Titan Quest Anniversary Edition

Titan Quest Anniversary Edition

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Paths - New Approach
   
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137.663 MB
24 Feb, 2019 @ 6:51am
18 Oct, 2019 @ 3:59am
15 Change Notes ( view )

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Paths - New Approach

Description
Original Paths mod
Many thanks to RinValak for his awesome work and authorization.
This mod is independent, it doesn't follow the development of the original one.
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The general idea of this "new approach" is to make the game harder, and closer to vanilla. This is still the good old TQ, in which you have to spend many hours to fully develop your character, but with many changes.

Due to hardcoded restrictions, players without Atlantis are limited to the mastery level 32.

Multiplayer has not been tested. It works, but it could have unexpected behavior. Try it at your own risks :)

This mod is intended to be hard. All tests have been done on normal game speed with DirectX 9. See some tips at the bottom of this page.

Patreon[www.patreon.com]

CRITICAL CHANGES
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- 150% common spawn (was 300%), 250% champion spawn (was 300%).
- Vanilla XP, 3 attribute points per level and 2 skill points per level. XP curve modified.
- All side quests, included the ones from Ragnarok and Atlantis, give 1 skill point as a reward, and doubled XP.
- Max. mastery level is set to 40, but there are increasing bonuses at steps 10, 24 and 40.
- Merchants don't sell health and mana potions. You have to farm them.
- Cooldown for HP and mana potions reverted to vanilla value.
- More HP for all mobs. Increased HP in Epic and Legendary. Some specific mobs have been tweaked case by case.
- Affixes, relics, scrolls and artifacts have been overhauled. The general idea is to decrease bonus in lower difficulties and increase them in higher difficulties, while favouring synergies and consistency, and also removing useless bonuses.
- Classes overhaul. Many skills have been modified and a few of them receive a bonus when they reach a certain level. Synergy between the masteries has been improved.
- All merchants buy items from player at a maximum of 1000 gold. That is to avoid the urge of looting tons of useless ♥♥♥♥ and going back to the city every 10 minutes.
- Maximum level reduced to 80. Even though Ragnarok boosted it from 75 to 85, there are no items or no mobs that go above 80, making the 5 last levels useless and in some regards, imbalanced.
- All attributes have vanilla mechanics. Tooltips updated.
- Resistances are much harder to increase (all sources modified).
- Resistances are reduced by 30% in Epic and another 30% in Legendary (was 40% and 60%). Pierce resistance is not affected by this penalty anymore, like physical resistance.
- Animal charms grant vanilla skills (low levels).

MAJOR CHANGES
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See full changelog: https://www.dropbox.com/s/pnnaompojjd5n97/PathsANewApproach%20Changelog.txt?dl=0

MINOR CHANGES
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See full changelog: https://www.dropbox.com/s/pnnaompojjd5n97/PathsANewApproach%20Changelog.txt?dl=0

FIXES / MISC.
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See full changelog: https://www.dropbox.com/s/pnnaompojjd5n97/PathsANewApproach%20Changelog.txt?dl=0

CLASS CHANGES
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- Overview: most vulnerabilities on masteries have been reduced, and some new bonuses have been added. Many skills receive a new bonus when they reach a certain level, improving the synergy between each class. Most of the skills that offered a damage absorption bonus have now a resistance bonus instead.

- Bersker: mostly nerfed, especially the life regen. Still an excellent class when it comes to deal physical and piercing damage. Can also be a good choice for players dealing cold damage (with the two runes, renamed "Symbols"), and also for archers, with the Cruel Arrows passive.
- Sekhmet: each specialty is now associated with a non-physical type of damage and top levels are reached more easily, giving more synergies with other classes. Like Poseidon and Khloros' blessings, the Blessing of Ra is now a short duration buff. Pierce resistance has been added to the mastery, and cold vulnerability removed, but bleeding vulnerability added. In general, this class is now more interesting than before.
- Mind: Vitality vulnerability switched to cold, and vitality damage bonus added to the mastery. A few skills have been nerfed, but most of them have been left untouched. The bows specialty now also affects throwing weapons (it's the only buff in the game that affects them).
- Khloros: Even though this class deals mostly poison damage, it's very well balanced, with the possibility of being a melee (sword buffs), pet master, or a caster. Poison damage bonus has been added to the mastery.
- Poseidon: This class was way too powerful in the original Paths, so it's the one that went through the most nerfing, especially Chain Lightning. But damage bonus has been added to some skills, and high-tier top level skills are more powerful than before (with an increasing in cooldown and mana cost). Poseidon is not only for casters. Smite is a melee skill and one of the few that can turn your base physical damage into elemental ones. Besides, you have the Earth Shaker and Horse's Endurance buffs that are specifically designed for melee characters. Shock damage bonus has been added to the mastery.
- Dokkaebi: Many skills have been modified to make this class more interesting, and not overpowered. This is a very subtle class that deals the lowest damage, but with the right build, it can become the ideal tool to do mass control and resist all types of damage. The mastery now provides cooldown reduction, attack speed, bleeding damage and a bonus to all elemental duration damages (burn, frostburn, electrical burn).
- Tartarus: Probably one of the hardest class to play, as it requires many skill points to make something out of it. The damage resistance to demons has been removed, and fire damage bonus added. Dark Fervor is one of the few passive that offers a serious bonus in all retaliation damages.
- Venefici: Many changes have been made to this class. The most important ones is the fact that Venefici is no longer a physical based class. It deals elemental damage and its mastery receives a bonus in that type of damage. However, melee characters can still find it attractive, especially with Shield Of Will (reflection and elemental retaliation), various skills that provide resistances and Force Javelin, renamed Spectral Spear, that now requires a spear.
- Lich: Skeleton fighters and mages are now all spawned at once and their life drain has been removed, but the cooldown has been increased. The max. number of fighters has been slightly reduced. Cold damage bonus has been added to the mastery, and Auray Of Decay has received a top-level bleeding damage bonus, making this class also interesting for dealing with this type of damage.

TIPS
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- Spend some attribute points on your health!
- Use your second weapon slot. Having a distance weapon, or a way of dealing a different type of damage is very useful.
- Stick to one mastery at the beginning, with low-tier skills, unless you have a very good synergy. You want damage.
- When you hesitate over two items, favor life leech and attributes. Attributes can make the difference when you only have low-level skills.
- Keep at least one ring per attribute in case you wouldn't have enough points after switching an equipment. Also keep the anti-stun stuff. Some bosses can knock you out and kill you very quickly while you are incapacitated. Dokkaebi is the master in avoiding these kind of troubles.
- Buy scrolls. A lot.
Popular Discussions View All (1)
2
20 Jun, 2019 @ 10:01am
PINNED: Changelog - 03/06/2019
Joubarbe
204 Comments
psiandco 11 Aug @ 4:51am 
MIND IS THE BEST!
just... I never have enough mana.
DIsney on Whisky 19 Jan, 2024 @ 12:06pm 
why no item drops is that normal ?
T h e D a y 15 Feb, 2023 @ 8:00am 
best idea to rebalance mod, but needs update
solaris32 13 Apr, 2022 @ 5:36am 
Side quests in act 4, and presumably act 5 as well, don't give skill points.
solaris32 2 Apr, 2022 @ 6:51am 
Wraiths, the Lich mastery ability, are glitched. They don't actually reduce the enemy's health. Tested with no other minions and enemies at full hp. No change in the enemy's health.
solaris32 29 Mar, 2022 @ 11:35pm 
If you ever update this again, I would suggest from the Berserker tree Double Hit skill removing the chance to fear on hit. As a melee combatant, having the enemy you've focused run away is the last thing you want, because then you are left swinging at nothing while the enemies around you keep beating on you, and if you aren't paying total attention your character will start uselessly chasing the feared enemy further wasting precious combat time.
solaris32 28 Mar, 2022 @ 6:02pm 
A little bug. The tooltip for skeleton mages says at level 15 they shoot 3 projectiles, however they didn't actually start shooting 3 until level 16
solaris32 28 Mar, 2022 @ 7:11am 
Fascinatingly the relic stash size increases as you buy more space for your personal stash.
solaris32 28 Mar, 2022 @ 6:34am 
I'm liking this mod, but I wish you came back and updated it. For one the relic tab is tiny.
Estoc Bestoc 30 Sep, 2021 @ 3:18pm 
Hey, when i start a Custom Game character, the game crashes.