Titan Quest Anniversary Edition

Titan Quest Anniversary Edition

TQ-Retold
 This topic has been pinned, so it's probably important
Divinityy  [developer] 20 Jul @ 9:34am
Suggestions and Balance Improvements
Got any improvements or tweaks to make this mod even better?
Feel free to let me know your suggestions!
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Showing 1-15 of 21 comments
Davido 24 Jul @ 3:38am 
3x monster spawn ? or an option to have more monster.
Last edited by Davido; 24 Jul @ 3:39am
Divinityy  [developer] 24 Jul @ 3:52am 
Originally posted by Davido:
3x monster spawn ? or an option to have more monster.
Hi, Davido! Eventually i will have a version out that is merged with the popular x3 mod. But that has to be with some sort xp penalty imo and will come at a later date. This mod still needs more polish and features before i do so. But yeah i will add it to my list
Davido 24 Jul @ 4:00am 
That is fair don't really mind the xp the game is just way more fun mowing down wave of enemies and the mod is really well done but just sucks that it has vanilla spawn rate. anyways keep it up mod is so far really good :steamthumbsup:
Davido 25 Jul @ 5:03pm 
Hello again, So the unbalanced things for me where mostly in dream with the trance of convalescence and its upgrade,distortion field and for defence the upgrade for battle awareness unshattering fortitude without the modded upgrades it already a very tanky vanilla build could probably tank a couple of hit from big bosses but with the 360 life regen when adrenaline comes up and the modded upgrades i could just site in front of bosses like Typhon,Hades and judged by my another similar tank build that i did probably Surtur too.

As for the damage it mostly comes from the level 14 Unyelding Phalanx spell plus the Rally total speed that just made even in solo it shred the bosses listed above.

For the other things that i found really unbalanced was the spirit talents eldritch knowledge + obliteration.Ternion attack is already a very strong attack in vanilla with arcane lore it become a enemies shredder and a boss killer if you get close to them. with some of the testing i did i found that adding 24 to 40 damage that goes up with intelligence you can add a ridiculous amount of flat damage on your 3 shot that Ternion attack fires plus the 200 damage from the bleed plus the 28% chance AOI 9ish meter burst and the damage that it add on top of everything it make spirit kinda op.

All that to say that dream might be one of the problems and that the life regen is crazy.
Last edited by Davido; 25 Jul @ 6:56pm
Divinityy  [developer] 26 Jul @ 3:32am 
Hey, thank you so much for your detailed feedback!
This really helps me to tackle OP things and tone them down.

I have a patch planned for today, which will address many of these things:
  • I completely removed the flat vitality damage from eldritch knowledge and increased the bleeding damage a bit to compensate. This doesn't get multiplied by the 3 Ternion Attack projectiles, so the damage doesn't get so outrageous.
  • Obliteration now has a 1s cooldown to prevent chain-proccing (was fun though and still possible with the Essence Drain augment, which adds a bleeding and vitality decay DoT).
  • Many health regeneration sources have been nerfed.
  • Unyielding Phalanx now has an inherent -33% total damage multiplier.

Hopefully with these changes it will feel more balanced. If i nerf stuff too much, these skills will no longer scale well into legendary difficulty.

The patch will also introduce 158 new epic and legendary items with new skills, which can only be found on these items. A bunch of other small changes will be made aswell. I will have a full list of changes in the "Change Notes" section.
Last edited by Divinityy; 26 Jul @ 3:38am
I couldn't find anything in the changelog on base item drop rates being increased. I'm personally of the mind that they are too low in the unmodfied game. If it's agreeable, either a merge with a droprate mod or simply increasing innate magic find would make this very ambitious and amazing mod even better! If Loot Plus drop rates are too high, something in the middle is definitely an improvement over the defaults! Thanks for your work and contribution to this incredible game!
Divinityy  [developer] 30 Jul @ 3:18am 
Originally posted by Willow_Geist:
I couldn't find anything in the changelog on base item drop rates being increased. I'm personally of the mind that they are too low in the unmodfied game. If it's agreeable, either a merge with a droprate mod or simply increasing innate magic find would make this very ambitious and amazing mod even better! If Loot Plus drop rates are too high, something in the middle is definitely an improvement over the defaults! Thanks for your work and contribution to this incredible game!

Hi, thanks for the suggestion! The removal of broken items actually increased the chance of items having affixes dramatically. Right now i would even argue its too high. Certain monster groups drop upwards of 5 green/rare items. The next update will walk this back a bit, but is still an improvement over the normal base game by 2-3x. The quantity of items however is completely untouched at the moment and is something i could look into. But with the quality overall being much better i don't see a need for it. Containers such as boss chests are also unchanged atm and it might be reasonable to increase the loot quantity for them...

Edit: Also i forgot to mention this: I plan on replacing the bleed retaliation shrines from act 2 normal onwards with a "Shrine of Challenge", which will spawn in a hard group of monsters with increased drop rates for rare loot. So this might help as well.

Edit2: Ok i looked into the loot+ mod and that one primarily touches loot containers. There are some nice ideas i could implement into my mod. Like quest rewards and hades treasure actually having rare loot, weird distribution of throwing weapons, Atlantis gambler loot pool improvements, Tartarus chests and orbs granting more gold and the overall increase in loot quantity from boss chests/orbs. The increase in epic and legendary items seems a bit excessive to me though. Needs testing
Last edited by Divinityy; 30 Jul @ 12:52pm
Originally posted by Divinityy:
Originally posted by Willow_Geist:
I couldn't find anything in the changelog on base item drop rates being increased. I'm personally of the mind that they are too low in the unmodfied game. If it's agreeable, either a merge with a droprate mod or simply increasing innate magic find would make this very ambitious and amazing mod even better! If Loot Plus drop rates are too high, something in the middle is definitely an improvement over the defaults! Thanks for your work and contribution to this incredible game!

Hi, thanks for the suggestion! The removal of broken items actually increased the chance of items having affixes dramatically. Right now i would even argue its too high. Certain monster groups drop upwards of 5 green/rare items. The next update will walk this back a bit, but is still an improvement over the normal base game by 2-3x. The quantity of items however is completely untouched at the moment and is something i could look into. But with the quality overall being much better i don't see a need for it. Containers such as boss chests are also unchanged atm and it might be reasonable to increase the loot quantity for them...

Edit: Also i forgot to mention this: I plan on replacing the bleed retaliation shrines from act 2 normal onwards with a "Shrine of Challenge", which will spawn in a hard group of monsters with increased drop rates for rare loot. So this might help as well.

Edit2: Ok i looked into the loot+ mod and that one primarily touches loot containers. There are some nice ideas i could implement into my mod. Like quest rewards and hades treasure actually having rare loot, weird distribution of throwing weapons, Atlantis gambler loot pool improvements, Tartarus chests and orbs granting more gold and the overall increase in loot quantity from boss chests/orbs. The increase in epic and legendary items seems a bit excessive to me though. Needs testing

Thanks so much for considering my input, excited to see where this mod goes! All the best to you!
fknflo 1 Aug @ 10:01pm 
I couldnt find this mod on nexus, would it be possible to post a link so the people playing the GOG version can use this amazing looking mod? Thank you!
Divinityy  [developer] 2 Aug @ 12:27am 
Originally posted by fknflo:
I couldnt find this mod on nexus, would it be possible to post a link so the people playing the GOG version can use this amazing looking mod? Thank you!

Hi! That is because this mod currently doesn't exist on nexus. I should probably do that though. I will be looking into it later today and post a link once its setup
Divinityy  [developer] 2 Aug @ 6:31am 
Originally posted by fknflo:
I couldnt find this mod on nexus, would it be possible to post a link so the people playing the GOG version can use this amazing looking mod? Thank you!
My mod can now be found at Nexus Mods as well! Here is the link:
TQ-Retold Nexus Mods[www.nexusmods.com]
fknflo 2 Aug @ 7:38pm 
Originally posted by Divinityy:
Originally posted by fknflo:
I couldnt find this mod on nexus, would it be possible to post a link so the people playing the GOG version can use this amazing looking mod? Thank you!
My mod can now be found at Nexus Mods as well! Here is the link:
TQ-Retold Nexus Mods[www.nexusmods.com]
Thank you so much for doing that and keeping TQ alive for a lot of us!
I think changing the Neidan skills that trigger off potion use to be entirely different would be beneficial to the mastery. In general, but also specifically because this mod increases potion CDs and boosts regen very highly.

On my current Avenger I'm playing with this mod, I'm geared and specced for relatively little extra hp regen, (I could have probably 50-70% more by now if I wanted to), and still using potions very rarely.

I know Neidan is supposed to be alchemy flavored, but I think getting buffs from potion use is just kinda cludgy design, and the other mystical and chemical ability flavor is way stronger and provides space for something more creative and fulfilling.

Thank you for your effort on this amazing mod!!
Divinityy  [developer] 3 Aug @ 3:12am 
Originally posted by Willow_Geist:
I think changing the Neidan skills that trigger off potion use to be entirely different would be beneficial to the mastery. In general, but also specifically because this mod increases potion CDs and boosts regen very highly.

On my current Avenger I'm playing with this mod, I'm geared and specced for relatively little extra hp regen, (I could have probably 50-70% more by now if I wanted to), and still using potions very rarely.

I know Neidan is supposed to be alchemy flavored, but I think getting buffs from potion use is just kinda cludgy design, and the other mystical and chemical ability flavor is way stronger and provides space for something more creative and fulfilling.

Thank you for your effort on this amazing mod!!

Yeah i very much agree with you there. Neidan for sure lost some flavour with the potion cooldown changes. But i just hated having to constantly potion spam, which is why it has been changed. Also having to rely on potions very rarely is the intended design (in epic and legendary difficulty it will be much harder and regeneration falls off due to overall higher enemy damage).

I will have to revise Neidan skills at some point. Potent Elixir seems very pointless right now. Inner Equilibrium still makes sense in my opinion and rewards you for not relying on your potions too much. And not sure what to do about Convergence... right now it's anti synergy with Inner Equilibrium. I could maybe have it proc of another ability or basic attacks.
Last edited by Divinityy; 3 Aug @ 3:14am
Originally posted by Divinityy:
Originally posted by Willow_Geist:
I think changing the Neidan skills that trigger off potion use to be entirely different would be beneficial to the mastery. In general, but also specifically because this mod increases potion CDs and boosts regen very highly.

On my current Avenger I'm playing with this mod, I'm geared and specced for relatively little extra hp regen, (I could have probably 50-70% more by now if I wanted to), and still using potions very rarely.

I know Neidan is supposed to be alchemy flavored, but I think getting buffs from potion use is just kinda cludgy design, and the other mystical and chemical ability flavor is way stronger and provides space for something more creative and fulfilling.

Thank you for your effort on this amazing mod!!

Yeah i very much agree with you there. Neidan for sure lost some flavour with the potion cooldown changes. But i just hated having to constantly potion spam, which is why it has been changed. Also having to rely on potions very rarely is the intended design (in epic and legendary difficulty it will be much harder and regeneration falls off due to overall higher enemy damage).

I will have to revise Neidan skills at some point. Potent Elixir seems very pointless right now. Inner Equilibrium still makes sense in my opinion and rewards you for not relying on your potions too much. And not sure what to do about Convergence... right now it's anti synergy with Inner Equilibrium. I could maybe have it proc of another ability or basic attacks.

To be clear, I like and agree with the potion CD and systemic regen increase! I think it really improves the game imo. I think potions are most fun as an occasional boost or emergency defensive, which this mod executes on beautifully! Seems we agree Neidan is awkward as is, so that's great to hear! Looking forward to how the mod moves forward!!
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