Torchlight II

Torchlight II

Added Skills for Engineers
doudley  [developer] 20 Jun, 2013 @ 12:14am
What type of unique skill would you like to see for other class' added skills mod?
Please indicate what kind of skill and for what class type.
< >
Showing 1-8 of 8 comments
doudley  [developer] 20 Jun, 2013 @ 12:19am 
For Outlanders, i already have in mind the cannon mastery passive skill and sniper shot, so i need 4 more
doudley  [developer] 20 Jun, 2013 @ 12:25am 
For Berserkers, I'll add the fire breath and slauther...and for custom skills, I'll add moon and gravity well.
doudley  [developer] 20 Jun, 2013 @ 12:28am 
For Embermages, I'll add the mana vampire and shieldwall. I dont have an idea for custom skills yet so i still need 4 to complete the tree.
Last edited by doudley; 20 Jun, 2013 @ 12:29am
steffire3 23 Jan, 2015 @ 4:36pm 
If you ever find time to come back and continue these extensions of the vanilla class skills; I would personally find your completed vision extremely fun.

The reason is simple.

You seem to strike a balance between power, fun, and choice; giving us more freedom with the vanilla classes without losing the original skill selection and purpose.

I don't know what new skills I would want... but I have some suggestions.

1st:

Flame bot and artillery are a reworked gunbot but this mod still gives me the option of all three; now I can really focus on making a robot building enginner.

So to find a way to make more skills that assist or specialize a vanilla class power further that would be awesome.

2nd:

The modded Monster Hunter class (from Far East) feels like somewhere between a gunlander, cannoneer, and a missile-mage.

I don't expect cannons and 2-handed weapon bonuses given to every class but another vision is to make classes more open to otherwise estranged weapon type skill bonuses.

3rd:

Or focus on skills with really fun effects (like Blast Hammer, Shieldshock, and both bomb skills); could call big meteors of all elemental damage or knockback slow landmines or something epic and fun like that.

4th:

You could also make skills that increase one function of the class but at the cost of something else; and it doesn't have to be a loss- just a switch of like; all ice damage now converted to poison damage for set time, or less damage but high rate of full heal if hit, or no damage within but immobilized aoe like the modded Nethermancer class.

5th

Outlanders with more shadowling options; I know someone has done something like that already but there can be a different spin on the idea.

Hope that helps; perhaps others might be inspired to make more mods similar in vision to this as well.
doudley  [developer] 24 Jan, 2015 @ 1:23am 
The truth is, most of the skills I brought to life with my mod were already inside the game...with certain creativity and some tweaks, I make those skills realized.

At the time when I'm working on this, it was easy to imagine some awesome and over-the-top skills that which can revitalize and enrich the game even more!...but as good as it is like you said, it was a "fun spark", a spur of the moment thing for me...I tried not to stop working on my mods but my job threw me away from my zone...it was an amazing ride, I were in-level with some of the greatest modder of this game and it was fun to see great ideas, sprouting like mushrooms and some being recycled by new modders...

In certainty but very doubted, suggestions and ideas inspired by my mods will be left as such, due to my inability to continue...and thus, I give my thanks to all of you, my subscribers, for having a fun experience with my mods ;)

P.S. Feel free to use all the data in my mod as you see fit, try to make mods by yourself and share it too in the workshop!

doudley  [developer] 28 Feb, 2017 @ 5:42pm 
What do you think steffire3? Should we continue building added skills for other classes? If not been done by others yet of course.

Also is this the conversion you mentioned to me before, the one that you said I'm the first author you spoke with? This is nice :) All of your points mentioned here are exactly what those classes would need! The cannon Mastery is already in the data, can be shared by the 3.
steffire3 28 Feb, 2017 @ 7:26pm 
Originally posted by doudley:

What do you think steffire3? Should we continue building added skills for other classes? If not been done by others yet of course.

Also is this the conversion you mentioned to me before, the one that you said I'm the first author you spoke with? This is nice :) All of your points mentioned here are exactly what those classes would need! The cannon Mastery is already in the data, can be shared by the 3.

Ha ha ha... Life can be strange... speaking to you first and spilling all of my ideas to you here all those months [years] ago ended up benefitting everyone in the end. ^_^

Would gladly do it again... only this time... a big change will happen. :D

And yes... while other mods have been made to boost the original class skills... all of them have replaced skills and never filled all 6 empty slots.

So your mod is the only one that adds skills without replacing the originals :)

Yes, I would say that everyone would like to have a "finished" version of this for all classes!

If my old ideas above are still effective and would benefit the original classes then I say yes let's make it a reality!
Last edited by steffire3; 28 Feb, 2017 @ 7:29pm
doudley  [developer] 28 Feb, 2017 @ 7:34pm 
Yes, it is strange, I never thought that I can come back to tl2 modding. I'm glad that a great load of free time have been given to me and I spent fruitfully these few months already.

I'll start by bundling the unused skills into spell scrolls so that anyone can test it and decide which class it can be used more appropriately.
< >
Showing 1-8 of 8 comments
Per page: 1530 50