You got one skill point from Akara quest, radament quest, 2 from Izual. And you got 5 attribute points from lem essence tome. That’s it.
Well, D2 didn’t have the skill trees, dual-class system or the mastery bar so you needed much less skill points. For summoner Necro you mostly just maxed skeletons, skeleton mastery, golems, one point in each curse and a few other skills.
Necro was worse in D2 since you needed corpses to summon skeletons (and could have 15 of each skeleton at the possible max).
This mod is so amazing.
With 0.4 I started a Barb and just finished Act 1. Will try to provide a bit of feedback. Funnily enough I had started a barb the day before you released, but I started a new one upon release and just kept the mace (seen far left in stash and the chest on my toon). The other elements of that set and rest of gear show was found in 0.4 on the fresh toon.
Here is my build:
And gear and stash to show what I found.
My toon has another 200 health pots in his inventory too. I felt a bit like there were more loot containers than monsters most of the time. In addition, I found that most of the time, the monsters were spawning 2-3 levels under mine. Even when I would ding just before entering a new cave. However, some areas from the Tamoe Highlands and after seemed to spawn monsters closer to my level.
After easily blasting through everything, the Andariel fight was the first time kiting was necessary. She took a lot of running in circles, even spent 5 skill points during the fight trying to up my damage.
To summarize, I love this mod. Will never feel the need to play “actual” d2 again. But I would like to see a bit more challenge and a bit of adjustments to the drops. Once I got this mace and set armor, which I found before level 3, I never got an upgrade, but I did find more set items. The potion drop rate needs to be nerfed heavily. I do not remember d2 giving so many pots. I give you the screen shots to see if the d2-components or runes are dropping ok for you, I never used any components nor did I try out the horadric cube.
Difficulty, progression, items (loottables), skills and other aspects will be reworked / balanced once I am done adding content to RoT so no worries, all of this will be improved when the time comes.
I hope you will continue to enjoy playing this character as you progress further, you should experience some difficulties when you reach Act 3 / 4 as monsters there are way tougher than in previous acts.
HI RAM
i have a littel bug in act 2 i finished the first quest
and as new quest i have to find talrasha tombe from jerhyn what about the cube the staff and the amulet
when i speak to cain he dont give me quest
it this a bug or i did so thing bad
You need to get Horadric Scroll from the chest at Radament’s Lair first.
Edit: actually… I already added a quest trigger to all 3 items (Horadric Cube, Staff and Amulet of the Viper) so all you need to do is find one of those 3 items to begin the quest, in case you don’t want to look for the Scroll.
Once again, amazing mod, especially after the latest update.
Looking forward to new versions.
One thing I noticed in act 3. Those little buggers, in the Flayer Jungle, Flayer Dungeon, etc. I am at lvl 29, couple of lvls above them, and they still can easily kill me if I am surrounded by a mob of like 10-20. I have developed max lvl chain lightning so it is easy to handle the mobs, but other characters, maybe not so easy to handle.
Another thing are the items.
Haven’t noticed any “specialized” items for D2/LoD classes. For example, if the item is Necromancer’s mace of XXX. The buffs will be for the GD Necromancer class. Likewise, there aren’t “specialized” items for the other classes, such as Sorceress, Barbarian, etc.
Am I just missing something (didn’t drop yet) or it is still a WIP ?
Also, about the teleport skill (Sorceress), I saw the note that after Forgotten Gods is released, the new teleport skill will be used. Right now, if selected and clicked, the character only walks to the destination, instead of instantly appearing there. Is that a bug or ? In the Kurast Bazaar section, attacking and/or killing some beasts there results in teleportation of the character. Once you sort out the teleport skill, maybe could revamp the Arcane Sanctuary to use teleport instead of loading screens.
Magical/Rare/Unique items have no sockets. Is this by design or it will be introduced in a later update?
In a later installment do you plan to implement charms (those items in D2 you keep in your inventory for buffs)?
If a celestial power (e.g., flame torrent) is bound to a follower, is it on follower’s attack or on summon? If latter, then might consider removing it from the celestial power slots.
At least you do not need a phone to play this AMAZING MOD:rolleyes::rolleyes::rolleyes:
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Fetishes deal mainly physical damage so high armor rating / shield and physical resist can minimize their dmg output drastically. However for ranged “glass cannon” build they are deadly indeed.
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D2 magic / rare affixies will be implemented after all base content is done as any kind of itemization takes tremendous amount of time.
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Teleport currently uses skill template that requires a target to teleport on it’s location. The Teleport skill in Act 3 Kurast you are talking about is used by Zakarum Priests and what is does is swtich their position with you (they cast the spell, it doesn’t proc on monster death)
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I don’t plan to introduce socketed version of magic / rare / unique / set items as that would takeforever to make.
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Charms… I am still trying to figure out the best way of implementing them but there is just no easy / effective way of doing it. Everything I thought of so far would require some additional micro-management (like activating the charm from your inventory to get a very long duration buff). I cannot make it a passive bonus as that would apply to all your characters of the same genre, even when you crate a new character, you’d still get those bonuses on lvl 1 (already tested that). So yeah… there is no easy way of doing it (at least not 1:1). Another thing is invetory space. In D2 you have small invetory size but in here, you get approx. 10 times more space so if I kept it 1:1 (aka 1,2,3 slot charms), your character would be invincible (in case you would be crazy enough to active all charms 1 by 1 separately from your inventory).
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Devotion skills attached to mercenary are cast on their attack.
RoT phone support will be added later.
I just recently finished a run through Normal+ Acts I through IV and man, whoever created the River of Flame is a monster.
I’ve got some feedback but will exclude general balance/experience/leveling suggestions as I understand that they are not the target right now:
To start with, I personally preferred the previous goat man models. The new ones look strange on the Night and Moonclan for some reason. The two handed swing animation is fantastic though. It conveys the amount of damage they do very well.
Cain, Griswold, Andariel, The Summoner and Mephisto don’t look like they fit into the Grim Dawn color scheme for some reason. The models themselves are absolutely fantastic imho, but something like the texture maps are too glossy, or the colors are too vibrant. I assume that the models being used are from HotS, but I also assume that Titan Quest models are being used for some of the monsters. The Titan Quest models fit in absolutely flawlessly, so it might be ideal to check out the difference between the two models?
Fallen/Carver/XXX Shaman staves disappear and stay gone after casting. I assume this is unintended.
Sand Raider models show wings and a bug thorax when frozen. I thought this was hilarious, but haven’t found any additional side effects from it.
Not entirely certain if this is the AI, the engine or the tileset, but some locations cause enemies to stand idle until attacked. I vaguely recall the Act II Sewers being the worst instance of this while playing as a minion Necromancer.
There are Thorned Hulk monsters in Act III named “Trasher”, but I believe they should be called “Thrasher”.
There is no landscape transition between the Outer Steppes and Plains of Despair; the Outer Steppes landscape simply stops and the Plains of Despair landscape immediately begins.
So I’ll begin with Act III feedback. While I wasn’t a huge fan of the act, I believe I have some reasons as to why it didn’t sit too well with me.
Many of the zones in Act I and II are effectively “re-imagined”. The original Diablo II zone was taken as inspiration, but it was never a 1:1 comparison. For example, Stony Fields looks nothing like its Diablo II counterpart, but it maintains its theme and feel and is then re-imagined into a modern, 3D Stony Fields. One major problem I had with Act III is that the zones are much closer to a 1:1 recreation of the original Diablo II zones. While they’re incredibly good at being a recreation, I don’t think that it does the zones justice in 2019. I’d very much like to see the Act III zones be brought up to today’s ARPG standards and know that with enough time they most certainly will be.
In order to help with that, I’ll make some additional suggestions. First, most of the Kurast zones have little depth. And when I say “depth”, I mean that they are literally quite flat. I think that adding some hills or cliffs to locations would bring a needed dimension to them. For example, a Fetish encampment could certainly be situated atop a hill, hidden away from any main road. The Grand Marsh’s roads could have nooks and crannies flowing into them, breaking up the rather perfect roadway and letting waters from the near marsh fill in. The Bazaar coast could have embankments and plateau sticking out from its harbor. The border forests in Lower Kurast could look down from a rolling hill, creating a natural border. Etc, etc.
Additionally, there needs to be a few more passes done for cluttering and the like. What I love about Act I and II is that they have little snippets of content strewn about the zones. It’s almost as if they tell a miniature story; abandoned tents in the Far Oasis. Fractured mining facilities/caves within the Dark Wood. Flickers of wisps and ominous light in the Black Marsh. The Tamoe Highlands -feels- like it’s watching over the landscape. I believe that most of this ties directly into the “re-imagining” of zones that I was referring to previously. Kurast, I think, should feel like it is(was?) in upheaval, with citizens having fled, items tossed about, buildings and possessions destroyed. The Bazaar’s coast could be turned into a massive harbor or trade center.
Finally, I think the zones should be far larger than they are. At first I thought I may have been imagining that they were rather small, but either the Act IV zones are absolutely enormous or Act III is fairly small. A sense of player agency should then be paired with these proposed larger zones. Add additional routes through a zone. Twists, curves, paths that lead into other paths, caravan routes that have been destroyed and barricaded off. As it stands, many of the Act III zones are very linear, where there is really only one main route. Compare this with a zone like the Plains of Despair, where there is still technically one main route, but there are branching routes and twists and turns throughout the zone that allow the player to go off track and forge their own path. Adding the previous suggestion of creating miniature stories would go well with creating a bigger zone. After all, the more distance covered, the more stories that can be fit in and make the world feel lived in and alive. If nothing else, these additional branches or paths make those zones -feel- bigger imo.
With all that said, Act IV blew me out of the water. The demons are absolutely amazing. And I don’t know what you did; whether you changed the angle or landscape in the Outer Steppes to make those giant fissures in the ground, but that is most definitely my new favorite zone by a large margin.
But seriously, whoever made the River of Flame is a monster. It’s my new Maggot Lair.
I appreciate all the feedback. It is exactly like you describe.
Act 1 and 2 were done entirely by me and what I tried to do was keeping the original map idea and transferring it into modern look (while making some of the areas as close as possible for better nostalgy).
Act 3 outdoor areas were done @Zakk and it was his first time experience with map making plus his instructions from me were: “make it look like D2” and so he did exactly that. Therefore that’s on me. In Travincal and Durance of Hate he started making his own models for structures and he specializes in that aspect since.
I agree with you that jungle and Kurast could use some modernization. Will see how tight our schedule will be after we are done with Act 5.
Act 3 underground areas (except Spider Caverns and Durance of Hate) were reworked by @Fluffy who already had some experience with map making and I gave him more freedom in terms of map design as he is an artist by nature so restricting him too much wouldn’t be good for anyone.
Act 4: Pandenomium Fortress was made completely from scratch (including models) by @Zakk who did an awesome job there and you can already tell he improved so much since he joined RoT dev team almost 12 months ago.
Outer Stepped = my work, I tried to make it similar to D2 so it is kinda plain and flat.
Plains of Despair / City of the Damned and River of Flame were made by @Fluffy and you can see the attention to detail and complexity of those maps.
I also did Chaos Sanctuary where I really tried to copy-paste design as I do for all other memorable D2 areas like Act Towns, boss areas and few others.
Act 5 Town was made by @Zakk (all models of buildings / walls made from scratch), I just added some details.
So to summ it up: There are 3 people working on the maps with 3 different backgrounds and styles / opinions. Therefore it is very difficult to unify it into 1 design style.
However, players themselves have different tastes and where you are asking for larger / more complex maps, there will always be 5 other people asking for smaller, more straightforward approach and 5 more people asking for 1:1 copy-paste of D2 map design. So you really cannot ever satisfy everyone, that’s just impossible.
The main reason for doing “smaller maps” (even tho most of the maps are actually larger then those in D2) is time efficiency. @Fluffy spent more than 4 weeks on River of Flame and he wasn’t even done with it but I forced him to send it to me anyway as I needed it to get 0.4.0 release out by end of February. Now imagine if he did every map like that. He wouldn’t be able to make more than 10 maps per year which is something I cannot afford to do.
It would certainly look more unified if just 1 person have done it but then it would take 3 times longer.
Therefore, I am eternally grateful to these guys as we wouldn’t have Act 4 released by now if they haven’t sacrificed their own personal time to help me out.
Hope this explains the whole situation a bit more.
Now this is quite subjective. I for one don’t really feel that way.
From Outer Steppes you take the stairs and reach Plains of Despair. No need for a complex landscape transition in my opinion.
This is true. Act 3 was by far the shortest. I managed to finish all the quests in a few hours with a considerable amount of exploration for lvling.
Minor bugs:
Just noticed, Mephisto’s soulstone can be sold in Act 4 although it is a quest item.
That’s interesting as dbr setting says it’s soulbound and untradeable - meaning there is no way how you should be able to do that.
There is an opinion of many players that charms were the worst part of the game - it all came down to the fact that in the end the entire volume of inventory filled these items, crippling the gameplay.
Ah, that explains it much better. As I had said, in terms of a 1:1 recreation Act III was executed very well.
Act 3 underground areas (except Spider Caverns and Durance of Hate) were reworked by @Fluffy who already had some experience with map making and I gave him more freedom in terms of map design as he is an artist by nature so restricting him too much wouldn’t be good for anyone.
The Swampy Pit, I felt, was definitely one of the better areas of Act III. I was very impressed by it, so I’d definitely like to see more creative freedom be given to the map makers moving forward!
Act 4: Pandenomium Fortress was made completely from scratch (including models) by @Zakk who did an awesome job there and you can already tell he improved so much since he joined RoT dev team almost 12 months ago.
Outer Stepped = my work, I tried to make it similar to D2 so it is kinda plain and flat.
Plains of Despair / City of the Damned and River of Flame were made by @Fluffy and you can see the attention to detail and complexity of those maps.
I also did Chaos Sanctuary where I really tried to copy-paste design as I do for all other memorable D2 areas like Act Towns, boss areas and few others.
Act IV in general was absolutely fantastic, truly. I think it’s my favorite Act and each zone is portrayed beautifully. I got strong Diablo II vibes but the entire act was definitely brought up to modern ARPG standards. The reason I didn’t give much feedback on it is because it’s really that good; I don’t think much of anything needs to be changed or altered in it. I really, really liked it. In fact, it makes me want to be greedy and request a Diablo III remake of similar areas or just an Act IV expansion to expand on the realms of hell.
So to summ it up: There are 3 people working on the maps with 3 different backgrounds and styles / opinions. Therefore it is very difficult to unify it into 1 design style.
However, players themselves have different tastes and where you are asking for larger / more complex maps, there will always be 5 other people asking for smaller, more straightforward approach and 5 more people asking for 1:1 copy-paste of D2 map design. So you really cannot ever satisfy everyone, that’s just impossible.
This is all very true. I am fairly certain that some individuals will not enjoy the River of Flame, for example, due to its twisting nature causing players to likely have to backtrack. But I, personally, felt that it added an enormous amount of detail to what was otherwise a fairly straight forward map in Diablo II. It -feels- as if you’re traversing Hell itself.
Regardless, you and the team are doing outstanding work and I’ve constantly been recommending Reign of Terror to anyone that has even a slight inkling to play Diablo II again. As was stated in another post, there really is no reason to play the original Diablo II when this mod takes the original and makes it even better.
Sorry, I should have clarified. There is no texture transition between the two zones, as seen here:
You are correct in that the actual zone transition does exist, and I think it’s fine as well. Apologies there.
Been wondering, is there a reason the Hellfire Torch has such an OP proc and can we get a way to remove it?
Source? You just put the items you pick up in the horadric cube.
Very many players do not like how charms are implemented in D2LoD. They try to limit the number of charms and make special zones in the inventory, where they could store a small amount of items or even block the drop of magic charms, while retaining only unique ones:
https://d2mods.info/forum/viewtopic.php?f=4&t=58594
https://d2mods.info/forum/viewtopic.php?f=4&t=61948
https://d2mods.info/forum/viewtopic.php?f=8&t=65337
Charms will bury this mod if implemented as in a D2LoD.
I am active member on both the biggest D2 discord server and on the biggest forum. I have NEVER seen ANYONE complain about charms. The links you posted to are modders talking about charm mechanics. I can tell you a very popular D2 mod (one of the most popular one) Path of Diablo, has even taking the charm mechanic one step further (similar to what those mod threads talk about).
You seem to make the conclusion “I read on a forum what a few modders think about the implementation of charms and then I draw the conclusion that very many PLAYERS do not like how charms are implemented” xD
Just post a screenshot of your inventory of high-leveled char.