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See ya, i.n.s.a.n.e:rockon: [BETA VERSION] Death Effects Mod v6 with fanpatch 1.16:
http://www.titanquest.net/forums/mod...fects-mod.html PinkFrog's MASTERIES MOD+INSTALLATION GUIDE: http://www.titanquest.net/forums/228425-post1.html http://www.titanquest.net/forums/228669-post54.html Masteries Calculator: http://www.masteriescalc.wz.cz/ :happy:http://www.g7welcomingcommittee.com:happy: |
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)I dont think changing the vampire ways to auras would be good as draculian + kane would be ridiculously powerful. The active cost is easily overcome with +life leech or even the + health regen from draculian way. Way of Kane is already very very powerful. |
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Well it allows cool builds like a lightning based archer with glue + time quake + time charge. Which while possible at the moment kinda would suck without the + lightning damage added to charged arrow
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I was tinkering around with different masteries ingame today and was shocked as well when I realized that the Way skills aren't exclusive to just their respective classes. The thought of an Archer/Sorcery was sounding great... Until I realized that nothing stacked.
Was there ever an after-release patch to balance or change any thing about the Masteries mod, such as the suggestions in this thread? |
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Actually, the Way skills are a built in thing that apparently showed up in Immortal Throne. You know how Dream's Trances are exclusive, and you can only use one at a time? No other tree has "exclusive" toggles, right? To do that is just a toggle in the DBRs of skills. There's a line called "exclusiveSkill", and if you set it to 1, it and any other skills with 1 in that toggle can't be on at the same time.
There isn't any easy way to fix that, as far as I can tell. Since it's part of the game itself, all exclusive skills are going to interfere with each other. The only thing that I can see doing is disabling some of them to allow for crossovers, but you'd have to be really careful doing that, otherwise you could end up with some pretty overpowered abilities :P Viper had a good idea to change the Nosferatu requirements, that would probably fix overlapping issues. Not sure what you mean by adding +%s to the arrow ways. The Sorcery ways could probably be returned to auras as well. They don't need staff requirements since they really only affect certain elements to begin with, and it's always possible to remove the +% damage in Way of Fire to prevent any damage stacking with an aura that doesn't belong on certain builds. In fact, I'd believe the same goes for the Mysticism Ways as well, seeing as they're weapon restricted. One of the big things of TQ was the weird ways you could stack auras and toggles, so there's no reason why most of them have to be exclusives in Masteries. The only ones I really see that would probably need to stay that way would be the Archery ones, for obvious reasons xD
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Masteries - Fan Patch Project Last edited by UZero; 04-08-2009 at 12:50 AM. |
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Oh, yeah, that'd probably be good. Plus then you could combine the archery ways with sorcery toggles if you were into a sort of elemental archer build, like Kolt was talking about, and they'd become even more effective.
Of course, we would still want to leave the archery ways exclusive to each other. Oh man, the mental images. Proccing Backlash with several archery Ways up, synergized to sorcery. Geeze, that'd clear a room fast XD
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Masteries - Fan Patch Project Last edited by UZero; 04-09-2009 at 06:05 AM. |
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