Torchlight II

Torchlight II

Red Mage (A Final Fantasy inspired class!) (v.47)
[ KAOZ ]  [developer] 19 Oct, 2013 @ 9:44am
Bug Report and Suggestions.
Hi to everyone. :)
If you find any bugs or have a suggestion about my Red Mage, feel free to post it here.

Thank you sooo much.
Kaoz. :)
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Showing 1-15 of 34 comments
Hatesu 19 Oct, 2013 @ 10:06am 
First Impressions

I looked over the skills a little and they seem appropiate for the class. I like the trees and the skills in the trees. I would however like to point a few things out I noticed early on.

1. The first fireball skills seems to have a slow projectile speed and cast speed. If this is the classes spammable skill you may want to increase it. The projectile also seems to rebound of objects really early. It's impossible to cast it on a small bridge for example because of this.

2. The skills seem to unlock in a wierd progression. I suspect this is because I am using synergies which altars the rate at which skills unlock and progress. This brings me to my next point ...

3. I feel like the class would be balanced early on for vanilla. Synergies has tougher mobs though and it feels a little weak compared to other classes. I know its impossible to be balanced for both but you may consider adjusting the skills a bit. It would make it stronger in vanilla but allow it to be sorta balanced for synergies.

4. The class seemed to have average stats across the board. I suspect this is because it can also be played as a melee/caster hybrid. In my experience support, caster and DPS classes have lower vitality compared to other classes but have higher focus and dex to start. Caster classes also have a very low starting str to begin. This point is really minor but I figured I would mention it.

Please don't take this as a negative comment. I really like the class so far and appreciate the work you did. I just wanted to give my first impression and try to help. Keep up the good work.
[ KAOZ ]  [developer] 19 Oct, 2013 @ 10:36am 
No Hatesu. All the comments that everyone posts, are trully welcome. :)
Let's see...

1- About Fireball. Fireball, early, was only obtained at level 7. So i let it have 3 rebounds. But i changed Fireball to be an innate skill, and really don't minded about it's early rebounds. Sounds nice to update the rebounds according to skill level. Thanks. It's projectile speed is to compensate that fireball is weak at early levels. So, with the slow speed, it can hit more than 1 time the same enemy. It means that Fireball can hit up to to two or even three times the same larger enemy without any rebound. The bridge issue i really don't know how to fix it. If you know anything about it, share with me please. :)

2- It's right! Synergies mess with skills progressions. So i can do nothing about it. :(

3- I'm testing the Red Mage in Synergies, but in normal game. As a Black Magick skill spammer it looks ok. But I need to test in Hard or Veteran to balance a little more for Synergies. you're right!
Remember that the Quickenings Skills are the Key for High damage outputs, too. :)
And some Black Magick and Battle skills i designed to let you have the Mist Charge Bar activated more easily. If you play a little more with the Red Mage you will notice that.

4- I did not understand well sorry. My english is a little poor. So, you mention about the 10 points in each stat for level 1? Oh yes, that "balance"allows the Red Mage to be played as a melee char too. This is the concept of the Red Mage. :)
But with the Respec/Restat Mod you can easily restat the points at your desire. In vanilla you can't do nothing about it. ahahahahahahah :)

Wow man I really loved your comments. I'll try to balance and use some of your advices and all your help! Thank you.
(Sorry for any text errors)
Hatesu 19 Oct, 2013 @ 10:51am 
Glad I could help. I just mean the fireball seems to rebound off objects in a wonky way. For example if an enemy is too close to a wall or standing on a bridge the spell will rebound and not hit the enemy. Same goes for bridges and some elevations changes. The spell will dissipate on a bridge or small hallways and not hit anything at all. I do however like the rebound effect besides those little problems as It does significant damage when it does rebound properly. I wish I had a solution for you but I know next to nothing about composing mods.

I have not had a chance to test out the quickinings yet. The first one unlocks at level 13 but is a melee based skill. I plan to be pure caster so I wont get to use quickinings until around level 39 when Mantra Magic becomes available but I will see how it goes when I make it that far.

Good point about stats, I totally forgot you can adjust them with mods. I figured I would mention it either way.

The synergies Elite and Hero mobs are very strong compared to vanilla, even more so when its a hero and elite combined. I have had a bit of trouble with some of them in Temple Stepps due to low damage output. If you are testing in synergies you will see what I mean.

[ KAOZ ]  [developer] 19 Oct, 2013 @ 11:17am 
Ah! now i understand. Thanks.
I will perform more tests and see what i can do about this issue in Fireball.
Thanks for the help Hatesu! :)
Juniper Seed 19 Oct, 2013 @ 11:20am 
Minor bug:

I was able to use the initial Quickening ability (Jump) both in and NOT in Trance. It was also available at level 1.

My modlist (in load order):
- BAGMOD
- Synergies HIGHLOOT
- Synergies MOD
- The Dragoon
- Red Mage
- Extra Chunky
- Blanks Landmarks
- Storm Texture Pack pt. 1
- Storm Texture Pack pt. 2

I'm going to see what happens when I remove a few of the other mods and edit with any findings.

EDIT:

If the player has both The Dragoon (class mod) and the Red Mage (your class mod) installed at the same time The Dragoon has to come AFTER Red Mage in the modlist. If The Dragoon comes BEFORE the Red Mage, as I originally had it, the skills 'Jump' and 'Thrust Kick' both have their icons changed to the ones used in The Dragoon. In addition to that, the skill 'Jump' has its mechanics changed to how it works in The Dragoon and becomes available for use at level 1.

So, again, if using both the Red Mage and The Dragoon, the Red Mage must come BEFORE The Dragoon in the modlist.

I have NOT checked to see if this causes any conflicts when playing as The Dragoon.

My modlist (in load order, after testing):

- BAGMOD
- Synergies HIGHLOOT
- Synergies MOD
- Red Mage <-------- New placement
- The Dragoon <----- New placement
- Extra Chunky
- Blanks Landmarks
- Storm Texture Pack pt. 1
- Storm Texture Pack pt. 2

With that order the Quickening skills appear to be functioning as intended, however I haven't reached level 13 yet so I can't test the actual use of 'Jump'.
Last edited by Juniper Seed; 19 Oct, 2013 @ 11:36am
[ KAOZ ]  [developer] 19 Oct, 2013 @ 12:26pm 
Thanks Shyy. The issue happens using the Dragoon and Red Mage together, probably in any order. I Just tryed to fix this a minute ago. tested here and its seems to be ok. If the BUG still happens, tell me.

:)
mr1029384756 21 Oct, 2013 @ 4:30pm 
Okay, just spent about an hour testing the Fire spell and here is my conclusion: its a collision detection issue.

Using a rock from the first level, I fired the spell in various arcs towards it at its maximum distance, just under the 1920X1080 screen length. Starting exactly perpendicular to the stone, I adjusted my aim in 1 cm increments, first "up" and then "down." At maximum range, using this method, I found that the Fire spell rebounds at 5 cm and lower. To represent this another way, if 0,0 is perpendicular, then at 5,-5 (5cm up, 5cm down) your spell will rebound. Everything after 5cm, the spell continues forward as normal; anything before 5cm, rebound.
[ KAOZ ]  [developer] 21 Oct, 2013 @ 5:56pm 
I've performed some new tests and adjusted the radius area of the Fire missile. Maybe it's ok for now. Up to level 5, the sprite particle of Fire may show a minor visual bug. But it don't affect the skill effect. Only cosmetic. Soon i'll take time to adjust that.

Thanks for your help mr1029384756. With your conclusion, i realized that I was not changing this radius option in the GUTS editor.

(sorry for any text errors, my english is not so sharp)
Lunaris 23 Oct, 2013 @ 3:05pm 
First off, I want to say thank you for bringing the Red Mage to Torchlight and doing an amazing job with it! I really love its versatility and speed (between Haste, Shock, Telekinesis, and Fira, and with Cast Speed gear, my RM can go nuts with quick spells). Haste, Protect, Cure, Shell, and Quickening:Refresh are a joy in groups or solo. Scathe looks awesome! And Aurabolt is win.

*Unfortunately, the problem with red mage gear in quest rewards means that I have to close out the game completely when I can't select anything to accept. It makes single-player questing a bit problematic.

*Everyone's mentioned Fire's colision detection issues, but I think Scathe might have some as well. It seems to get caught if I cast it while my RM's back is to a wall at times.
[ KAOZ ]  [developer] 23 Oct, 2013 @ 7:19pm 
Thanks Lunaris. I'll try to keep a god job. :)
are you getting trouble with some rewards too? If you can tell me the exact quests where the BUG happens, i can try to fix it. Some other ppl are getting trouble in all quests, but i apparently fixed it.

About Scathe, every time i tryed to fix the issues in Fire, i've updated Scathe in the same way.
In my last fix they seemed to work fine. But there are some differences between them.
Fire can rebound on the wall and objects up to three times before it dies. Scathe can't rebound. If you cast it too close on the wall, it can simply vanish in front of you. And, Scathe missile is a lot larger than Fire. But i will test it again, to confirm. If the colision BUG still hapens with scathe, ill fix it. Thanks for the feedback. :)

(sorry for text errors, my english is not so sharp)
Lunaris 23 Oct, 2013 @ 10:39pm 
You're doing great! And I also tried out your revised Mighty Guard. I love the change!

I haven't really seen much of the scathe issue today, but if I do, I'll let you know. The latest patch might have fixed it.

*As for the quest bugs, I got them when rescuing the Captured Estherians in the Frosted Hills. There's no Item Reward to select, no XP or Fame offered and no option to cancel the prompt. Have to close the game every time.
[ KAOZ ]  [developer] 24 Oct, 2013 @ 2:07pm 
Ok. Thanks. I'll check the quest. :)
Hati 25 Oct, 2013 @ 12:38am 
My review:
1: While the old spell icons are nice, I beleive that they should be polished.
2: The Fire spell seems to have a very small area of effect around the initial ball, and has no sound or effect when it hits something. It feels like the fire does nothing, and is simply passing through the enemies without doing anything.
3: For the descriptions of some of the passives, its spelt technique.
4: While Heavy Swing works well, I believe it should have a longer animation, but more damage. If its going to be limited to two handed weapons only, it should seem more bulky of an attack.
5: (Personal preference) I think that the passives should be unlocked earlier.
6: If you unlearn Fire at the beginning of the game, you cannot re-learn it until level 4
7: (This might be caused by a different mod) I couldnt see my total gold.
8: There are a couple of other grammar errors, but I'm too lazy to list them all
Last edited by Hati; 25 Oct, 2013 @ 12:39am
[ KAOZ ]  [developer] 25 Oct, 2013 @ 7:02am 
Hello Derpy. thank you for the review. :)
My english is not so sharp, so any help you could give me about grammar is trully welcome. But words like MagicK and technicK are proposital. It's the way its spelled in some Final Fantasy Games.
I'll check the issue with Fire at level 4 and its sound effects. Thank you.
About the icons, design and stuff is not my area. My design skills are very poor. Sorry for it.
i'll try to make them look better, but this can take time....
Your gold issue is a Mod BUG. I'm playing either in vanilla and Synergies and the gold counter is ok for both.
Thanks for the suggestion about Heavy Swing too. I'll think about it.
Lunaris 25 Oct, 2013 @ 7:14am 
-chuckles- I think the point was that Kaos wanted the icons to have a retro look.

I'm having no trouble with Fire, on a personal level. Sounds are occuring with contact and rebounds.

The more I think on it, the more I can see Derpy's point on *Heavy* Swing. I tended to go the quickspell route, so I never really used the ability enough to notice.

I didn't get the gold problem on a personal level.

Other than that persisting issue in the Frosted Hills, I haven't run into any other questlock bugs so far. I've progressed as far as The Sundered Battlefield with the playthrough. I cannot recall Scathe getting caught against things, either.

RM is officially my favorite class in the game! I love the work you're doing with it. ^_^
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