is there a way to disable auto equip? i find playing my engineer without weapons a bit frustrating when i have to pick up loot and it istantly equip stuff in my main hand.
Nope. Crate needs to make an ‘fist’ or ‘unarmed’ weapon class that can work with unarmed skills, something to make use of things like cestus, sap gloves, katar, tekko and other things.
thanks for the quick response , really hope they implement such weapons in GD.
Doubtful…but I’ll be happy with just the ability to mark a weapon as unarmed, then we can import our own with mods.
Woosh. Here comes 1.6. Some balance and the crossover skills are here! Meet your new friends:
and here are the changes. Check the main post for the updated download links!
- Crossover skills! Attempted balance, probably failed miserably as usual. Enjoy.
- Flamer range starts a little lower.
- Flamer damage nerf.
- Small rework of Turf Turner.
- Overpowered Oscillators currently affects EVERYTHING while active. Added -Cast Speed to offset as intended.
- Updated Ignoring Safety Labels to also revert the new Cast Speed change.
- Excruciating Exhaust was a bit underwhelming. Boosted the fire damage a bunch since it’s a burst skill anyway.
- Pet skills now VISIBLY scale with pet bonuses.
- Removed little icon under the exclusive skill. Doesn’t need to be there.
- HOTFIX A: boosted energy requirements of crossover skills to intended levels. Oops.
Will this skill icon is a mistake? Or have special significance?
That’s just the sentry icon, since that skill has sentry spawning linked to it. Actually, it’s hidden in the update I just posted
Oh, 1.6 Updated become so good magic.
Another reminder: The following red frame icon are should be reversed.
such:
Oh whoa. You’re totally right, that one IS upside down… darn exporter has the tendency to export things upside down and I didn’t notice that one. I’ll fix it.
Sweet looks like you fixed the pet damage UI as it now shows the damage increase
Arcanist crossover skill, what’s the point of it having +cast speed when it already fires as fast as Flamer?
haven’t created a new character to test but are we able to invest in a crossover skill before reaching 50 mastery points or do we have to reach 50 mastery points first?
Sweet looks like you fixed the pet damage UI as it now shows the damage increase
Arcanist crossover skill, what’s the point of it having +cast speed when it already fires as fast as Flamer?
haven’t created a new character to test but are we able to invest in a crossover skill before reaching 50 mastery points or do we have to reach 50 mastery points first?
Ok in short testing in elite,
Arcanist crossover] is balanced and great how it is, not too strong but not too weak, guess that’s just a side effect of being Replicating Missle.
Occultist crossver is OP huge damage mixed with huge debuffing one or the other need to be halved.
Demolitionist crossover is OP while it does shoot slowly it hits extremely hard plus fragments and each fragment does massive damage, reduce damage by 25% and reduce amount of fragments to 3 or 4
Shaman corssover, this one is pretty good as is just like arcanist not OP does high damage but is slowed down by it’s attack template making it really well balanced
Soldier corssover OP damage and range is OP although it is decently offset by it’s slow attakc rate and low energy of soldier, reduce range to 3-4m by max level and reduce damage by 10-15%
Nightblade crossover broken skill, takes too long to explode sometimes doesn’t explode at all due to being killed and when it does explode suffers from the detonate template bug in which 50-60% of the time it doesn’t actually hit even when enemies are right in front of it, I think this part can be offset by high OA as with oter skills using detonate I have seen higher hit rate with high OA. the fuse to explode should be significantly reduced.
Or the skill should be redesigned to be debuffing instead, create a huge smoke screen that provides a decent reduction to both OA/DA, total speed and impair/fumble attacks on enemies. (I actually really like this idea)
For giggles, mostly. The cap for cast speed on pets doesn’t seem to… exist… at least in my testing (I’m probably wrong) so it’s just extra flashy and extra DPS. Shrug
You have to get 50 points into Engineer before you have access to the crossovers. I think that’s fair.
And now to go through all your skill feedback:
- Occultist: Agreed, will cut damage.
- Demolitionist: Agreed, fragments do get out of hand quickly. Going to cut those down a bit, and probably reduce cast speed so it throws them out less often.
- Soldier: Okay, yeah, the radius does get a bit out of hand. It’s meant to be equivalent to having several sentries out at once, but I probably went a bit too far. Range will be cut, probably also going to reduce cast speed by a tiny bit.
- Nightblade: Welp, totally already have invincible set to 1… Guess I’ll buff its HP to the skies instead. the OA trick is a good idea, curse those explosion-dodging baddies! I’ll definitely consider lowering the fuse time, too.
Thanks for the feedback as usual!
EDIT: 1.7 released, see the main post for updated links.
- Flipped mastery button. Darn exporter gave it to me upside down in the first place.
- Occultist Crossover: Cut damage
- Demo Crossover: Less fragments, less attack rate.
- Soldier Crossover: Less explosion radius, slightly less attack rate.
- Nightblade Crossover: Hopefully actually invincible now, big OA boost so it actually hits, lower fuse.
Ah ok fair enough, well it doesn’t add any noticeable difference lol.
Nerfing the speed of Soldier and Demo corssover is the wrong way to go about it as they already attack really, really slowly even at max level so reducing their speed even more will make their cost too high to invest in especially if going hybrid due to not being able to get many of the other skills in other masteries considering the only global benefits (as in for all builds, not just ranged gun/pet/unarmed) are the passives and Imitations and to a lesser extent Focus Finder.
Buffing the Nightblade crossover OA sky high will only somewhat fix the problem, many monsters will still dodge it because it is an issue with the template from what I can tell and what Asylum101 has said has lead me to believe because they “dodge” it even when face first in it so I don’t think it’s they graphic as he suggests in that post but rather the template because I’ve had the same exact issue with the little summons in Kir4’s mod and now your’s.
No worries happy to give it, as your mastery is an absolute blast to play!! Just reached Ultimate with my Mad Scientist although I had to cheese the Sentinel in Elite as he kept spawning with an energy draining weapon thus nullifying Flamer Imitation and killing me, happened 6 times in a row can you believe it? RNG did not like me lol.
It’s not the template, the template works fine on Calidor’s Tempest, does it not?
If anything, it’s just “ondeath” skills, if that’s what you’re talking about (i haven’t seen the engineer skill or kir4’s that you are mentioning). TQ had this issue too, the nightmare’s death skill never does damage, it only displays the effect afaik. It’s SUPPOSED to do damage, but I recall in TQ never having seen it do anything.
I mean the detonate skill template I thought you were just using the Calidor’s Tempest graphic? Or are you actually using the whole Calidor’s Tempest skill and having it proc “on death” and there is no actual detonate skill template?
Well I stand corrected and it’s not the template but the trigger that’s broken? However the trigger works fine for devotion and item procs from what I have experienced. Or is there just something I’m completely missing seeing as I don’t have any modding experience (or capability).
I’ve already sort of potentially bypassed the issue with it not hitting. On death skills seem to require some amount of a death animation, which I just didn’t feel like doing. Instead, I just have the detonate as a delayed special skill, which goes off one second before the summon expires.
Detonate is pretty much calidor’s tempest. It’s the same skill with different damage types, it even has the same effect. Detonate is just the name of the skill.
Oh ok I thought it was different… can’t be the trigger though as it works fine on Revenant and Dying God devotion, all the items with “on death”
It even works on pets in Somerlad’s mod. Or is that because it’s on “enemy death” and not “own death”?
Hopefully that works then
Edit: It doesn’t enemies kill it before it can activate the ability, why not just give it 100% damage absorption?
On enemy death and on pet death are different “triggers”.
What koba mentioned is a good workaround to the issue.
Just ran into Moonsilake for the first time ever (and on Ultimate no less) and the Flamer + Arcanist crossover absolutely melted him (I have 669% pet damage)
Unfortunately didn’t have my recording program up at the time so i didn’t capture it.
I can now say Flamer seems to be in a good spot now just like the Sentry still takes out mobs fast but everything still has plenty of time to take you out while you’re building up the field.
About halfway through Ultimate now, trying to decide if I continue the my first character or delete that one and start a new one focusing on Sentry this time or if I go for a build that has high use of Sentry Imitation (Flamer character has high use of Incendiary Imitation)
Playing around some more and I have come to believe that the -75% energy should be increased to -150/200% energy around rank 14 on Frankie’s Focus Finder because once you have gear/skills/devotion with +%energy it cancels it out thus voiding a huge and important part of the skill