Thanks for all the suggestions guys. It means a lot for the health of the mod that people take the time to play and report potential bugs or balance concerns rather than just being satisfied with everything being OP or useless.
- Uncontrollable Blaze. Not worth to take since it adds a CD to ring of flame, so no permanent RR’s (or i’m wrong?). My suggestion is to remove CD, lower AoE bonus to +3m, rename it to “Chaotic Blaze” and add -20% chaos RR (good synergy with Flames of Tartarus Fire->Chaos conversion).
Good idea. The original plan behind Uncontrollable Blaze was so that you could try and use it as a main source of damage but the RR game of GD is too important, so losing out on that RR during the downtime sucks.
- Heat Shield. Tried to take this skill 3 times - on 30lvl, on 80lvl and 100lvl. And everytime ended up completely dissapointed. 3sec duration is really low, it wont save you or give any dps boost (via heat shield modifiers). I suggest to increase duration to 5sec, reduce cooldown to 5sec, lower damage absorb to 140 on 12/12 and 215 on 22/12, increase reduction in burn duration to 33% on 12/12 and 66% on 22/12, add +3% max fire resistance on 12/12 and +6% on 22/12.
I’ll have to look at it again. I might have to make other adjustments to the whole skill line. ATM I think it is balanced to be similar in power to Inquisitor’s Seal, except you can walk around while it’s active instead of being tethered to one spot. I forget what I balanced the cooldown around though.
- Volativity. Crit bonus should be toned down to 14% on 22/12. Volativity already gives amazing bonuses.
14% total, or per stack of Volativity? IIRC it can stack up to 3 times.
/Some flaws i noticed while leveling/
- Darius Cronley dont scale past 35lvl on normal and 72lvl on elite.
- Harrath the Slaughterer dont scale past 40lvl on normal and 76lvl on elite.
- Gulgoth the Rampaging dont scale past 69lvl on elite.
- Mythical Natalya’s Sight cannot be sold to vendor.
- Ballog Nath the Hellfire dont scale past 76lvl on elite.
- The Amalgamation dont scale past 79lvl on elite.
- Wraith of Sorrows dont scale past 79lvl on elite.
- Dralgar, the Keeper of Burrwitch dont scale past 85lvl on elite.
- Soul Quencher, Spear of Dryads and Penetrating Spear of K’kbi drops much more often than any other items.
1,2,3,5,6,7,8 Grimmest bugs, will have to wait for Jiaco to take a look at those. Many of them should be fixed when I release the next update.
4, will show this to Grimer.
9, dunno why this is. Might be related to the currently borked loottables, could be something else.
So I’m not the only one experiencing this, that’s good. I’m guessing it’s a level restriction thing, I have to check and see whether all those items are level 75, which would explain why they drop so frequently since the other items are too low of a level to support.
Not sure it’s related to this. Penetrating Spear is level 46, Spear of the Dryad is 69, and there is one other 69 spear, the Last Emperor. Are you guys not finding the Emperor? Regarding staves, there are many more lvl75 staves (11), dunno why you’d be finding more Soul Quencher than anything else. The loot table is pretty much identical to a GD vanilla one…
And I haven’t even touched it since I started working on an update. So if anything, it’s just RNG or black magic. :eek: If it’s still not working in the next update (which the changelog is so big now it will be v61 instead of a small hotfix 60e), then I might redo the levels and scaling on spears. (again). Not that it will help, but looking at the levels compared to vanilla GD items or even my staves which I redid already, makes me sad.
[li]Kra’vali fight is bugged. I didn’t realize why until I recognized it’s a three-stage fight like the Loghorrean is, except after the first phase, instead of transitioning into the second stage, Kra’vali just dies. It’s a bit jarring to take a Boss to 70% and the next moment it’s dead.[/li]> [li]Nemesis monsters do not scale to your level in Elite. I’m not sure if this is intended or not.[/li]
More stuff for Jiaco.
[li]Nature Mastery - Svylan Nymph is a weird skill. It starts off as Physical / Pierce, but then you have the option of converting that into Elemental / Acid. Pierce being converted to Acid wastes its potential as there’s no DoT component to Piercing. I’d rather switch it so that Physical is converted into Acid and Pierce into Elemental.[/li]
How are you intending to add any flat IT to the nymph?.. She doesn’t have any source of IT, and I’m not sure any skills or items exist that can do such a thing. I’ll probably swap it anyway though. Nature’s Wrath is intended to give the nymph a bit of extra power by adding AOE (Pass through) and pushing her more into a desired nature summon that synergizes with the plague debuff. More info on nature’s wrath below…
[li]Secondly, you have Corrupt Nymph, which converts 100% Elemental to Vitality, but Nature class has no Vitality RR while it has Elemental RR (not to mention any %bonuses from the Kodoma are also wasted). Unless you can make it a group-wide buff where other pets can convert Elmental to Vitality, it seems like a very poor skill.[/li]
You can get Vitality RR from another mastery (shaman, necromancer, occultist, spirit, dream) and the Kodama grants % All Damage and %OA to pets. Unless you are doing a hybrid build, I wouldn’t say the kodama is wasted. Not to say that the Corrupt Nymph transmuter is perfect, I’m sure it’s far from it. Truth is, it’s actually outdated since I reworked “Nature’s Wrath” to be a passive instead of an activated skill, to make it more like Necromancer’s Will of the Crypt. That said, I’m not sure I’ll really change it to anything else. It took a lot of work to make the texture and the 26 different files for the pet (forewarning to any would be modders, stay away from pets if you value your time, no scratch that, stay away from modding)
[li]I’ve checked a few of the Legendary Staves that give pet bonuses. The Riddle of the Sphinx converts Elemental to Vitality, but then it also converts Physical to Fire? Any base Fire damage you have already would just be converted to Vitality, so unless you’re trying for a wacky Fire/Vitality pet build, I don’t see how this item is useful.[/li]
It’s hard to come up with hundreds of new skills and items that are interesting and different from one another AND retain some of the original stats from the items/skills. Tbh it was a mess before I modded it, the original item is this:
A lightning staff that adds vitality modifiers… Good for dream/storm mastery, maybe? Doubt it, there’s so many better choices. Total flop of an item altogether. I had to throw on the pet stats because there are not very many vanilla TQ items with them (literally only 5 in vanilla, and one of those is from Ragnarok which is not part of GQ)
[li]The staff that converts pet Physical to Acid is a cool one, but only having 33% conversion with no further support isn’t going to help much. There should either be class support (like Earth’s Physical to Fire or Storms Physical to Cold/Lightning), or other items that give that conversion as well.[/li]
Rogue has a physical to acid skill, you can grab another 30% for pets if you hit 22/12, otherwise 25% at 12/12.
This post might be a mess because it took me a long time to compile my answers to each thing… Lol