[Mod] Reign of Terror

Thank you for the fast replys!

First: The mod looks amazing. The idea that you had, was sensational. Congratulations on the excellent work.
Second: The loot system is very good, but some items are dropping repeatedly.
Third: About a suggestion: They have mobs with more than 2K of life at the beginning of the act 1 hahahaha I think it can be changed.

I havenā€™t seen any weapons with 6 sockets yet. Are they extremely rare or did I miss something? I am at level 95, have finished Hell difficulty, cleared Uber tristram and killed most of secret ubers.

This mod is amazing! I am a big fan of both D2 and GD. You did a great job!

Monster hp is currently being reworked across all difficulties so leveling experience will be more more balanced in the future.

Correct, 6s items are pretty rare. The best chance of getting one is from the Secret Cow Level.

Ram I have enough points on Battle Command skill to get +3 to all skills. After using it, +3 is applied to barbarian skills, but the second class nightblade has only +1.

Just out of curiosity, has there been any rebalancing done on mana costs in the early game?

One of my biggest issues with start new characters was that you need to bump up skills to high levels to kill stuff, but the mana costs got so huge that you were just chain chugging mana pots the entire timeā€¦for some skills. You could go through with Teeth destroying anything and negligible mana, but doing a bowazon meant costing mana chugging. It seemed uneven.

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Was your night blade close to 10 levels over max? Because all GD classes can only go 10 over their cap

After the latest patch I started trap assassin. Aside from it being awesome, i got a few questions :slight_smile:

  1. Shadow warrior - putting points here only empowers the tiger strike the summon uses? No total dmg buff, extra hitpoints etc. ?
  2. Shadow master - description says it enables the summon to use even the skills that I as an assassin dont have selected. I dont think GD works like this :slight_smile: and summon uses the skills that I dont have even without shadow master.
  3. Death sentry - does this passive only affect lighting sentry or the entire lighting trap skill line?
  4. Wake of inferno - Patch notes says it received buffs, I dont see them ingame, trap does about 20% dmg of other traps and bonuses like +30% fire dmg are not applied. (Edit - ok, you get the bonuses from 2nd skill level onwards)

So, downloaded the Noble Paladin mod and leveling a thorns Paladin there as well, but missing the holy shield as a toggle, and the retribution damage added to the smite attack! Appreciate the reflect damage on Thorns, though.

Not ā€œmissingā€ but return. Iā€™m not responsible for Ramā€™s vision.

Ah, you right. Thank you, this is the case. Iā€™m still learning about the base game.

Since Iā€™ve just finished normal with my casual group of friends, I want to give some thoughts about our experience of RoT, maybe itā€™s interesting or useful to you.

Youā€™re probably aware of this, but it came up a lot in our 3 man playthrough, so Iā€™ll just post it as feedback regardless. While rare and magic gear with ā€˜oldā€™ GD class boni was really, really ubiquitous, rare/magic gear that benefits the D2 classes was exceedingly rare. I was playing a Skeleton Necro and I found several rare rings, amulets and medals that had Raise Skeleton (GD Necro) but just a single magic charm that had Raise Skeleton (Classic Necro). I even checked every shopkeeper whenever we went to town. My friends had the same impressions on their charactes as well. We would have loved to see a stronger weighting towards D2 mods while levelling at least. Also lots of hybrid items for double GD classes, which probably further swings the droprate towards GD specific items. Not being able to craft any rares with new D2 skills, like Jewellry, was also somewhat of a bummer.

One of my friends thought some of the areas (Plains of Despair for example) were a bit too massive, but personally I didnā€™t really mind it.

I was a bit sad to see Lower Resist not helping my Skeleton Mages if I donā€™t get conversion gear, but I would understand if you think the curse would be too overpowered. Although Conversion will be easy to achieve later on, so Iā€™m not entirely convinced this move to only lower Magic/Poison res achieves a lot in endgame settings. I tried to put a lot of points in Golems just for fun, but it ending up feeling a bit lacking compared to the other available summons.

I have been leveling a Sorc on my own as a solo side project, and so far Hydra has been really blowing out Skeletons+Mages+Revives in terms of clearspeed and damage. Maybe the Skeletons need some leveling help or the Hydra needs to start weaker, the disparity is really noticeable between the two.

Overall we were having a ton of fun with this mod and will continue playing it, so thank you for your fantastic work to everyone involved.

Thank you for the information. I was just used to finding 6s BA much easier in D2 than vex and zod runes. In RoT these chances are well balanced. I am glad that you maintain the tradition of searching for items with nests on the Secret Cow Level.

Some remarks on Shattered Realm:

  • Game sometimes crushes (twice, when going from 95 to 100).
  • It seems that from 90 itā€™s enough to do just one Shard to get the full prize.
  • The Waystone of Destruction recipe drops every time and I can always read it. Occasionally more copies of this recipe are dropped, then I can read just one of them. No recipes for lower level Waystones are dropped.
  • In order to use Waystone of Terror or Destruction, additionally I need Shattered Waystone in my inventory. Without it the option ,Before we begin, I have a Waystoneā€¦ā€™ā€™ does not appear.

Some impressions about some skills:

  • Pierce (Amazon) - it could have an optional transmuter with the conversion of physical damage into piercing.
  • Grim Totem (Barbarian) - it could lower physical resistance instead of frightening enemies. Barbarian already has one skill to scare (Howl), but does not have one to lower resistances.
  • Natural Resistance (Barbarian) - what about a small increase of maximal elemental resistances?
  • Amplify Damage (Necromancer) - I think 100% at level 20 is a bit too much.
  • Smite (Paladin) - it seems to me that DCtH does not work with it, probably because it has offhand damage.
  • Fire, Lightning and Cold Mastery (Sorceress) - they make elemental damage builds too strong. I think reworking them into exclusive skills would be too big nerf, but maybe a skill ,Spell Masteryā€™ā€™ with transmuter to choose one of fire, lightning, cold would be ok.

Hey guys just wanted to ask if this a normal error message for RoT mod? Been getting this since I installed and played, no issue with game play though, thank you for your help guys

Yes, itā€™s normal for any mod. Something to do with the game engine. If you enter the mod and then come back out again itā€™ll show the classes properly. But it always does that the first time you start a play session.

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Because at that time the mod is not yet loadedā€¦

Finished Normal mode, everything worked like a charm, Iā€™m very impressed with the mod!

One (very small) thing I noticed: Healing potions can be stacked up to 100, Mana potions a lot more (201 at the moment). Would be nice if one could stack Health potions like Mana potions.

Regarding stacking: Iā€™m very pleased that gems and runes stack too. That was very annoying in original D2 LoD to waste the precious inventory space for every single rune or gem.

Speaking of inventory space - for me as a dedicated hoarder of almost everything I loot Iā€™m very happy with the private and shared stash sizes and the ability to buy them from the start for little gold. It always annoyed me as hell that in ARPGs which have tons and tons of loot the storage space is so limited. So a big thanks for including tt300ā€™s expanded stash!

Now trying to beat Baal at nightmare :slight_smile:

If you use the Grim Internals tool, you can stack Health and Mana potions to 1000 each.

Can someone please confirm that when I am close to Wirt, he will automatically show up on the map as a Vendor Icon?

I ask because I found him during my playthrough but then totally forgot his location so I am now on the hunt, checking every location up to the Tamoe Highlands - as that is how far I have progressed. So far, I have not re-found him and Iā€™m getting frustrated with myselfā€¦!

Additionally, Wirt doesnā€™t disappear or anything does he? He will always be found in the same location originally found in?

Any confirmation on this would be much appreciated.

Cheers,

Syn

This might be of helpā€¦

https://www.reignofterrorgd.com/wirt