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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.
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.
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.
Either way, great job, playing it in the Variant modpack now but I'm still subbed to the standalone.
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!
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!
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.
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?
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.
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.
Yes, until all the content is complete.
:)
Without a shield you won't benefit from the 75% block chance bonus. You'll just have the 75% damage reducion.
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.
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.
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.
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.
- 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.
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 !!)
[...]
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.
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?
Please send me your save file so I can see what kind of stats you have to fill the fatigue bar in 5 seconds.
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.