Really enjoying the mod so far, DenisMashutikov. Thanks for bringing the nostalgia to GD!
A couple of things Iâve noticed, keeping in mind that I always start new characters on Veteran difficulty:
Several classes starter skills seem really weak. They barely do any damage even with a good chunk of points invested.
Sorceress: Ice Bolt, Charged Bolt, Fire Bolt
Necromancer: Teeth
Assassin: Fire Blast
Amazon: Magic Arrow
Minor note, the Amazonâs Magic Arrow in D2 does slowly descend in cost, but I donât think it requires a full 20 point investment to reduce the energy cost to zero.
The Sorceressâ Lightning skill has the same problem as the Assassinâs sentries had, I think. Itâs the same visual effect and the projectile often stops short of the target, even when there isnât any obvious scenery with which to collide.
The Assassinâs Blade Fury skill does this weird thing where sometimes it hits for 75% weapon damage and sometimes it doesnât. It kinda looks like it does either 75% weapon damage OR the physical damage attribute, as opposed to doing 75% weapon damage PLUS the physical damage attribute.
Fooled around with a trainer to checkout the skills, just some thoughts
Feral rage ls buff doesnât seem to work (as buff) on other skills and it doesnât build up
Amazonâs pierce doesnât work properly (at least on strafe and multishot, not sure what should be expected). It works on melee too⌠Iâve binded a devotion to it and it procs on melee attacks.
Leap attack no cd, on dual wield 2x550% weapon damage aoe, op stuff lol. Charge has no cd too
Phoenix strike has absurd flat damage
Cannot remove skill point from zeal when respeccing
A lot of early level caster spells are really lackluster
Iâll also chime in on your balance thoughts. In general I donât know if the balance should be based on vanilla GD or not. And also, I am not a experienced D2 player. Please disregard if I make wrong assumptions or whatever
Maximum levels, I donât think that should be the priority right now
new damage types and resists, I think it depends on the damage types in Reign of Terror or what this MOD is planned to be based on. If its for vanilla GD, then to support all the items/affixes (or in the other sense if the enemy can deal chaos damage then I should too mindset) perhaps new damage types should be introduced. Otherwise I donât think it has to be as complicated as GD.
Branch dependency - I donât think you need 1 point openers I donât see the point in them. The problem is that a lot of attack skills feels useless past level 20 once you have enough mastery to get the strictly better skill deeper down the branch. This doesnât happen in GD as within a mastery as there really isnât a âstrictlyâ better skill. Diablo fixes this by giving bonuses to other skills. It will be difficult to find the balance between multiple skills vs skill-modifier.
Feet vs Meter⌠It should be relative to the screen size I think http://diablo.wikia.com/wiki/Yards Yeah I think the range/radius could be increased for a bit (except auras)
Paladin
-Auras, sure
-Might branch, I think for casters Concentration and blessed aim might be a better aura. For the concentration transmutor what would it do? Single aura sounds good. Something like Might: % damage, blessed: OA, concentration: uninterrupt chance (and + somethingelse), Fanaticsm: +speed
The problem is that GD players donât switch auras⌠The use cases for different auras donât really apply to GD (vigor redemption sancturary etc.)
Vengeance, tbh the +% elemental damage is really not awarding (more on this on berserk)
Sorceress
Yes to all
Assassin
I think having 2 pets is pretty cool, maybe leave it as it is
Havenât tried the traps
Not even sure if you can implement finishing move properly in GD
Barbarian
-passives play a huge role when dual classing, I think more passives needs to be added if you want to consider dual classing
-yes
-yes
-Iâd say include DA, maybe -25% DA -50% armour⌠I feel +375% aether damage doesnât really cut it.
For example in late game GD an aether battlemage usually has at least +800% aether damage, a 200% weapon damage skill will effectively do 2*8 = 16 times the base damage. While another +375% -> 11.375 times the base damage. This is why weapon damage and flat damage are usually more preferred than + %damage, unless %damage will be difficult to get in Reign of Terror.
Necromancer
Havenât tried it
Amazon
-sure
-sure
Druid
-uhm I donât think it changes much
-Never played any pet/summon characters
-yes I like how it works
Thanks for feedback
Iâm already work on the global balance. Many skills revised. Ballance adapts to vanilla GD.
1st Iteration technical version complete 5/7 classes.
Some skills revorked to skill-modifier.
Spirit wolves are larger and also deal more damage than Dire wolves (should be opposite imo), with all pet passives maxed out, Spirit wolves deal around 250 dmg per hit while Dire wolves only 25 and just for comparison: Bear with the same setup deals over 3000 dmg per hit.
Also, summon limit is 2 at rank 12/12, not sure if this was intended.
Since I have few feedbacks and the first part of the iteration, most of the skills have been revised, Iâm releasing the 2nd iteration as the main version for further testing.
berserk doesnât work correctly, you can test this by attacking a dummy.
The buff isnât applied to the skill itself (or itâs overriding it causing it to be ineffective?). You have to use ANOTHER skill in order to have the buff applied to the characterâs attacks.
Golems Fixed
Some skills have not sound or have default sound from.
Some D2 sounds doesnât fit to GD: Male only Barbarian warcries, female only Assasin and Amazon shouts, Bow shots sounds e.t.c
Aether bonus moved from main skill to autocast and now it applies to itself.
None of the templates not allow simultaneous self buff and damage conversion, so anyway require combination of skill with autocast.
Also, at this stage I expect more balanced proposals