Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
When I finally got it to work by removing everything and running the game vanilla plus this mod, I realized that there are literally zero passive skills. Mod author used every single skill slot in each tree for active skills, and couldn't be bothered to just add in new tabs like other mods with classes do.
Not to even mention that testing results in most aura combinations not working properly, which is especially annoying because they aren't permanent auras.
Entire mod, even when it works right offers a terrible class experience. I mean, there's no way this thing is viable in actual end-game gameplay. It's incredibly obvious to anyone that has played the game for more than an hour.
Very good I just think Kodan may have something here.
Also this character class itself looks odd and very unbalanced looking because of the vanilla look of the character's head being with the mature look of the character's paladin armor.
Would love to see this become a bit more flawless then this, but I will give this a good rating so you can have more of a reason to put alot more work and effort into this mod specifically.
I try my best and you judge me either way!
There is way in GUTS to switch Auras, its demonstrated in the WoW-Palladin Mod.
I'm personally rolling back to the June 19 build which I was having a lot of fun with. I'll just limit myself to two passives and avoid the overpowered ones going forward. So I'm unsubscribing for now, but I'll watch this space for further developments. Perhaps you'll come up with an implementation of auras as discrete effects, so you can use a "remove effect" on the others in the same category to act like the toggle you mention.
Also, 60 seconds is kind of... Ehh... How about 2 minutes?
Also, LOL at those who got angry at me. So hilarious!
i had a thought though. i know the class is a callback to the original paladin from Diablo2. like that paladin, you're stuck with auto attack and very few skills for a very long while. why not scale down the later skills to a lower level?
Example, make blessed hammer obtainable at lv 10 vs lv 18?
you may have to rebalance the skills a bit but it'd make the class more fun :)
Also, if you CAN'T make them toggleable, how about you make a final "skill" for each aura tree that is a dud that is called "No [Type] Aura". When cast it ACTS like an aura and a buff, but just gives you a passive effect called "No [type] Aura".
The Auras need to be an Active skill with no timer. Since they're passive, it's VERY OP since if you have the aura, they're ALL active... AT ONCE.
If Auras do get switched to Active, you should make it so that you can have a defensive AND an offensive active at once.
Prayer also needs a nerf. A HEAVY one. No mana drain, and 5% per second initially? Sheesh. Make it an Active Skill, and bring the mana drain back. Also nerf the amount of hp per second. Maybe 1% initially, 1.5% for tier 1, 2% for tier 3, and 3% for tier 3.
5% is way too strong, and it just gets MUCH stronger.
I can only imagine how OP it'll be if you stick at least 1 point in each aura in the attack tree...
This is such a great mod idea, and when it's refined further, it'll be great. As it is now, it's quite OP.