Torchlight II

Torchlight II

The Dread Pirate (v.98)
 This topic has been pinned, so it's probably important
BemusedBear  [developer] 13 Apr, 2013 @ 11:46am
Feedback & Suggestions
This class is complete, but I will continue to balance skills and add new features as I have time. All feedback & suggestions are appreciated. If there are any ideas you would like to see incorporated into the class, or current skills that you think should be changed or cut, let me know and I will do my best to improve the class.
Last edited by BemusedBear; 7 Sep, 2015 @ 2:38pm
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Showing 1-15 of 83 comments
Chaos1965 13 Apr, 2013 @ 1:23pm 
Nice mod so far. Is the Corsair skill backwards for sword and pistol? You have to have a pistol in the right hand to use the rapid fire skill. Ty
BemusedBear  [developer] 13 Apr, 2013 @ 1:42pm 
Nice catch Chaos. The description of the Corsair requirment was backward (the actual requirment matched). I just updated to fix this and clarify the requirment description for Flintlock as well.
Hyperfin 13 Apr, 2013 @ 6:19pm 
Imo it is the best Class mod :). I don't know if it is just me but sometimes it feels like he should att with his sword instead of his pistol. Hope u know what i mean :D
BemusedBear  [developer] 13 Apr, 2013 @ 6:37pm 
@Hyperfin - Thanks for the vote of confidence.

Originally posted by Hyperfin:
sometimes it feels like he should att with his sword instead of his pistol.

Yeah, there doesn't seem to be a good to switch between the two at will and have the Dread Pirate run up and attack with the sword. But if you are clicking on an enemy within melee range your toon will automatically use the sword instead of the pistol. It is a little strange to get used to at first, but you can kind of control what you attack with by your positioning.
Hyperfin 13 Apr, 2013 @ 6:45pm 
jeah it's probably because it is the first time i have a sword and gun at the same time :D
Hyperfin 13 Apr, 2013 @ 7:32pm 
but now i found a bug. If u use the skill "Jolly Roger" u allways have the chance the enemies will flee when hit. I don't know the exact chance now, but it is way above 50%
BemusedBear  [developer] 13 Apr, 2013 @ 8:10pm 
Ok, flee effect was accidentally still set to 100% (for testing). Also, it was pointed out to me on another forum, that the chance to cause fear is not going away when the flag summon ends. I am fixing both of these bugs, and a new update should be posted soon.
Last edited by BemusedBear; 13 Apr, 2013 @ 8:15pm
el Shazo 14 Apr, 2013 @ 4:00pm 
On the pistol and sword attacking, you can have two different weapon sets and switch b/t with W. I think a dual sword or dual pistol would work best, otherwise you can't execute (currently weapons have to either be both melee or both ranged). Right now, I'm finding the smoke bomb extremely useful for taking a few pistol shots and then getting in close for a sword slash.

Are there any classic specific items for the class? It'd be awesome to have special cutlasses or different "captain" hats. OR a peg leg (not sure if possible, but would be great).

Also, a parrot as a pet would be awesome.
BemusedBear  [developer] 14 Apr, 2013 @ 9:32pm 
There are not any class specific items for the Dread Pirate ... yet. Once I have finished with the skills and the basic class mechanics I want to add class specific items and quests into the Mod. But those have second priority.
Hyperfin 15 Apr, 2013 @ 8:59am 
i have an idea of a passive skill that increases your ranged attacks or maybe an active skill. The icon could be a monocle and you see an eye as if someone looks through it :)
Or you could implement new scrolls with this
Last edited by Hyperfin; 15 Apr, 2013 @ 9:41am
BemusedBear  [developer] 15 Apr, 2013 @ 9:50am 
@Hyperfin - I like that idea. I may use it to rework Buccaneer into a "Spyglass" passive. Currently Buccaneer is largely based on the Bulls-eye skill from the beta which was cut for being a bit too powerful. I could make it add critical hit chance + range to ranged weapons or something along those lines.
CoffeeCup 15 Apr, 2013 @ 12:55pm 
I was thinking about the Black Spot skill and how well it fits into the pirate lore.

In treasure island, where the "skill" was introduced, a Black Spot symbolizes the intent to overthrow their leader, either passively or by force if necessary. In short, it is the declaration of mutiny.

Rather than being a debuff, I wonder if you can make the skill turn a certain number of enemies in the radius of the person it hits to become the enemy of your target and thus "mutiny" against him.

For example, you fight a group of goblins sand an ogre. You shoot the ogre, and in the first tier, up to three goblins decide to fight the ogre, while still considering you an enemy if possible, once the ogre is defeated. The higher the tiers, the more enemies can mutiny against him. But due to the nature of this skill, the cooldown time would be massive.
BemusedBear  [developer] 15 Apr, 2013 @ 2:32pm 
I definetly see your point re: mutiny; but I already have plans that I like treating the black spot as in a more general "marked for death" sort of way.

My idea is that at higher tiers the skill will also work as a minion buff, enraging the davy jones minions and skeleton crew skeletons into more fervent attacks.

Mutiny may be a good idea for a separate skilll. It would naturally effect the lesser enemies more readily because of their lack of charm resistance unlike bosses or champions.
Chaos1965 15 Apr, 2013 @ 5:11pm 
Up to level 30 so far and everything seems to be working ok. I'm looking forward to some more 15 point skills so I don't overlevel without anything to spend them on. The undead minions mat still be a little to strong as is but it depends on how you make it a 15 point skill. Any thoughts on making a skill to extend the pistol range a bit?
Conartist 15 Apr, 2013 @ 11:47pm 
Great mod. I have been trying all the class mods I could find and they have all felt like unnecessary rehashes of the current characters. Not so with yours. He feels like an awesome black powder, gun totting pirate. The skills are unique and flavorful the play style is interesting (gun x sword for me).

Couple of things I noticed. Used curse shot in town on the dummy and it seemed to curse me instead. The exploding barrel is cool but its damage seemed a little low, compared to a similar skill like Engi seismic slam. Also the animation for it was a little overwhelming. Finally it seemed to sometimes throw two barrels.

Also It is kind of hard to keep melee going if you want to use melee with a ranged weapon equipped. Would it be possible to have a gap closing skill that is cheap with no cooldown but relatively the same damage as a basic attack. Maybe you need one gun one melee for it to work?

Anyway fun mod original skills I hope you can get it up andd running like a full character, good luck.
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