skills hp requirements.
moo_ziggy 1 AGO 2017 a las 5:53 
I don't even know if i should post this here (because i'm using this class via the variant mod) But SOULBLOOD! the first level gives you a MASSIVE boost to health in exchange for basically forsaking all non blood magic spells which seems worth it to me but every level of soulblood after that gives me about 10 health even though i've been upgrading focus by 2 points every level. Also
I think the drain ability needs to give more hp per second. if any of this is invalid because i'm using variant or for some other reason, please let me know and sorry for the long winded comment
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