[MOD] Diablo 3 Classes: Patch 5.4 - Tempest Class Released

Patch 5.1 released.

More bug fixes and a few item changes.

Click on the image to download it:

5.1

PATCH NOTES 5.1

BUG FIXES

  • Fixed a ‘tag not found’ issue on the Taskmaster’s prefix.
  • Fixed ‘tag not found’ issues for the cosmetic wings.
  • Removed stats from wings medals, since they were supposed to serve as cosmetic only.
  • Fixed some issues with class combo names related to Demon Hunter caused by the Patch 4.9 changes.
  • Fix an issue where Chaos Hydra granted by the Adria’s Blood Sigil didn’t apply chaos resistance reduction to enemies at rank 12.
  • Fixed an issue where the normal version of Stalgard’s Decimator granted burn/electrocute bonuses instead of internal trauma.
  • Increased the cooldown of Death Seraph’s sigil from 3 to 5.
  • Added Internal Trauma bonuses to Blade of the Tribes.
  • Base damage of Maximus sword rebalanced.
  • Removed not-intended base physical damage values from Crusader’s Empyrion’s Messenger.
  • Now Crusader’s Fate of the Fell and Kanai’s Cube: Fate have flat fire damage as intended.
  • Now Fleshwarped Frostspreader converts 15% Physical damage to Cold as intended.
  • Fixed a bug where the normal version of The Gidbinn’s also had skill modifiers.
  • Fixed an issue where the Kanai’s Cube: Arlyse didn’t have the proper stats and skill modifiers compared to the Halo of Arlyse.
  • Fixed an issue where the Kanai’s Cube: Destiny didn’t have the proper skill modifier to Spectral Blade.

ITEM CHANGES:

  • Fleshwarped Carbine: Now it has the Cluster Arrow modifier, formerly granted by Rutnick’s Blaster. Now it also changes the flight effect color for Cluster Arrow.
  • Rutnick’s Blaster: Added +2 to Spray of Teeth. Added new modifier: 18% Weapon Damage + 100% Cold Damage converted to Aether + 50% chance to pass through enemies to Spray of Teeth.
    Lord Greenstone’s Fan: Reworked as a sword. Bonuses to Fan of Knives moved to Eun-Jang-Do. Now it adds 12% Weapon Damage + 12% Crit Damage to Hungering Shot and allows it to work with 1h melee weapons.
    Eun-Jang-Do: Now it grants bonuses to Fan of Knives, Frost Nova and Dashing Strike (mythical version only).

Thanks to @AisYandere for the bug reports.

3 Likes

Runewords

So Blizzard announced they are adding the classic Runewords to Diablo 4. Honestly, I felt it’s kind of lame, it seems it just grants a skill from another class most of the times, but maybe I’m wrong. Then I decided to go foward with an idea that I had in mind, but I didn’t know how to call it. The return of the Runewords made it easier for me.

On this idea, the runes will be components just like the D3 gems and vanilla ones, but they won’t grant any stats until you combine them to form a Runeword. Initially, you can only use 1 Runeword, which will be applied to your head armor. All runewords will grant mixed stats from the vanilla components that players use to apply to their helms, so it doesn’t feel like you’re losing something in exchange of a Runeword. Let the Runeword itself take something from you…

Most Runewords will unlock a rune effect, located at the new extended panel on the skill tree window, as you can see in the screenshot below:

All Rune Effects are unlocked with a single skill point. However, their effects and stats will only work once you have the required Runeword to use one of them.

Several rune effects will offer a win/lose condition, well known by PoE players. Here are some examples:

Detached is an attempt to make ranged builds for Demon Hunter a little more… ranged. I think it’s hard to work, but it will be there for those who want to try it out.

detached2

Final Vendetta is a way more simple condition: You get a little portion of Vengeance, but lose it entirely.

56


Shared Burden is also based on win and lose: Get cursed and spread it to your foes.

shared

Some rune effects are easier to understand, empowering a skill and granting you a buff or debuff on enemies, like the Assassin’s Instinct.

instinct


And other rune effects may be kind of complex, full of disclaimers on its description text, completely changing how a skill works, as the Trapmaster.

trapmaster

This is a project that will take some time. I will probably make less runewords for each class, so all of the classes can receive this new feature by the end of the year, being added more on the next year. I hope I don’t find any related issues that break the game and makes me drop the idea :sweat_smile:. Peace.

7 Likes

Hey Grimer, just wanted to thank you. I’m having a lot of fun playing this mod, it’s really clean and the MI modifiers for the d3 classes rock!

Please keep up the amazing work!

2 Likes

Hi Grimer, I really appreciate your mod.As a noob, I am wondering how can I farm D3 bosses repeatedly and how can I get blueprints of D3 mod such as kanai’s cube.If there is a discord community to find some walkthrough, it would be better. Thank you.I like KC too.

Thanks. There’s a modding community discord, they discuss builds and some other stuff there: Grimarillion & DoM (GD Mods) Community

Preview of some runewords supporting Necromancer, Blood Knight and Barbarian:

Army of the Dead

screenshot85

carnage

dec

spin

readytobattle

novamancer

3 Likes

Testing in game patch notes for the next update. Since patch notes aren’t that long on patches 5.X, I’ll try to add it to the class selection screen, so players that aren’t a forum member can check the new features on the current patch.

Of course, the patch notes from the screenshot are not definitive, and may have changes til the end of the year.

7 Likes

Preview of the final runewords, for a total of 32.

allday

energy

frost

heavens

patience

short

zero

hold

tanxan

Patch 5.2 arrives at December 22nd.

2 Likes

Been playing Grimarillion lately and running into your new Death Seraphs… these guys are not just a pain or even a speed bump, but a blocker and run bricker.

I run SSF so I don’t have perfect gear at any point, these guys have bricked my runs during leveling because they either showed up in pairs and their sigils were being thrown out faster than I could dodge or move away from them, or they were spawning with a mob that could slow/hold me… functionally causing the same issue. Due entirely to the overpowered heal.

The other issue I’ve run into is the D3 totems during normal/vet. They are spawning something that is instantly killing me. Totems are meant to be a challenge with a reward while you run the maps and level.

At this point I don’t feel challenged I feel like I’ve wasted my time.

tell me i see these bastard i just quit game fuck them

If it’s just the one I will try for a few minutes to peel off the others in the mob swarm, but yeah usually they just kill that run.

Which sucks because they look awesome.

1 Like

@Grimer It’s time to take a look at Death Seraphs and their insane self/group heal via the glyph on the ground. It’s not so simple as peeling them away hoping they can be killed one-by-one when they spawn with 2 or more at a time in a lot of scenarios, or when their glyphs heal other mobs not standing directly on the glyphs as they’re not easily spotted with all the ruckus going on.

Perhaps make the glyphs function like the beast shaman in that they cannot heal themselves, but only other monsters. This eliminates double-dipping with the instant full heals that occur. Or, eliminate the group healing of monsters that aren’t even on the glyph.

1 Like

and recasting speed to i been trying for 10 minutes kill mf but nope

@Slight001 about D3 Bosses, they’re meant to be encountered at fixed locations for a reason… the Grimarillion change to them to be found through random totems had nothing to do with the balancing standards I gave them.

Gotcha Gotcha… I’ll take that complaint to them.

Just to make certain I’m understanding their design intentions are they supposed to be like the “secret”/challange bosses the main game has?

Kind of, but they aren’t as tuff as Avatar of Mogdrogen, for example.

1 Like

Not sure if it helps but having the sigil generate a buff that grants leech, instead of a direct heal, might produce a more manageable result while still giving the effect you seem to be striving for.

Anyways good luck and I do appreciate the new enemies to fight (very nice models and all that), just this one, that I’ve found, needs some tuning.

I really liked the mod. Best in quality, but not overburdened by quantity. I am looking forward to 5.2. I hope it will be released on the 22nd and the latest GD patch will not delay it.

Just like Forgotten Souls drop from hero monsters, runes will have 20% chance to drop from bosses. More powerful bosses like ‘act’ bosses and super bosses will always drop a rune.

Runewords will have 3 tiers of level requirement: 35 | 50 | 82

The ones players will be able to use earlier are generally related to non-flat stat numbers or pet changes, so their balance will remain the same as you level up through the campaign. At level 50, runewords which unlock a rune effect that deals any kind of damage will be available. These damage numbers can be increased, upgrading the runeword to its Enhanced version, which are the ones that can be used only at level 82.

Patch 5.2 arrives Sunday.

Note: Vanilla MI items that are affected by this mod will not have any changes from vanilla patch 1.2.1.3.

3 Likes

• 33 new runes.
• New Runewords system.
• New NPC crafter.
• New UI elements.
• Update to several Kanai’s Cube and Crusader weapons (Thanks to @AisYandere for the bug reports)

Note: Any issues with the runewords, please report.

Patch 5.2 is available now. Click on the image to download it:

Merry Christmas! Have fun!

52b

Changelog 5.2

BALANCE CHANGES AND BUG FIXES

  • Fixed ‘tag not found’ issues with the class name when combining other masteries with Demon Hunter.
  • Fixed an issue where the normal version of Cosmic Strand also grants skill modifiers.
  • Updated some Crusader weapons and Kanai’s Relics, following the standards of their original items.
  • Increased the spawn animation speed of D3 Necromancer’s skeletons by 45%.
  • Increased the cooldown of Death Seraph’s sigil from 5 to 7 seconds. Reduced the healing effect by 50% and autocast rate by 25%.
  • Reduced Crusader’s Smite holy damage scaling. Weapon damage reduced by 10% at Rank 16, but it still scales up to 80% at Rank 26.

UI

  • New elements added to the class selection and skills panel windows, such as patch notes, rune effects, and info about the Runewords system.
  • The UI of the Spirit Guide has been updated to match the new window size standards.

COMPONENTS

  • 33 runes added to the game, in order to work with the new Runewords system.

RUNEWORDS SYSTEM

  • Introducing a new crafting system, the Runewords are a combination of two different runes, which may unlock powerful secondary effects to your skills, or even drastically modify their playstyle.
  • Runewords can only be used on helms, some of them can be upgraded or have a transmutation, to support different types of damage.

NPC

  • Damara, the Runewright, is the new NPC located at the left entrance of Devil’s Crossing. She is the responsible for crafting the Runewords.
9 Likes