Torchlight II

Torchlight II

The Double Agent
80 Comments
Hike 1 Jul, 2022 @ 5:36pm 
@Snowfunk I understand you, I didn't really like the weapon restriction that the skills have in this mod either and I found the skills that reduce fatigue very weak too! so at the time I played, I removed the weapon restrictions and buffed the fatigue skills with the GUTS tool.
Snowfunk 30 Jun, 2022 @ 8:47pm 
Feedback#2

Then we have the problem with weapon restrictions, some require an axe, some sword and like a lonely mace skill. And they all exclude each other. Just why...?
You end up with a very limited skill set.

And on top of that, the skills with "flat" damage are more or less useless.

Most custom classes for this game, are just crap unfortunately, random mish-mashes of skills.
But this one is really cool, it has a coherent concept and well made skills.
It just needs some real polish.
Snowfunk 30 Jun, 2022 @ 8:46pm 
Feedback#1

I really want to like this class. But it has a lot of problems.

The Fatigue concept is real solid. But it doesn't play well, at all.
You forced to rotate 3 skills, to dump your bar, to not get a 10~ second afk break, where you get stuck in place with nearly all of your skills disabled.

The bar fills way to fast, even with the mastery, sometimes you just fill the last 20 to 25% in a second.

The "dump" skills have awful cast times, you basically need to stop attacking, let go of your mouse to be able to get the damn casts of.
Maybe you can get a lot of cast speed in the end game, but that's not really a solution.
Hike 19 Feb, 2021 @ 11:11pm 
Void Bubble and Lightning Rod works with greatswords but Steel Dance and Pressure Split doesnt even tho they share the same requirements... it is really a sad because i really wanted to build a GreatSword Wielder :steamsad:
GaviJa 16 Jul, 2020 @ 5:58am 
Class scales poorly into late game, past NG+, it does absolutely no damage even with 2k strength.
mad dog. 12 Nov, 2019 @ 1:33pm 
Any build?
Pilgrim of Darkness 💜 8 Oct, 2019 @ 1:48pm 
Just finished the game with this class and it was Awesome ! fatigue bar is a really good idea and works great. Too bad this game has Critical Damage Bonus Cap at 500.
Lone Wolf McQuade 30 Jun, 2018 @ 6:06am 
First off let me just say this mod is awesome and I think you're the best class modder for this game. I'm not sure if you're interested in updating this anymore, but I went through each skill and noticed a few problems, most of them easy to fix.

1. The Tier 3 bonus for Void Bubble, where the bubbles are supposed to ricochet, doesn't seem to work.

2. The Prismatic Armor affix levels don't scale properly. This is because each of the Affixes 2-15 are missing <BOOL>NOGRAPH:true in each of the Armor Bonus effects (first affix has this). Also the percentages are off for each skill level description.

3. Level 4 for Skull Crusher is bugged because there's no duration set for AFFIX:DUELIST_BONK_NO_KNOCKBACK, making the character always resistant to Knock Back. Also Level 15 is supposed to bypass Stun resistances, but I think that's not working because you made it a second Event Trigger in order to hide its stats, but its being overwritten by the first Event Trigger in the skill.
mrz361tallyman 26 Apr, 2018 @ 5:03pm 
So this is probably my current favorite class thematically in this workshop, Just for the fact that for the most part it's just a "Rough and Tumble" Fighter type rather than a spellcaster. The fact that it's reflected in Fatigue (The Double agent has to actually pace himself so as to not tire out, reflecting on how it's all just fighting skills rather than any type of extra power) and it's also good to get people to practice "meter watching". I did have a bit of trouble recently (Only in the second act sorry to say) But that's more a general problem of misallocating points (something I've had trouble with in these kinds of games sadly) and after bumping up my passives and making sure I had the cutting edge armor and weapons I ended up in a much better state.
Either way, great job, playing it in the Variant modpack now but I'm still subbed to the standalone.
Xaade 20 Jul, 2017 @ 9:39pm 
Most of the skills don't seem to scale with anything. Even focus won't scale the damage. I'm confused.
doudley 25 Apr, 2017 @ 6:45pm 
On behalf of my fellow modder, Viz [torchmodders.com]

I asked kindly for your attention and to inform you that your brilliant mod have been included in a class mod compilation entitled Variant .

If you have objection or any opinion on the matter, we will take it with great respect and we will abide to your wishes.

Thank you and best regards!
TheIllution 15 Oct, 2016 @ 12:49pm 
good
Mirtai 18 Jul, 2016 @ 8:57am 
I'm running this with the Synergies mod on elite difficulty and I have to say:

Really nice class. I love how you actually have to pay attention to your charge bar, you completely turned the mechanic around giving a totally new experience. Thank you a lot for your work! :steamhappy:
airwall 8 Jul, 2016 @ 7:21am 
The way the fatique bar is set up is interesting, but the character itself is useless on anything higher than normal. He's a melee character with absolutly no survivability. Kind of terrible in my honest opinion.
Desasterkidd 17 Apr, 2016 @ 8:24am 
ican i run this mod in synergis?
Adonan 16 Oct, 2015 @ 3:42am 
I really like the fatigue bar. Usually I just let the charge bar do it's thing and forget about it, but with this class you actually have to pay attention to the bar. Especially since some of the skills get a boost based on the current level of the bar. That coupled with the fact that there are a lot of interesting and fun (and brand new) skills makes this one of the best class mods out there in my opinion.
Lucky Strike 19 Jun, 2015 @ 11:35am 
This is the only classes mod I'm running. You made an awesome job Dark Star, hope you can fix all the little bugs this still has! Wonderful addition to an already good game
MjR 18 Jun, 2015 @ 2:36pm 
Hey, very nice class! I found a bug using Flash Counter skill. 50 hours of game with the char and occured 2 times only. The counter effect keeps permantly activated until I death.
SifuTrix 5 Feb, 2015 @ 6:03am 
is there somewhere where i can find class guides/ comparisons. Out of game?
StubbNubb 14 Dec, 2014 @ 7:28am 
Just wanted to let you know that "Empty" is misspelled in the Respite description.
Gust 15 Nov, 2014 @ 4:54pm 
How do I pick a custom class to start
DarkStar  [author] 14 Sep, 2014 @ 10:52am 
The last pieces of UI have been released. Mod is officially OUT OF BETA!
derpymoogle 12 Sep, 2014 @ 8:00pm 
Last armor set looks awesome!
DarkStar  [author] 10 Aug, 2014 @ 7:51am 
/// IMPORTANT NEWS ///

I uploaded a fix for further compatibility issues. Unfortunately, previously owned items from the Renegade, Iron Guard and Swordmaster item sets have dishappeared from your inventory. To spawn them from console type:

- duelist_a_[piece of armor] for the Renegade set.
- duelist_b_[piece of armor] for the Iron Guard set.
- duelist_c_[piece of armor] for the Swordmaster set.
derpymoogle 10 Aug, 2014 @ 2:31am 
Okay, so disabling mods one by one... the one that I removed that fixed the problem was the Preacher mod. Hope that narrows it down. I didn't see any conflicting files so it must be something deeper in the design of the item sets. I switched the order and my preacher's anchorite armor turned into the renegade armor of the double agent.
DarkStar  [author] 10 Aug, 2014 @ 1:03am 
@Bayani
I don't know how Synergies handles the items for the vendor. There's a possibility that class-specific items for modded classes are ignored altogether. You should try opening the vendor spawnclass from synergies to know more.
As for spawning the belt, I was able to do it right away in the imperial camp. Maybe you tried to spawn it in a bad place and the item ended up in a blocked area or something. Can you give me more info on that?
derpymoogle 9 Aug, 2014 @ 10:26pm 
Hey DarkStar, something is wrong with the double agent armor sets. We wanted to look at the set bonuses so we tried to console them, for example, duelist_a_belt, but it won't spawn. We also noticed that in the Synergies table mountain vendor, we never found a single double agent piece of gear but we were able to complete the preacher anchorite set.
derpymoogle 6 Aug, 2014 @ 8:15pm 
For some reason when I select this class I start with no weapons.
DarkStar  [author] 9 Jul, 2014 @ 2:08pm 
@DR.GIRLFRIEND
The Double Agent was not designed to be a flashy class like the Embermage but it has its perks. If you're looking for sheer damage, the first skill tree has the most devastating attacks. A fully leveled Lightning Rod is definitely worth the skill points spent and Void Bubble, after the penetrating tier, can mow down blobs of mobs in an instant.
Other skills may seem underwhelming at first but are extremely useful in the right circumstances. You can earn tons of cash activating Shakedown before killing a blob of mobs or you can nullify even the strongest attack with Flash Counter. Lastly, Skull Cracker is the only skill that allows you to stun a boss. Any boss. Try doing this with three friends on lan and hear their cheer.
DarkStar  [author] 9 Jul, 2014 @ 2:08pm 
@redkaliber
If you're referring to Galvanize, it is restricted to maces only because most swords and axes are extremely fast already and the atkspd bonus would just break the balance of the class.
The use of axes for this class was meant as a "best of both" skill trees, but this way you'll never achieve the full potential. It is a way to be more versatile in battle.
Dr. Xenophage 9 Jul, 2014 @ 10:57am 
I love the FEEL of this class, nice ORIGINAL charge bar theme, nice animations and nice start to balancing all your resources. I do like this system of give and take but where is the fun moves? There is a lot of physical damage, TONS of defence, and a few nice brawler moves like flaming booze breathe. I am speaking of moves like flame hammer or all crits regen health. Not saying for you to copy but just to think about more magical (both damaging and mechanics wise) moves. Maybe some moves that incrase fatigue but have over the top damage output. Maybe a molotov that has fire that spreads in conjunction to the fatigue it uses. It just seems to me the class has nice sync to it but little flare.
PhonkMan 7 Jul, 2014 @ 5:19pm 
love this class. Great work. Just got one problem and its sorta bias but That 3rd tier skill in the last skill tree that focuses on maces bugs me. I want to use it with an axe. I dont have much use for the 3rd tier in the 2nd skill tree that has that cool flame surrounding melee attack. And I cant use the 3rd tier skill in the first tree either cuz sword required. Im using 2h axe
DarkStar  [author] 25 Jun, 2014 @ 6:50am 
@Khalanos
Yes, until all the content is complete.
Khalanos 24 Jun, 2014 @ 12:12pm 
Is the mod still in BETA ?
:)
DarkStar  [author] 9 May, 2014 @ 6:27am 
@Khalanos
Without a shield you won't benefit from the 75% block chance bonus. You'll just have the 75% damage reducion.
Khalanos 9 May, 2014 @ 4:59am 
Hi.
I need a quick explanation on Flash counter.
What happens when you use it without a shield ?

I have the feeling that it deals the dammage, but not sure I receive the dammage or a percentage.
Khalanos 7 May, 2014 @ 4:47pm 
1) Yes I use sinergy, and the mob pop is really high ( I guess, because I haven't played vanilla for a looooong time). That's maybe why the Steel dance gives me a huge amount of fatigue.

2) I understand better this passiv, and i understand the balance between dammage and attack speed. It is not as strong as I thought.

3) If I got you well, the dammage courb with auto scaling is too high, and you want to prevent dammage from being too high without insvesting more point the skill.

4) I just played with vanilla. The monsters are increadibly weaker ! ( and they are far less), i have the feeling that they have +30% more hp on average, plus some pssiv bonus like " armored" or "reflect projectiles". If the fix dammage you balance are designed for vanilla, then i obviously seem weak ofr me.

DarkStar  [author] 7 May, 2014 @ 3:48pm 
cont.

3) I'd rather have per-level scaling as well on most skills myself. Truth is, math is not an opinion. According to how damage is calculated in TL2, the ratio of damage dealt at lv1 and the damage dealt at lv 100 must be higher of the ratio of their respective values in a graph done by Runic (the same graph needed to scale damage for monster spells). If I need to keep the damage down because I don't want the skill to be OP at high levels the character level scaling simply cannot be used. It'd require NEGATIVE INCREMENTS between levels and in that case you would never upgrade the skill. Long story short: the character level scaling can't be used when the desired damage doesn't increase quickly.
DarkStar  [author] 7 May, 2014 @ 3:48pm 
@Khalanos

Thank you for your feedback. I'll check the issues as soon as possible. I have some questions and explainations though.

1) Steel Dance does not generate 100% charge based on damage iirc, so this feels wrong. Are you using Synergies or another mod with a high mob population?

2) Mind that the effect only applies for the first hit on the monster that attacked you. It's a compromise between fast attacks with the bonus applying rarely and slower attacks with a high bonus rate. You're right, it might scale a tad fast, but it's not easy to accomodate the skill for every type of weapon (as you can guess, the bandit tree revolves around maces) and lowering the bonus might render the skill useless in too many situations.
Khalanos 7 May, 2014 @ 10:32am 
(The end)

- About the flat dammage
Well, I must confess I am not a great fan of flat dammage. I prefer the X%weapon DPS, they guarentee a fair scaling through the game. Of course i tolerate the + X-Y dmmage, but I really don't like when it does not improve with player level. To keep it useful, you are FORCED to invest point in it. It was good on Crumble ( Preacher), but they are tons of spells that uses this mechanic ( including the ones that heal from fatigue). I think that a few skills deserve even a small auto scaling.
Khalanos 7 May, 2014 @ 10:32am 
Hi.

You did great job here, the fatigue bar is a really good idea !
And the animations are really good.
They are very interesting mechanics spells, and the class feels complete.


About the spells :

But i got the feeling that it fills extremely quickly, at least with two quick sword.
The spell "blade dance" ( not sure of the name) charges it INSANELY quickly ( in avreage, it get 30% charge, and 50% when I hit multiple ennemies, and it happens often).
I have the feeling to spam the spell to empty the charge bar. ( and it's not always possible)

-About the retaliation skill ( that in increases dammage if the tarrget attacked you) :
I can't really test it on a dummy, but if the effects are the written ones, they are scaling far too well ( +10% per level !!)
[...]

Chewtoy 2 Apr, 2014 @ 7:11am 
unlock, as in ignores resource costs or bar, or anything like weapons/armor that is needed to cast the skill.
DarkStar  [author] 30 Mar, 2014 @ 7:55am 
Finally uploaded the mod to the steam servers. Updated description with important notes.
DarkStar  [author] 30 Mar, 2014 @ 6:42am 
Although the Steam Workshop says I've updated the mod, the workshop still holds the old version because Guts is unable to upload the mod at the moment. Please be patient. I don't know when this issue will be fixed.
DarkStar  [author] 30 Mar, 2014 @ 3:33am 
@Chewtoy
I didn't mean that. Even if you have skill points spent in a skill like Void Bubble you shouldn't be able to cast it while fatigued. This leads me to believe that there's conflict between mods causing errors instead of the mod simply being not balanced. I need to know what mods you're using to narrow down the causes.
Chewtoy 29 Mar, 2014 @ 6:32pm 
I always unlock all the skills, for demonstration, to make the video interesting...
DarkStar  [author] 29 Mar, 2014 @ 3:30am 
@Chewtoy
I've seen you're using Steel Dance and Void Ball while fatigued. How's that possible? Those skill shouldn't be available when fatigued because they add fatigue. What mods are you using beside The Double Agent?
Chewtoy 29 Mar, 2014 @ 1:26am 
I made a video about this class, if you would like to add it here, feel free https://www.youtube.com/watch?v=W807pKckRo0
DarkStar  [author] 28 Mar, 2014 @ 9:20am 
@Azuciel
Please send me your save file so I can see what kind of stats you have to fill the fatigue bar in 5 seconds.
Atelier Gorbag 28 Mar, 2014 @ 4:52am 
I've been playing this class; it's good overall but has real balance issues. It looks good on paper but not really fun in practice. Especially the Fatigue bar, it annoys me. I like the concept but if I get good weapons or pump strength, the bar fills up in less than 5 seconds. If I do a random crit or execute, the bar fills up way too fast for me to react with Fatigue-draining skills. The Fatigue-drain skills have long cooldowns as well, making battles a tedious hit and run scenario if I charge too fast. I suggest giving an innate Charge Rate penalty or doubling (even tripling) the effect of the passive skill which does the job, and adding an increase in Charge Decay Rate to the same skill.
And also about cooldowns, I'd probably agree on lowering them. Just play around with the damage. It's a lot more fun to dash around to use skills more often even if they do small damage, than watching your character auto-attack while waiting for a power skill.