Affix Skillz

I want one that has a chance to do an aoe knockback on-hit!

Ah, lol, that’s true :slight_smile:
How did I not get that…

Chance to knockback can be pretty annoying tbh… just look at D2’s knockback. You have to keep on running after your target. Than again, perhaps you should just pass up on the item if you don’t want the knockback modifier.

I’d much rather knockdown than knockback, but knock back can be cool.

Sorry if this has been mentioned before, but one thing that would be super useful in that grants skill text is having the cooldown for the skill displayed…I never know if I want to use a skill and can’t really compare two different ones when I don’t know how often I can actually use it or how often it can trigger.

Soul

Yeah, that was one of the aspects I liked about it. You’d get 100% to knockback on a staff or bow or something and it’d be useful, but if you got it on a melee character it was a disadvantage - unless it was on polearms and the knockback strength was just low enough to put the monster out of reach of you, while your spear or pole could still reach it while it ran back up to you.

Still, I don’t think I’ve seen any games that have had it as a pbaoe on-hit effect.

Big inventory gfx art looks beautiful! Keep up the good work and keep up art direction. BIG things looks much more cooler than microscopic uglies. :slight_smile:
That’s why tetris system works properly.

We fight for GREAT victory! :slight_smile: GREAT SIZE GEAR!

I’d be happier if pistols sounded bigger but took up less room and looked smaller.:stuck_out_tongue:

“Activated when hit”

It reminds me when I play a sort of “healer” in TQ in multiplayer with my friends : I’m so rarely hit (the “tank” take the “aggro”) that my own grant skills never activate.

But the idea is great, my experience is not really an issue.

I like the swords design in the background.

Need more info !

I think that affixed skills are really only that cool if it’s for things you can’t do otherwise, like skills no class has, like, i dunno, barbarian’s jump from diablo 2 or something. I know that I’d probably never use whatever skill it was because I’ve already designed my character to function in a certain way, and there’s little guarantee that affixed skills from armor are going to be better or complement my character. I’d recommend making affixed armor skills do cool but unnecessary things, like make it snow and stuff like that. Or find things that seemed like cool ideas but won’t make it into any classes because they don’t fit and do those.

Its an interesting idea so far.It looks good though, and rather experiment to find out how often it triggers if you really want to know:)

Like the gun though, and think its the right size (same as a bow in TQ)

Personally, I think the “chance to activate on hit/kill/damage” is the least interesting granted skill by definition though. It’s like the chance-to-cast modifiers on D2 - fun and can possibly be used for ctc builds, but since they’re chance controlled they’re not really reliable (unless you make a specific ctc build) so you can’t count on them and they do not feel as lively and strategical as actively controlled skills. They end up feeling like funny effects.

For TQ, I’d have preferred if a lot of the ctc skills on the artifacts were player controlled.

Agreed. I’m also feel the same. Most of the time, I don’t even remember I have that chance to cast skill. And when it’s happening, I think ‘Oh…that thing’…

Well, if it’s by definition then I guess I can’t argue with that! All non-active skills have been removed from the game to reduce dis-interest. :stuck_out_tongue:

Although, I have to say, when cold-snap goes off 1 hit away from death and freezes all the enemies around you, it feels pretty significant. There is a diminishing return for each new active skill you give a player due to the attention-cost of managing them. Also, due to this attention-cost, they have to be more powerful to be worth bothering to use and that creates more of a balancing burden.

Sure, it is cool to have a couple extra active-use tactical skills from equipment, but we have a lot of equipment and I think these chance to activate skills do add a level of interest beyond just totally passive bonuses. Diversity adds interest even if it means that each individual skill isn’t the most interesting-to-use skill ever created.

It may also be surprising to know that some players prefer different play-styles.

Bwaaaaaaaaaaaaaaaaahahahhaha.

That aside, I do like procs of all types; and granted skills that gain bonuses from “plus x to all skills” mods. One thing for me, however, is that I would like to see the chance that they have to go off and the cooldown between uses (if that’s the method).

Also, as an additional plug to another comment made in another thread in another time and place: To see time remaining on cooldowns would be great; also buff duration shown in the same manner.

Cheers,

Malph

I never really did give much value to the chance to hit/kill skills when looking at an item to see if it would replace whatever gear I might have with Titan Quest. If they activate, then cool. If not, well, it doesn’t matter because I have this particular setup of gear for some other reason. The annoying thing is that chance/luck can be nasty - it could be a skill/counter that goes off when at full health and has no real benefit, or it could be that one hit away from death and suddenly becomes a memorable gaming moment. It would be comparable with a crit in Team Fortress - sometimes the timing is just right, sometimes I end up grimacing because that crit I was hoping would come never did…

Speaking about valuing items, my Hunter really needs to do something about the Somatophylakes Plate that he is still using in Legendary. But it has a number of beneficial perks that no other armour has yet provided, despite only having 168 armour.

I don’t want people to think I’m one of those “nitpickers” (especially considering this is my first post in the forums =P, I only heard about this game last week), but is that the colour scheme you’re going for that class of items (pruple + green)? Or was it picked like “whatever, just wanna show these guys what I’m doing, I’ll think about the colours later”?

TQ has granted skills on some weapons if my memory served me right.
I like what I see so far, cannot wait to beta test!

… you people are completely missing the point, the skills were granted by ITEM, not by AFFIX.

I said personally :stuck_out_tongue:

Anyway, I’ve explained why I prefer active skills. I’m not much of a gambler, so the only way I would really use this is by slapping on tons of ctc skills, so the chance effects are taken away.

One other reason why I prefer active skills is because I usually play casters/summoners and they don’t get hit a lot and don’t deal damage through normal attacks. Besides, having a giant summon spawn right before you die just doesn’t make a whole lot of sense…

I don’t think artifacts in TQ could be modded to have active granted skills. I’m just hoping to see it in Grim Dawn :slight_smile:
Perhaps I’m sounding way too pesky here, but I really gotta say that I like that you’re experimenting with item affixes.

One last thing: In TQ, if you dropped an artifact to the ground and picked it up, the cooldown would be reset. With a certain item you could become immortal that way.

I know, and so I took it personally right?! :smiley:

Anyway, I’ve explained why I prefer active skills. I’m not much of a gambler, so the only way I would really use this is by slapping on tons of ctc skills, so the chance effects are taken away.

Every gambler knows, the secret to survival is knowing what to throw away and knowing what to keep.

One other reason why I prefer active skills is because I usually play casters/summoners and they don’t get hit a lot and don’t deal damage through normal attacks. Besides, having a giant summon spawn right before you die just doesn’t make a whole lot of sense…

We’ll try to have sufficient items with active-cast skills for the other side of the audience.

I don’t think artifacts in TQ could be modded to have active granted skills. I’m just hoping to see it in Grim Dawn :slight_smile:
Perhaps I’m sounding way too pesky here, but I really gotta say that I like that you’re experimenting with item affixes.

One last thing: In TQ, if you dropped an artifact to the ground and picked it up, the cooldown would be reset. With a certain item you could become immortal that way.

I haven’t actually looked to see if it is possible but I can’t think of any reason why an artifact wouldn’t be able to grant an active skill. I actually don’t know that much about how artifacts were configured. I was mostly pulled off TQ:IT to start working on Black Legion about half-way through the project. I wrote the story outline, helped decide on / design the new features, generated the monster list, and worked about 20 hours a week managing the design team and finishing the dream mastery. Dream mastery is really the only thing I did beginning to end on TQ:IT. Well, that an I did some balancing work at the end to make some of the enemies more annoying, like the Dactyls. :wink: