Torchlight II

Torchlight II

Tiered Passives (v.9)
136 Comments
Negrescence 8 Sep, 2017 @ 10:20am 
I'm not sure if the author is active at this point but synergies made some update to the skills section and this mod reverts them to Pre v.1286 skillset as far as I can tell. If you prefer the previous version then this is no problem, if not then you will have to do without this mod or mod it yourself for now.
steffire3 2 May, 2017 @ 2:02am 
https://steamhost.cn/steamcommunity_com/workshop/discussions/18446744073709551615/133258593381658252/?appid=200710

@ (author): Hello!

Do we have your permission to use and edit your mod for our project involving a balanced overhaul of the original classes while crediting all the original authors whose mods are involved including yours?

We will comply with your response and will not use your mod if you do not wish it.

Thanks for all your hard work! We appreciate it! ^_^
shortswordsmanfromthewest  [author] 12 Dec, 2016 @ 12:13am 
Domino, I really don't understand a pointed response like this. Its ignorant on a few levels. If you don't like the base skills being changed, don't download the mod. The change list is in the description. Nothing is nerfed, that would imply skills got worse. This adds things to them, which is an inherent buff. If its not something you like, don't download it.
the speedwagon 9 Nov, 2016 @ 2:25pm 
before i ask is anything nerfed?
the speedwagon 9 Nov, 2016 @ 2:13pm 
@domino is there really nerfs? it doesnt say in description
TaoJones 26 Jul, 2016 @ 5:51am 
Is there a download for non-steam users?
Domino 23 Jun, 2016 @ 8:45am 
Is there a version without the changes to the base skills? Things like Bulwark and Aegis of Fate really didn't need to be nerfed.
What the Flute 14 Jun, 2016 @ 1:31am 
Surprisingly well thought out and balanced mod. Really great for giving a reason to do more than dump 1 value point in a lot of passives. Recommended!
fanghoul 28 Jan, 2016 @ 6:48pm 
I noticed while trying this out with my outlander that you've also raised the blindness from Shotgonne Mastery from 20% to 67%. I'm finding that really excessive. I'm taking down bosses like nothing, because they just don't fight back when they can't see you. Standing around shooting passive bosses is not super entertaining. I have liked the changes to Shadowling Ammo and Death Ritual.
Enma 8 Jan, 2016 @ 1:34am 
Great mod. Unfortunately it overwrites the Synergies changes. If you find the time (and if it is possible) could you update it to add to previously modded skills rather than overwriting?
shortswordsmanfromthewest  [author] 25 Aug, 2015 @ 4:43pm 
Thanks CoreHowl!
Corehowl 25 Aug, 2015 @ 1:31am 
I've included your Tiered Passives mod in my modpack . I give full credit . Thanks for your fine work!
Teyrar 16 Aug, 2015 @ 4:33pm 
thx
shortswordsmanfromthewest  [author] 16 Aug, 2015 @ 1:21pm 
Ragebayne, wand chaos gets more options of bizarre effects. There was like 4 or 5 or something to start with but the tiers now add more options, so with the mod there's like 9 or so different things that can happen, and at the final tier they happen twice as often
Teyrar 6 Aug, 2015 @ 8:31pm 
Is this the mod that adds even deeper to wand chaos as I have no idea what that tier bonus does I use a lot of mods and there is no description of what it changes
Last_Misadventure 11 May, 2015 @ 10:09pm 
Great mod! I really enjoy it. There's a regrettable bug with the Embermage's brand spells. Even without the passive tier bonuses, they do not trigger correctly--for example, with all debuffs on tthe training dummy, Prismatic Bolts does not trigger any brands. If i'm in melee range, however, spells trigger the brands normally. If I remove the mod, they trigger normally. I hope you can fix this as I'd really like to add this back in!
McClellan 5 May, 2015 @ 7:09pm 
Love this mod. But, i've been seeing a "funny" bug with the oulander. I think is with the shotgonne mastery, when you change some cloth, weapon, or leveling an skill. you damage yourself. And it can be critical, so it's easy to die if you want to change the weapon in a fight.

BTW, is an mod i think is one of the best. Great job.
Muggs 15 Jan, 2015 @ 10:11am 
Have you considered making passives for popular mod classes, like Tenebris or Warlock, ect?
Danieru 31 Dec, 2014 @ 9:36pm 
Hello, thank you very much for your hard work is very good mod one of my favorites.

I just wanted to ask you something serious may will update the mod to make it compatible with the mod "General passives"?

Since it is one of my favorites and I would like to have the 2 together.

Thank you very much again for your work.
Kukko 11 Sep, 2014 @ 5:56am 
Staff mastery tier bonus seems bit useless since ember mages dont do much physical dmg, right?
Terminal Knuckle Sandwich 14 Aug, 2014 @ 10:57am 
Sweet mod i really wanned tiers for TL2 passives:balloonicorn:
Aedrion 21 Jul, 2014 @ 4:48am 
The outlander passives in the warfare and sigil trees don't work. It says no tiers available. They do work in the lore tree.
shortswordsmanfromthewest  [author] 9 Jul, 2014 @ 9:35pm 
Thanks Henroid! If I ever have free time again, I'll look into this. I appreciate the feedback!
Civil Disorder 7 Jul, 2014 @ 12:01pm 
Been poking at the game again and just noticed a minor bug with this mod. Not sure if it's display or functional or both, but the Berserker's skill Rampage has an issue with the +1 second duration from the tier passive at rank 5. It doesn't apply to the move speed portion of Rampage. The tooltip for rank 6 looks like it'll apply.

Still a great mod btw and I can't imagine playing the game without it.
shortswordsmanfromthewest  [author] 21 Apr, 2014 @ 3:41am 
I actually hadn't considered a non-steam version Mitfox000, but I'll see what I can do about getting one for you. Do you have a preferred method?
Mitfox 19 Apr, 2014 @ 8:11pm 
where can i download this file for non steam?
theillway 19 Apr, 2014 @ 12:53pm 
Thanks for the reply! I'll probably still put 15 in it in my "build", but that will change how I prioritize it.
shortswordsmanfromthewest  [author] 19 Apr, 2014 @ 1:47am 
To Kefe and Illway, much thanks.

To answer the question, yes, the bonus is across the board. The idea was to majorly incentivize taking that last point, which is the idea behind the tiers to begin with. The first Torchlight didn't do a lot to compensate your point expenditures, and there were lots of builds that had one-point wonders for this reason.
Furthermore, it just felt right that a skill called, "Rampage" just got a huge boost to its effectiveness the more you did it. Like, "Hey I Rampage all the time and now that I've been doing it for a while, I really crush stuff, that's how good I am." This was the intent as far as this particular skill was concerned, but its the idea behind all the skills really, just as in real life. The more you invest into a skill, the better you become.
theillway 15 Apr, 2014 @ 11:43am 
@shortswordsmanfromthewest I love this mod. I hate seeing skills that are panned in the forums as being worthless (I'm looking at you, Blood Hunger). It makes these feel more like an intentional part of the build instead of just a place to dump trash points.

Can you explain the 3rd tier bonus for Rampage ("+50-100% damage boost")? Is that an across-the-board damage bonus for all damage dealt? It might be nice to see that bonus spread across the tiers more evenly.
Kefe 19 Mar, 2014 @ 7:44am 
Appriciate the mod greatly.
shortswordsmanfromthewest  [author] 5 Feb, 2014 @ 12:10pm 
You're welcome Xavius, this was the exact intended purpose of the mod. I like spamming and casting abilities as much as the next guy, but I also enjoy the alternative playstyle of using the passives in any game to an equal effect when you stack them all up. In TL2, I felt the passives were a tad underpowered in comparison, so the addition of tiers was done in order to make them the aforementioned viable alternative.
Xavius 24 Jan, 2014 @ 4:15pm 
Ah, thank you so much. That makes a lot more sense... wait, so this means that Wand Chaos goes to 4 effects, then doubled up? oh, YES.
Thank you for making such a well-balanced mod into the game, it's made me actually us my passives more than my activated abilities, simply because I'm more effective with the constant buffs.
shortswordsmanfromthewest  [author] 22 Jan, 2014 @ 6:47pm 
To Lesag and Gamerfanfan, I'll look into what you've mentioned and see about getting it fixed. Work and a couple other projects keep me dancin but I'll make some effort to get this looked at. To Xavius, the change list is a + which means the numbers listed are an addition to anything previous. Its not a typo, its just another additional gain that happens to be the same.
lesag 18 Jan, 2014 @ 6:50pm 
I love this addon a lot! But I have discovered a glitch. For the Outlander Death Ritual Tier 2 Bonus, the shadowlings are only supposed to move at 10% faster, but instead they move INSANELY fast, like at 1,000%. While OP, it's too much and looks quite bad.
gamerfanfan 17 Jan, 2014 @ 2:16pm 
For the Berserker class, the tiers don't show for the Cold Steel passive. Are they still applied or are they completely absent from the mod?
Xavius 16 Jan, 2014 @ 3:44pm 
One note:
It would seem you have no change between the tier 2 and tier 3 Supercharge effects. Is this on purpose, or just a typo here?
Madfingers 13 Dec, 2013 @ 9:47pm 
Any chance of getting some of the FE characters tiered? Really love what you have done with vanilla classes.
STFU NOOB 5 Dec, 2013 @ 9:49am 
Does this not work with vanilla saves?
Mortislibris 29 Nov, 2013 @ 7:12am 
Might I suggest a Tiered Passives version to include tiered passives on classes included with Awesome Classes Reborn?
Altaria 30 Sep, 2013 @ 1:34pm 
it would be awesome if this can be combined with general passive and the world mods.

wish there is like tutorials on how to do that...
Naxim 31 Jul, 2013 @ 4:29pm 
I noticed the Outlander Master of Elements skill seems to have a spelling mistake. "extendst" or something like that. Otherwise, very neat.
Vargis 22 Jul, 2013 @ 2:20am 
Actually, it turns out that the reason I was confused as to what to change in the files, was because there was nothing to change. Sword and Board already applies to Pistols - it's just the tooltip that is wrong.

Try it yourself: Equip a shield, equip a pistol, and then pump some points into Sword and Board; physical damage will rise appropriately.

The only possible suggestion I could make is to make the different elemental protections add different kinds of damage: Poison Protection adds Poison Damage, Fire Protection adds Fire Damage, etc - but I have no idea how you'd add that. Also perhaps up the bonus to 8/16/24, but that's just me hating fractions.
Vargis 22 Jul, 2013 @ 1:24am 
I'd actually *like* to change the melee component of it, but I'm not entirely sure *how*. I always took "Sword" in context as "weapon" or so, anyway, rather than specifically *sword*. It's still usable with maces, axes and whatnot, after all. :D
shortswordsmanfromthewest  [author] 21 Jul, 2013 @ 11:34pm 
To Chewtoy, thank you so much for your time making the video!
shortswordsmanfromthewest  [author] 21 Jul, 2013 @ 11:33pm 
To Luckman: Many thanks for your input, I really do value any and all that people wish to give, its how going forward with things works best in my opinion. You may be right on some of the passives being a bit too powerful now, but I wanted to do that on purpose for some of them with a specific idea in mind. That idea is that you trade spamming an active skill to kill things for a passive one to enhance your weapon usage. I love the idea of the awesome drop I just got to actually matter instead of going, "Oh. My skill hits a bit harder now because this weapon's stats are higher." I'd rather go, "YES! I'mma chop/shoot stuff so much better now with this!" Its just if you want that playstyle, the option is there now and feels equally powerful as the active skill usage.
As far as Sword and Board goes, I'm not going to change the melee portion of it. You can if you'd like, but it wouldn't be calld Sword and Board if you didn't have to use a melee weapon.
Chewtoy 19 Jul, 2013 @ 3:13pm 
Made a video about your mod, feel free to add it if you want http://www.youtube.com/watch?v=Vd_uUmZNrRU
Vargis 15 Jul, 2013 @ 3:36am 
I see another issue that I haven't tested, aswell: Shadowling Ammo. Just flat-out quadrupling the number of Shadowlings at the highest level? Doubling them at 5 points? Isn't that a bit.. excessive? How about a %-chance for additional Shadowlings? 20%, 40%, 60% chance for 1/1/2 extra shadowlings? Or something to that effect.

And since your mod also seems to aim to make certain passives more useful or versatile, might I suggest removing the "Melee" requirement of Sword and Board. It's always pissed me off a bit that Engineers aren't "allowed" (for lack of a better word) to fulfill the mildly unique combo that would be a Gun-and-Shield.
Vargis 15 Jul, 2013 @ 3:35am 
Excellent work, but I would downplay some of these bonuses, they seem a bit.. much.

Take Sword & Board for example; at 15 points, it will add 90% Physical Armour and 22.5% from Elemental Armour straight to damage. That's to damage, mind you, not DPS.

Even without the mod, here's an example: A typical lvl 100 shield has 200+ physical armor on it. This means sword and board would add +180 physical damage to every attack. If you're using a 1h sword with a 0.6 attack speed, that works out to +300 dps. This is roughly equivalent to using a 2-hander (without Heavy Lifting). I believe this to be fully intentional.

However, it is not uncommon for (especially high-level) shields to have multiple elemental resistances in the low-hundreds, and elemental resistances are also easily stacked, which means that, in the end, 22.5% could be relatively huge. I would suggest 6%, 12%, and 18% instead.
DrPhillies 13 Jul, 2013 @ 1:11am 
not tried it yet, but it looks to make the game more fun. i love passive skills :) Thank you
shortswordsmanfromthewest  [author] 6 Jul, 2013 @ 5:44am 
Thanks Yggdrasil! What you've said was my exact aim for this mod, so I'm glad you're enjoying it!