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Mod Projects => Mod Showcase => Topic started by: Korzeam on December 15, 2018, 05:14:58 PM

Title: Deathknight class
Post by: Korzeam on December 15, 2018, 05:14:58 PM
Hi all !

I've started to work on a new class mod, the Deathknight.
I know there are already a few Deathknight mods on Steam, but there are all unfinished or too close to the original classes.
So I try to do one by myself.  :-X

Link to test it :
https://drive.google.com/open?id=1gYBwh0JgPMxQitLt1WWZW_Q5b_J7DUg_

It's a WIP project, I'm only at 20-25% of the development yet.

Thematics :
- Blood tree : a lot of skills to regain or loose health, favors Dexterity and 2 weapons style
- Ice tree : a lot of minions, favors Vitality and 1h weapon + shield style
- Unholy tree : ephemeral minions and dots, favors Focus and 2h weapon or 1h weapon + shield styles

Feel free to make some feedbacks but remember that's my vision so I'm free to accept or deny your proposals.

Title: Re: Deathknight class
Post by: Sch123 on December 16, 2018, 12:48:58 AM
I have waited for a long time for the class to be the opposite of the Paladin. This Deathknight class is promising to be one of the good classes. :D

If I may propose a skill from another class, the Burning Swipe skill from the Dragonlord class (Draconic Mod (http://torchmodders.com/forums/variant-classes-mod/variant-(class-compilation)/?action=dlattach;attach=941)). I see this skill is also suitable for the Deathknight Class. ;)

Other skill from another class
Active Skill

- Sword Rain from Double Agent (Variant Class)
- Reaping Scythe from Plaguelord (Variant Class)
- Desecration from Plaguelord (Variant Class)
- Plague Burn from Plaguelord (Variant Class)
- Catastrophe from Dragonlord (Draconic)

Passive Skill

- Oppression from Plaguelord (Variant Class)
- Tyrant Shell from Plaguelord (Variant Class)
- Necrophage from Plaguelord (Variant Class)

And if you need a Charge Bar UI you can take it from the Dragonborn class charge bar. This also looks good for the Deathknight Class. ;D

If you need an icon for skill you can use the icon skill on Happy's DeathKnight (https://steamcommunity.com/sharedfiles/filedetails/?id=185285578&searchtext=deathknight) Mod. :P



Maybe in summon skills you can use monster models from Variant Pet, especially monsters that aren't in Torchlight 2 (Maybe monsters from TL1 or others) to make them look more unique (this can also promote Variant Pet indirectly  :P ).

And don't forget to unlock all faces, hairstyles & hair colors. :)
Title: Re: Deathknight class
Post by: Sch123 on December 16, 2018, 04:12:53 AM
Feedbacks:

A little input to Undead Hounds skills, maybe you can make it so that when Undead Hounds disappears / dies it can explode ice.

Makes the zombie monster walk / run little slower (to make it look like zombie) and increase its durability also add duration time from 12s to 15s


Ideas for skills:

It might be good if there is a summon skill to call Grave Robber (need to give him a shovel / pickaxe to digging). He cannot attack and be attacked (like Healbot).

Unlike Healbot (The opposite of Healbot), who is in charge of healing players and pets, Grave Robber have the ability to digging the ground around that can sometimes give us gold / sometimes summon Skeleton monsters to help players. With a ratio of 70:30. 70% chance to get Gold & 30% chance to summon Skeleton.

It would be good to make him as a loyal servant for Deathknight. :D

Summoning Skill:

- Use Diablo Pet Monster as the Ultimate Summoning Monster
- Using Disciple Pet Monsters as summon subordinates
- Using Undead Baby Dragon & Felmyst Pet Monster as an alternative to other summoning bone monsters.
Title: Re: Deathknight class
Post by: Sch123 on December 16, 2018, 07:39:05 AM
I also found information about the WoW Deathknight class here if you want to make it look similar like WoW Deathknight.

FUN OR NOT? The Death Knight: Battle for Azeroth 8.0 Class Review (Frost, Unholy, Blood)


Spoiler
https://www.wowhead.com/death-knight
Title: Re: Deathknight class
Post by: Korzeam on December 16, 2018, 11:48:50 AM
Thanks for the feedback @Sch123.
I already have a pretty good idea of the future different skills, but there are a few empty spots, so I'll see if I can use some of the suggestions.

- Use Diablo Pet Monster as the Ultimate Summoning Monster
I think the ultimate summoning will be Sindragosa (based on the Felmyst model).
Diablo would not fit in the theme.
Title: Re: Deathknight class
Post by: Sch123 on December 16, 2018, 12:46:45 PM
Feedback:

- Skill Boiling Blood can make Player die due to this skill effect. Instead of our health it must be reduced for 15s, maybe if I may suggest that the Mana cost be replaced with Health cost to cast this skill and be given an addition when Health is insufficient, the skill cannot be cast.

Or if it really has to be the effect must be there I hope you might be able to reduce the reduction for Health and duration, and also to make it so that the Player cannot die because of the effect of the skill. It's not funny if we die because of the skills we use ourselves. ???
Title: Re: Deathknight class
Post by: Korzeam on December 17, 2018, 07:05:24 PM
Feedback:

- Skill Boiling Blood can make Player die due to this skill effect. Instead of our health it must be reduced for 15s, maybe if I may suggest that the Mana cost be replaced with Health cost to cast this skill and be given an addition when Health is insufficient, the skill cannot be cast.

Or if it really has to be the effect must be there I hope you might be able to reduce the reduction for Health and duration, and also to make it so that the Player cannot die because of the effect of the skill. It's not funny if we die because of the skills we use ourselves. ???

I don't think I will change this behavior.
However the HP loss can be adjusted if it is too much.
Title: Re: Deathknight class
Post by: Sch123 on December 17, 2018, 11:36:30 PM
Quote
I don't think I will change this behavior.
However the HP loss can be adjusted if it is too much.

Ok, I hope it can be adjusted more ;)



Small Feedback:

The sword weapons used for weapon starters are a bit problematic in attack distance. I feel the attack distance is too short compared to the length of the sword (the attack distance doesn't match the length of the sword) :P
Title: Re: Deathknight class
Post by: Sch123 on December 19, 2018, 02:45:51 PM
Feedback:

Adding summoning duration to zombies, because I think it's too short, especially for Big Zombie because he appears quite rarely and when it appears he can only last a little time. Maybe, it can be made so that summoning duration for Small Zombie 15s & for Big Zombies 1m. ;D



Suggestion:

I have a suggestion, what if when our Active / Passive skill reaches Max Rank there will be an hidden effect. I think that will give a nice little surprise. ;)

Example:
In the Raise Dead skill when skill Max Rank achieve it will open additional effect of "When Zombies die / disappear it will explode Disease"



Suggestion for Skill Name:

- Pandemonium : It might be good for buff / field area skills.
- Skeleton Horde: it might be good for summon skills.
- Dystopia: It might be good for buff / field area skills.
Title: Re: Deathknight class
Post by: Sch123 on December 28, 2018, 10:51:53 AM
Suggestion

Maybe you might consider using skill animations like those in the Legion's Grasp skill (Nethermancer) to be used on Death Grip skills. I feel the Death Grip animation looks stiff & with Legion's Grasp animation you can feel that the enemy is being gripped strongly. ::)
Title: Re: Deathknight class
Post by: Sch123 on January 06, 2019, 01:11:47 AM
Wow :o, there have so many developments in the Deathknight class since I last saw it. Awesome. :D

Feedback:

For Heart Strike skills, I like the changes you give (unleash the sword) but it might be better if the player also does a dash (Dash + Unleash the sword) attack rather than doing a short attack.

For Boiling Blood skills, can you increase the chance of critical hits. Because after the Tier effect is open, the effect does not increase as the skill points are given (improves with player level).

Also adding a longer duration for Boiling Blood skills is also good. Because I combine it with the Living Blood & Veteran of the 3rd War skill, which requires critical hits as a trigger.

I think you will use the model from Pet Felmyst for Sindragosa summoning skill, but it turns out it's not. By the way, I like the ice skin you give to the Gargoyle & Skull Dragon. ;D

Also give the effect of ice burst to give additional damage after he dies / disappears for all Ice summoning creatures.
Also give the effect of disease burst to give additional damage after he dies / disappears for all Unholy summoning creatures.

For Living Blood skill, can you also add MP steals?

By the way, I like the aura of spirit that is seen when we choose a class, but when we play it there is no spirit aura. Is it supposed be like that?

Sound effects on women when the charge bar is fully charged is using male voice. ???
Title: Re: Deathknight class
Post by: Korzeam on January 06, 2019, 07:10:56 AM
For Heart Strike skills, I like the changes you give (unleash the sword) but it might be better if the player also does a dash (Dash + Unleash the sword) attack rather than doing a short attack.
Maybe, I will see what I can do.

Quote
For Boiling Blood skills, can you increase the chance of critical hits. Because after the Tier effect is open, the effect does not increase as the skill points are given (improves with player level).
Also adding a longer duration for Boiling Blood skills is also good. Because I combine it with the Living Blood & Veteran of the 3rd War skill, which requires critical hits as a trigger.
The point of this skill tree is to make players want to invest into Dexterity, so I don't want to give too much bonus in critical chance.

Quote
I think you will use the model from Pet Felmyst for Sindragosa summoning skill, but it turns out it's not. By the way, I like the ice skin you give to the Gargoyle & Skull Dragon. ;D
Thanks.  ;)
Felmyst model have not the adequate animations so I had to use the Dragon Spirit model.

Quote
Also give the effect of ice burst to give additional damage after he dies / disappears for all Ice summoning creatures.
Also give the effect of disease burst to give additional damage after he dies / disappears for all Unholy summoning creatures.
Can be interesting for ice summons but it's not a priority, I will see that later.
Probably not for unholy summons (they disappear too often).

Quote
For Living Blood skill, can you also add MP steals?
The affix doesn't exist (Mana steal to master).
It's probably possible to implement it by triggers or something but anyway it would be probably too powerful because you can have many blood masses.

Quote
By the way, I like the aura of spirit that is seen when we choose a class, but when we play it there is no spirit aura. Is it supposed be like that?
Yes it's specific to the selection screen. There are other custom classes that do the same.

Quote
Sound effects on women when the charge bar is fully charged is using male voice. ???
The voice is not coming from the character, it's coming from the Lich King (Arthas) which is the lord of the Deathknights.
I will probably make it clearer in the chargebar text, and try to keep only the laugh part of the sound.
Title: Re: Deathknight class
Post by: Sch123 on January 06, 2019, 04:26:59 PM
Feddback:

Apparently, the stun effect on the Frostscythe skill didn't work properly. Enemies affected by stun can still move and attack players. ???
Title: Re: Deathknight class
Post by: Korzeam on January 06, 2019, 05:51:16 PM
Apparently, the stun effect on the Frostscythe skill didn't work properly. Enemies affected by stun can still move and attack players. ???
Strange bug... I don't know why yet.
Thanks for the feedback.

Edit : It should work now.
Title: Re: Deathknight class
Post by: Sch123 on January 09, 2019, 04:56:54 PM
Feedback:

I have tried the last version where you have filled in all the skills for the Ice Tab, the Frostscythe skill has been working properly now. :)

But there is a little problem with the new skill of Pillar of Frost from Tier II to Tier III "Will Damage Pet".

Is it possible if the Pillar of Frost also gives Ice Damage & Slow to the enemy?

It might be better for Undead Hound skills to be given Ice Damage as a his normal attack as in the other two Gargoyle & Sindragosa ice creature summon.

Title: Re: Deathknight class
Post by: Korzeam on January 09, 2019, 07:08:38 PM
Feedback:
But there is a little problem with the new skill of Pillar of Frost from Tier II to Tier III "Will Damage Pet".

Is it possible if the Pillar of Frost also gives Ice Damage & Slow to the enemy?
Not sure what do you mean by that.
It is something you noticed or something you ask ?
By the way the particle effect is too bright, I have to tone it down.
Title: Re: Deathknight class
Post by: Sch123 on January 09, 2019, 07:25:00 PM
Found bug:

There is a problem with the new skill of Pillar of Frost from Tier II to Tier III it "Will Damage Pet". If the Pet is inside the Pillar of Frost skill area it will get damage.

Suggestion:

Maybe it would be good if the Pillar of Frost also gives Ice Damage & Slow to the enemy
Title: Re: Deathknight class
Post by: Korzeam on January 09, 2019, 07:30:20 PM
There is a problem with the new skill of Pillar of Frost from Tier II to Tier III it "Will Damage Pet". If the Pet is inside the Pillar of Frost skill area it will get damage.
Ok I get it, the pet get 1 damage per second in the area.
Another strange bug of GUTS, the skill doesn't do any damage.
Not so easy to fix...

Quote
Maybe it would be good if the Pillar of Frost also gives Ice Damage & Slow to the enemy?
There are enough slow skills so no for this one.
And I think the skill is powerful enough without adding flat damage.
Title: Re: Deathknight class
Post by: Phanjam on January 11, 2019, 10:30:18 AM
Ok I get it, the pet get 1 damage per second in the area.
Another strange bug of GUTS, the skill doesn't do any damage.
Not so easy to fix...
I think the skill targeting can be limited to certain UNITTYPEs (i just dont remember how atm)
Title: Re: Deathknight class
Post by: Korzeam on January 11, 2019, 06:31:14 PM
I think the skill targeting can be limited to certain UNITTYPEs (i just dont remember how atm)
In the layout file I find a Unitype entry and I put PLAYER.
It seems to work.
Title: Re: Deathknight class
Post by: Phanjam on January 12, 2019, 02:34:10 AM
Hurray! :D hope it stays working :P
Title: Re: Deathknight class
Post by: Korzeam on January 16, 2019, 07:30:45 PM
Hurray! :D hope it stays working :P
Yes, thanks @Phanjam !  :)

I've made a few changes in Boiling Blood.
I've also implemented a new skill : Bone Shield.

So, 2 skills to go !
I have an idea for the last Unholy skill, but not really for the last Blood skill.
@Sch123 (or someone else), an idea for the last Blood skill ?
Title: Re: Deathknight class
Post by: Sch123 on January 17, 2019, 12:33:16 AM
Idea For last Blood skill:

- Hmm... what about Corpse Explosion. Explode the corpses & give damage to nearby enemies. This can also be used as a skill to farm HP & MP from Corpses. ;)

- But if you want to add summon skills, maybe you can summon Lord Arthas to fight with you. ;D

- If you want to add a Trap skill, maybe you can make a Blood trap / Bone trap, where the enemy will be trapped unable to move because his leg is trapped by the Blood / Bone. :)



Title: Re: Deathknight class
Post by: Sch123 on January 20, 2019, 01:29:20 PM
I see you have filled in the last 2 skills for the Deathknight class.

Feedback:

- Dark Command

When this skill reaches the Max rank, should he be able to 100% make the enemy in the area not move? Because I get a number of enemies that aren't affected by the skill

- Dark Transformation

I really like this skill, as a booster for Pet & Minions. But is it possible for the duration to be added. Also for Minion summon skills in the Unholly section can be given a longer duration, so that skills such as Dark Transformation are more effectively used together.

Suggestion:

- Dark Command

I also have suggestions for the skill of Dark Command, what if you also add effects to Charm enemy. But please make it so that Charm doesn't work on the Champion & Boss, In order not to make OP. ;D
Title: Re: Deathknight class
Post by: Korzeam on January 20, 2019, 02:48:20 PM
I see you have filled in the last 2 skills for the Deathknight class.
Yes, I have my 30 skills !
Now I have to test the class more intensively, I hope you can help with this.  :)
In particular, is the class OP or not ?

Quote
- Dark Command

When this skill reaches the Max rank, should he be able to 100% make the enemy in the area not move? Because I get a number of enemies that aren't affected by the skill
I suppose some monsters have a resistance to immobilization, particulary champions and bosses.

Quote
- Dark Transformation

I really like this skill, as a booster for Pet & Minions. But is it possible for the duration to be added. Also for Minion summon skills in the Unholly section can be given a longer duration, so that skills such as Dark Transformation are more effectively used together.
I could raise the durations to 15s, but not more.

Quote
I also have suggestions for the skill of Dark Command, what if you also add effects to Charm enemy. But please make it so that Charm doesn't work on the Champion & Boss, In order not to make OP. ;D
Probably not, sorry.
Title: Re: Deathknight class
Post by: Sch123 on January 20, 2019, 04:01:08 PM
Yes, I have my 30 skills !
Now I have to test the class more intensively, I hope you can help with this.  :)
In particular, is the class OP or not ?
Sure, with pleasure. :D

Quote
I suppose some monsters have a resistance to immobilization, particulary champions and bosses.
I tried it on Ratlin at the beginning of the game. Does Ratlin have resistance to Immobilize? ::)

Quote
I could raise the durations to 15s, but not more.
Thank you. ;)

Quote
Probably not, sorry.
It's ok. :)
Title: Re: Deathknight class
Post by: Korzeam on January 21, 2019, 07:29:18 PM
I'll try to add new faces.
Title: Re: Deathknight class
Post by: Sch123 on January 22, 2019, 03:34:47 AM
@Korzeam

Feedback:

- I found out when we didn't use shield when using Outbreak Skill, Poison Damage information icon didn't show up (how long Poison Damage it work on enemy).

- When we use Synergies Mod, you will get skill level unlock earlier than the original (For all tab skill "Blood, Frost, Unholy").

- Can the Beam that is on the Deathknight when the full Charge be replaced with Aura of Spirits like the Deathknight in the class selection? I'm quite disturbed by the Beam when playing. :(

- I also have suggestions for the skill of Dark Command, what if you also add effects to Silent the enemy. :P

- Will you add all face & hair style?

- Also will you make all faces pale like you do? I like it, it make a different from other classes. :)



My experience when quick testing:

My experience when trying to use Deathknight when played without Mods like Synergies, there is no problem. The Deathknight can survive even at the Elite level. ;D

But it's different when we use Mod like Synergies, especially when you play at Elite level you will find it difficult to defeat Champion monsters because the damage you give is very small. And also the enemy attack was very painful, I also experienced it with just one attack I immediately died.

Will test further. ;)
Title: Re: Deathknight class
Post by: Korzeam on January 22, 2019, 06:10:47 PM
Thanks for the feedback @Sch123.

- When we use Synergies Mod, you will get skill level unlock earlier than the original (For all tab skill "Blood, Frost, Unholy").
Seems like a normal behavior with Synergies.

Quote
- Can the Beam that is on the Deathknight when the full Charge be replaced with Aura of Spirits like the Deathknight in the class selection? I'm quite disturbed by the Beam when playing. :(
I really like this beam.  ;)

Quote
- I also have suggestions for the skill of Dark Command, what if you also add effects to Silent the enemy. :P
Good idea, I'll try to implement it.

Quote
- Will you add all face & hair style?
Yes.

Quote
- Also will you make all faces pale like you do?
I won't convert all the faces, it's harder that it seems.
Maybe 4 or 5 faces per gender.

Quote
But it's different when we use Mod like Synergies, especially when you play at Elite level you will find it difficult to defeat Champion monsters because the damage you give is very small. And also the enemy attack was very painful, I also experienced it with just one attack I immediately died.
For damage output, what skills do you think need a buff ?
I have a few ideas to improve (a little) the resistance.

And for information the skill 'Living blood' has a lot of issues right now, bugs and not powerful enough.
I have to work on it.
Title: Re: Deathknight class
Post by: Korzeam on January 22, 2019, 08:45:57 PM
It's frustating.
The model I made is the only one where I managed to remove pupils.
I don'y know why it's working for this one and not for the others.

@Phanjam, @Vkoslak
Do you know how the eye pupils are working and how to remove them ?
Title: Re: Deathknight class
Post by: Sch123 on January 23, 2019, 01:39:01 PM
I really like this beam.  ;)

I wondered if it might be possible to make it like the "Ice Crown" floating above the head. :P
Spoiler
(https://media3.spiralknights.com/wiki-images/7/75/Crown_of_Summer-tooltip_animation.png)

It may be possible to use Animation as in the "Shocking Orb" skill of the Engineer class for the Charge Bar when Fullcharge. By replacing the Orb with the Ice Crown. It would also be nice if Ice Crown shot Ice.  :)

Hmm, or maybe an Aura like this. ;D
Spoiler
(http://img2.wikia.nocookie.net/__cb20100221131133/wowwiki/images/6/68/WoW_Lich_King_Arthas.png)
Title: Re: Deathknight class
Post by: Korzeam on January 23, 2019, 08:16:13 PM
What's wrong with my beam ?  :'( :'(

I've uploaded a new version with all the faces and hairs, and added 4 pale skins with blue eyes for each gender.
Finally I've managed to handle the pupils.

There a few changes in 'Veteran of the 3rd War' and 'Bone Shield' to improve the survability.
I will see for the damage boost later.
Title: Re: Deathknight class
Post by: Sch123 on January 24, 2019, 03:09:58 AM
What's wrong with my beam ?  :'( :'(
Beam is very good. :D

Don't know about the others, but this is what I feel when playing:
- Beam blocks a view to see enemy
- A little dizzy when I see a beam moving (maybe it's only me who feels it) :-[

Quote
I've uploaded a new version with all the faces and hairs, and added 4 pale skins with blue eyes for each gender.
Finally I've managed to handle the pupils.
In the female gender it seems that the pupils are all gone. Maybe because the standing style used makes her pupils disappear. Because this also happened to the Emberblade Class which has the same standing style as the Deathknight.

Quote
There a few changes in 'Veteran of the 3rd War' and 'Bone Shield' to improve the survability.
I will see for the damage boost later.
I agree, this will strengthen the Deathknight.



~ Maybe you can boost more HP Recovery to some skill like Death Strike, Boiling Blood & also passive skill Veteran of the 3rd War to improve the survability.

~ Also need to add effects to Passive skills, such as:
- % Chance to Break enemy Shield
- % Chance to Block enemy Attack
- Absorb MP

~ Undead Hounds, Gargoyles & Sindragosa skills need Ice Explosion when they disappear / die.

~ Raise Dead, Army of the Dead & Dark Transformation skills need an additional duration of 12 seconds to 15 seconds.

~ The Skill Murderous Efficiency might be used for pets and other Minions not only for Raise Dead & Army of Dead skills.
Title: Re: Deathknight class
Post by: Korzeam on January 25, 2019, 05:58:47 PM
In the female gender it seems that the pupils are all gone. Maybe because the standing style used makes her pupils disappear. Because this also happened to the Emberblade Class which has the same standing style as the Deathknight.
Yes it's the animation that removes pupils.

Quote
~ Maybe you can boost more HP Recovery to some skill like Death Strike, Boiling Blood & also passive skill Veteran of the 3rd War to improve the survability.
Yes I will raise health gains for Veteran of the 3rd War and Living Blood, No for Death Strike .

Quote
~ Also need to add effects to Passive skills, such as:
- % Chance to Break enemy Shield
If it can be made in a passive way I wil add some in Precise Trikes. Do you have an example of that ?

Quote
- % Chance to Block enemy Attack
No need.

Quote
- Absorb MP
No need.

Quote
~ Undead Hounds, Gargoyles & Sindragosa skills need Ice Explosion when they disappear / die.
I have a technical issue to do that. I will ask for some help on Discord.

Quote
~ The Skill Murderous Efficiency might be used for pets and other Minions not only for Raise Dead & Army of Dead skills.
With the current numbers of the skill it would be too powerful but I have an idea to implement an intermediate solution.


On an other subject I would like to change the Living Blood skill into a toggle skill.
Do you have an example of a class that have toggle abilities ?
 :-\
Title: Re: Deathknight class
Post by: Sch123 on January 25, 2019, 06:51:31 PM
If it can be made in a passive way I wil add some in Precise Trikes. Do you have an example of that ?
You can try Passive Skill:

- "Bash" in the Destroyer class (TL1CP)
- "Deep Penetration" in the Mongol Archer class (FEP+)
- "Demolitionist" in the Monster Hunter class (FEP+)

Quote
On an other subject I would like to change the Living Blood skill into a toggle skill.
Do you have an example of a class that have toggle abilities ?
 :-\
You can try Toggle Skill:

Mongol Archer (FEP+)
- Eagle Eye
- Relentless Assault
- Dynamic Prowerss

Plaguelord (Variant)
- Lord of the Flies
- Body Boost / Vital Burst

Destroyer (TL1CP)
- Spectral Echo
- Aura of Throns
- Entropic Aura



Suggestion:
Maybe you can consider adding the effects of this Passive skill "Symbiosis" from Plaguelord (Variant) to "Living Blood". Or maybe you can see the Minion system that used in the Plaguelord class.
Title: Re: Deathknight class
Post by: Sch123 on January 25, 2019, 08:40:53 PM
Quote
~ Undead Hounds, Gargoyles & Sindragosa skills need Ice Explosion when they disappear / die.
I have a technical issue to do that. I will ask for some help on Discord.

Maybe you can see the "Spirit Wolf" Skill in the Archer class (Variant). In that skill when the wolf dies / disappears they will explode ice. ;)

Title: Re: Deathknight class
Post by: Sch123 on January 26, 2019, 07:43:22 PM
@Korzeam

I have tried the latest Deathknight Mod, there is a problem with the Living Blood Skill. The skill must be manually dragged to the slot box in order to use it. Unlike other skills you only need to Right Click the Mouse button to automatically enter the skill box slot.

By the way, the toggle skill in Living Blood it's works. You can set the On / Off skill, only by activating the skill again to turn it off. ;D

I also want to ask, have you added explosive effects when they died / disappeared in the Summoning skill in the Frost Tab Skill? If it has been given, it seems that the effect doesn't work.

Also, thank you for adding the duration to the minions on Unholy Tab skill and giving extra boost to some skills, this is quite helpful to make you survive. ;)
Title: Re: Deathknight class
Post by: Vkoslak on January 26, 2019, 07:44:52 PM
It's frustating.
The model I made is the only one where I managed to remove pupils.
I don'y know why it's working for this one and not for the others.

@Phanjam, @Vkoslak
Do you know how the eye pupils are working and how to remove them ?

The pupils are part of the face mesh. They are a disconnected hexagon above the surface of the eye, but below the eyelid.  You can just remove those polygons and no more pupils.

You might be able to do it by making the pupil transparent and setting the material to allow alpha transparency.  But getting rid of the mesh if probably the best way.

Title: Re: Deathknight class
Post by: Korzeam on January 27, 2019, 06:52:09 AM
Thanks for the answer @Vkoslak.  :)

You might be able to do it by making the pupil transparent and setting the material to allow alpha transparency. 

I tried to make pupils transparent but it did'nt work.
But I don't know how to allow the material to handle alpha transparency though.

So now I just changed the color of the pupil to be the same of the eye background and it's ok (but not perfect).

Title: Re: Deathknight class
Post by: Korzeam on January 27, 2019, 07:09:22 AM
I have tried the latest Deathknight Mod, there is a problem with the Living Blood Skill. The skill must be manually dragged to the slot box in order to use it. Unlike other skills you only need to Right Click the Mouse button to automatically enter the skill box slot.
Ok I will check that (I always drag to the slot manually so I didn't noticed).

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By the way, the toggle skill in Living Blood it's works. You can set the On / Off skill, only by activating the skill again to turn it off. ;D
Thanks, I had to make many tests to make it work.  :-X

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I also want to ask, have you added explosive effects when they died / disappeared in the Summoning skill in the Frost Tab Skill? If it has been given, it seems that the effect doesn't work.
No it's not implemented yet, I will work on it today.

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Also, thank you for adding the duration to the minions on Unholy Tab skill and giving extra boost to some skills, this is quite helpful to make you survive. ;)
I have a doubt that the change in Murderous Efficiency is working properly. I need more tests.
Title: Re: Deathknight class
Post by: Korzeam on January 27, 2019, 09:49:11 AM
I've implemented explosions for ice minions (Thanks @Sch123 for the example).
I've raided the cooldwon for ice summons because whan you reinvoke them if makes the old ones explode (which can be strategical).

I've also add a silence effect to Dark Command.

I think I've done everything what I wanted to do, I'll try to add some sets and a few weapons now.
Title: Re: Deathknight class
Post by: Sch123 on January 27, 2019, 10:49:54 AM
I've implemented explosions for ice minions (Thanks @Sch123 for the example).
I've raided the cooldwon for ice summons because whan you reinvoke them if makes the old ones explode (which can be strategical).

I've also add a silence effect to Dark Command.
You are welcome @Korzeam. ;)

Hahaha... :D Yeah I know what you mean, we can intentionally make Minions disappear to trigger the explosive effect. By increasing the duration of cooldown I think it's the right solution to reduce that "strategy" so it doesn't happen often. I feel it's like a hidden strategy to play, because not everyone will think the strategy like that.:P

By adding silent I felt like a real "Dark Lord" before an opponent, with his command to make the enemy silent & immobile. ;D

By the way, The Living Blood skill has been fixed. Thanks.

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I think I've done everything what I wanted to do, I'll try to add some sets and a few weapons now.

That awesome, can't wait to see it. :)

I will also test further, especially will I survive when using Synergies Mod...



Bug Report:

I found a small bug in the "Pillar of Frost" skill. When using these skills there will be a small icon that tells us the duration and effect of the skill that works. But there is an error notification of duration information, it should be 15 seconds but there are 3 seconds written there.

Suggestion:

What if the "Pillar of Frost" skill also traps enemies so they can't get out of the area, so they can enter the "Pillar of Frost" area but can't get out. With them trapped we can combine them with Blood Falls and Summoning Minion skills.
Title: Re: Deathknight class
Post by: Sch123 on January 28, 2019, 02:06:54 PM
@Korzeam

Feedback:

Are you sure you don't add the "Chance to block attack" effect? on Frost passive skills (for example: Icecrown Citadel or Remorseless Winter). Because in my opinion it will help us to be more safe from enemy attacks (Especially when fighting Boss / Champion Monsters).  ;)

I look at skill Unholy it's seems to encourage us that we are not using a shield, because there are bonus effect if we do not use a shield.

After trying to play using shield I felt safer, even if using skill from Unholy it wouldn't be as strong if I didn't use a shield, but from my test using shield it was very helpful (especially at the beginning of the game). After your level reaches at least level 18-20 you can change the way you play. Maybe, focusing more on Unholy skills with dual weapon and increasing attack speed is quite promising. ;D



Also can you make light for Charge Beam not too bright, keep the light more gentle. That way it won't make it too bright for my eyes and also allows us to see the enemy behind the Charge Beam :)



The idea for a Deathknight Weapon:

Note: If it's not used by the Deathknight Class, Curse will work. :P

Curse Sword / Deathscythe;
- Curse = Reduces a player's HP every second
- Effect = Give high damage, Absorb Hp & Mp each attack, etc...

I wonder if it's possible that you can also make Deathscythe 1H to be used together with Shield.

Curse Shield;
- Curse = Make Player more slower
- Effect = Absorb damage, High chance to block, High resistance to all element, etc...
Title: Re: Deathknight class
Post by: Korzeam on January 30, 2019, 07:15:04 PM
I found a small bug in the "Pillar of Frost" skill. When using these skills there will be a small icon that tells us the duration and effect of the skill that works. But there is an error notification of duration information, it should be 15 seconds but there are 3 seconds written there.
It's not a bug. The effect lasts 3 seconds but is refreshed regulary.
It is made like that because you have to loose the buff when you leave the area of effect.

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What if the "Pillar of Frost" skill also traps enemies so they can't get out of the area, so they can enter the "Pillar of Frost" area but can't get out. With them trapped we can combine them with Blood Falls and Summoning Minion skills.
I won't do that because it would block also you pet and minions (like the Embermage version).

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Are you sure you don't add the "Chance to block attack" effect?
Yes I'm sure.  :P

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Also can you make light for Charge Beam not too bright, keep the light more gentle.
I'll see what I can do.

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The idea for a Deathknight Weapon ...
I'm not a fan of Curse things so No.
But I took your idea of a 1H scythe for one weapon.

I've made an update with a little change in Glacial Advance Tiers.
I've also implemented three lvl 100 weapons.

Item codes :
item DK_BLOODMOURNE
item DK_DEATH_SCYTHE
item DK_FROSTMOURNE

The Frostmourne weapon took me a little time for obvious reasons.  :)



Title: Re: Deathknight class
Post by: Sch123 on January 30, 2019, 08:21:26 PM
I won't do that because it would block also you pet and minions (like the Embermage version).
Maybe you can see skill from ninja class "Earth Trap", that skill can trap the enemy but not you. Or you can see from Classless Mod skills made by @Phanjam. In skill "Earth Shield Wall" you, pet and your companion can cross the wall but not with the enemy. :)

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The Frostmourne weapon took me a little time for obvious reasons.  :)
I understand, and the results are very satisfying. Congratulations on making this cool weapon. ;)

By the way, can you adjust the position to hold the DK_DEATH_SCYTHE weapon so it's not too above. Can it be made so that can hold on below position. Because this looks strange, especially if he is attacking by holding a weapon too above.:D

There is an example of a weapon Code: STURM_POLEARM.
On the weapon, the position he holds is just right not too above and not too below. Maybe you can use the method used in this weapon.



Idea:

I see the DK_FROSTMOURNE weapon is very good, moreover you give a kind of blue particle that makes the weapon better.

I have an idea, maybe it would be good if DK_BLOODMOURNE was given red particles to make it look like blood & DK_DEATH_SCYTHE was given dark purple colored particles to look like death. ;D

And also you can make these weapons for each Deathknight tab skill. By giving an effect that can improve the quality of each skills when using this weapon. :P

Blood = BLOODMOURNE
Frost = FROSTMOURNE
Unholy = DEATH_SCYTHE

This may be OP, but it is interesting if applied:

What if DEATH_SCYTHE is given a 2% chance to Instant Kill (Not work for Boss & Champion) & for BLOODMOURNE is given a 1% chance to FullHeal effect. :P

Maybe you can add effects that will open if you reach certain conditions, for example you have killed as many as 100 enemies and certain skill effects will open. Because I found there was a weapon like that besides the existing effect, it also had an additional effect that would open if we had fulfilled certain conditions.


Title: Re: Deathknight class
Post by: Korzeam on February 02, 2019, 12:29:56 PM
UPDATE :

- Shield Break chance in Precise Aura has been slightly reduced
- New special effect when Sindragosa dies and the CD has been raised to 1mn
- Death Grip builds more charge and mana cost has been slightly reduced
- a few changes in Death Scythe affixes
- I've created an armor set for lvl 45

armor set tags :
item DK_DARKKNIGHT_HELMET
item DK_DARKKNIGHT_GLOVES
item DK_DARKKNIGHT_BOOTS
item DK_DARKKNIGHT_CHEST
item DK_DARKKNIGHT_PANTS
item DK_DARKKNIGHT_SHOULDERS
Title: Re: Deathknight class
Post by: Sch123 on February 02, 2019, 03:18:39 PM
UPDATE :
- New special effect when Sindragosa dies and the CD has been raised to 1mn
I like the new idea that you gave to Sindragosa skill. :P



Idea:

I have the idea to give a little booster effect during Full Charge, by giving effect: "Increasing 3 rank for all skills (Active & Passive) that you have learned".

I got the idea of "Skill Shrines" found in the original game, which can boost skills temporarily. Also from this mod skill_potion (https://steamcommunity.com/sharedfiles/filedetails/?id=198103586&searchtext=skill+potion).:D

Title: Re: Deathknight class
Post by: Korzeam on February 03, 2019, 03:05:12 PM
I have the idea to give a little booster effect during Full Charge, by giving effect: "Increasing 3 rank for all skills (Active & Passive) that you have learned".
I got the idea of "Skill Shrines" found in the original game, which can boost skills temporarily. Also from this mod skill_potion (https://steamcommunity.com/sharedfiles/filedetails/?id=198103586&searchtext=skill+potion).:D
I considered the idea but finally i won't do it.
The problem is the charge bar would be less interesting at high level than before.

So, Update (probably one of the last) :

- The beam effect of the charge bar is less bright
- I've implemented 3 sets lvl 105 (one for each tree)

Item tags :

item DK_BLOODKNIGHT_GLOVES
item DK_BLOODKNIGHT_HELMET
item DK_BLOODKNIGHT_BOOTS
item DK_BLOODKNIGHT_CHEST
item DK_BLOODKNIGHT_PANTS
item DK_BLOODKNIGHT_SHOULDERS

item DK_FROSTKNIGHT_GLOVES
item DK_FROSTKNIGHT_HELMET
item DK_FROSTKNIGHT_BOOTS
item DK_FROSTKNIGHT_CHEST
item DK_FROSTKNIGHT_PANTS
item DK_FROSTKNIGHT_SHOULDERS

item DK_UNHOLYKNIGHT_GLOVES
item DK_UNHOLYKNIGHT_HELMET
item DK_UNHOLYKNIGHT_BOOTS
item DK_UNHOLYKNIGHT_CHEST
item DK_UNHOLYKNIGHT_PANTS
item DK_UNHOLYKNIGHT_SHOULDERS
Title: Re: Deathknight class
Post by: Sch123 on February 03, 2019, 04:09:58 PM
I have the idea to give a little booster effect during Full Charge, by giving effect: "Increasing 3 rank for all skills (Active & Passive) that you have learned".
I got the idea of "Skill Shrines" found in the original game, which can boost skills temporarily. Also from this mod skill_potion (https://steamcommunity.com/sharedfiles/filedetails/?id=198103586&searchtext=skill+potion).:D
I considered the idea but finally i won't do it.
The problem is the charge bar would be less interesting at high level than before.
I think it will be helpeful especially for Passive skills, so that we can focus more on giving skill points to Active skills because passive skills will be helped a bit by that effect (even if it's temporary). ::)

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- The beam effect of the charge bar is less bright
Thank you for making the beam effect not so bright :)

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- I've implemented 3 sets lvl 105 (one for each tree)
I thought you would give a different set of items for each category, but it turned out that the three used the same model. But it's okay. :P



Ask

By the way, can you change the position of holding a weapon for Death Scythe, because it's too above when he holds it?



Idea

I have an idea, what if you replace the effect on the armor set on "6 set armor" in Frost & Unholy. Because what I see when 6 sets of armor are collected it will have an additional effect of elemental (ice & poison) damage. I thing It might be good like this:
Frost = Frost aura, giving a cold which slows down the surrounding enemies
Unholy = Unholy aura, spread disease to every enemy around
Title: Re: Deathknight class
Post by: Korzeam on February 03, 2019, 05:13:58 PM
I thought you would give a different set of items for each category, but it turned out that the three used the same model. But it's okay. :P
If you look closely, the colors are slightly different.
Ok, with a lot of black each time.  ;)

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By the way, can you change the position of holding a weapon for Death Scythe, because it's too above when he holds it?
It's linked to the model, so I don't know how to do that, and personnally I think it's fine like this.
If the hand was closer to the handle it would be unbalanced because the weight come from the blade.

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I have an idea, what if you replace the effect on the armor set on "6 set armor" in Frost & Unholy. Because what I see when 6 sets of armor are collected it will have an additional effect of elemental (ice & poison) damage. I thing It might be good like this:
Frost = Frost aura, giving a cold which slows down the surrounding enemies
Unholy = Unholy aura, spread disease to every enemy around
The affix text is not very clear, the 6P effects don't do damage.
For the 6P frost armor you have 100% chance to freeze enemies when you strike them (that slow them down by 33%).
For the 6P unholy armor you have 100% chance to poison enemies when you strike them (that reduce armor and damage by 33%)
It's very powerful !  :D
I won't make auras, sorry.
Title: Re: Deathknight class
Post by: Sch123 on February 03, 2019, 06:06:38 PM
The affix text is not very clear, the 6P effects don't do damage.
For the 6P frost armor you have 100% chance to freeze enemies when you strike them (that slow them down by 33%).
For the 6P unholy armor you have 100% chance to poison enemies when you strike them (that reduce armor and damage by 33%)
It's very powerful !  :D
I won't make auras, sorry.
It's okay, after you explain I don't think an aura is needed. :D


By the way, what will you do after this?  ::)
Will you try to fix & improve the Paladin (https://steamcommunity.com/sharedfiles/filedetails/?id=712279451&searchtext=paladin) (Crusader) Class Mod? :P
Title: Re: Deathknight class
Post by: Korzeam on February 03, 2019, 06:31:44 PM
By the way, what will you do after this?  ::)
Will you try to fix & improve the Paladin (https://steamcommunity.com/sharedfiles/filedetails/?id=712279451&searchtext=paladin) (Crusader) Class Mod? :P
I can't promise that.

First I will publish the Deathknight within a week (I just need to test it a little more).
I have also to make very light changes in Variant Pets.
After that, breaaaak !

I spent 300 hours on the Deathknight and I'm tired now.
I'm not sure I will come back, because it's not good for my social life.  ::)
We'll see...

By the way, do you survive Elite Synergies with it ?
Title: Re: Deathknight class
Post by: Sch123 on February 03, 2019, 07:28:24 PM
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By the way, do you survive Elite Synergies with it ?

Well, sometimes I still die when facing champion monsters because the damage given is quite large, about 2-3 attacks you will die. :-[

Because of that I changed the playing method a little, first I used shield + sword as the starting weapon & changed the Death Strike skill to Outbreak, as well as increasing defense & poison damage.

After the skill points were enough, I increased more towards the minion summoning skills & skills that supported Minion to help attack. Besides that, skills such as Bone Shield, Living blood are also a priority choice for us to survive. Combined with the minion that explodes when it dies / disappears this becomes something interesting.

But it depends on the method of each player. At least this is what I use to test this class. ;D



Note:

I hope you can considering to add the effect that I propose when charge bar full. Increase all the skills we learn 3 rank. I think this can help us to be a little stronger against our opponents even if only for a while. :)

Also if you can make Ice Pillar skills to trap enemies, it will be even better.



Again, I congratulate you on making a good class to play, this brings fresh air to Torchlight 2. ;)

Yup, you deserve to get some rest. Come back again if you are in the mood. :D



A little off-topic, can you make a some of pets in Pet Variants into a range attack (http://torchmodders.com/forums/pet-variants-mod/re-request-merge-amp-make-pet-mod/msg10531/#msg10531) rather than a melee attack like I have suggested before. To add variety to play. :P
Title: Re: Deathknight class
Post by: Sch123 on February 03, 2019, 07:52:15 PM
I almost forgot, I found the armor shoes on the Male Deathknight seemed to have a slight problem with texture. There is a line that connects the armor shoes. This also happens to the armor set shoes because the Male Deathknight's armor set (for lv 45) uses the same armor for the starter armor.

When trying to use other armor shoes this didn't happen.
Title: Re: Deathknight class
Post by: Korzeam on February 06, 2019, 08:53:47 PM
I almost forgot, I found the armor shoes on the Male Deathknight seemed to have a slight problem with texture. There is a line that connects the armor shoes. This also happens to the armor set shoes because the Male Deathknight's armor set (for lv 45) uses the same armor for the starter armor.

When trying to use other armor shoes this didn't happen.
It's barely noticeable on my screen so it's not a big deal.

Last Update for balance :
- Blood Tornado damage has been raised
- Damage from Blood Falls has been splitted in weapon dps + flat damage
- Damage from Death and Decay has been reduced

And I've published the mod on Steam.  :)
Title: Re: Deathknight class
Post by: Sch123 on February 07, 2019, 03:33:48 AM
And I've published the mod on Steam.  :)
Awesome, I hope they like this new class. :D
Title: Re: Deathknight class
Post by: Sch123 on February 15, 2019, 07:26:03 PM
@Korzeam

It seems, there is a problem with the Skill Raise Dead. When we reset the skill points we will get 2 additional skill points. For example we only have 1 skill point and give it to the skill raise dead, then we will reset the skill point so we will get 3 skill point, which should be 1 skill point.

I also just realized it when I read about this bug in the steam workshop, sorry I miss this one. :-[



There are also people who have the same idea as we discussed about lich king speak sound when the charge bar is full. Only to use the sound of laughter rather than using sound when he speaks. :D
Title: Re: Deathknight class
Post by: Korzeam on February 16, 2019, 08:59:04 AM
I don't know what causes the bug with the Raise Dead skill, it's quite standard.  :(

For the lich king sound, I like the full sound so I've made a change to play the full sound only 10% of the time.
The rest of the time, he will only laugh.
Title: Re: Deathknight class
Post by: Sch123 on February 16, 2019, 09:49:02 AM
I think Viz has experienced the same thing for the classes in Variant Mod & FEP+, let's ping @Viz to ask how he fixes it. ;)
Title: Re: Deathknight class
Post by: Viz on February 16, 2019, 12:23:41 PM
Try adding <bool>hidden:true to the dk_raise_zombie and dk_raise_big_zombie

 :)



Title: Re: Deathknight class
Post by: Korzeam on February 16, 2019, 01:31:28 PM
Hi @Viz !
It seems that you have unpacked my mod.  :)

I tried your suggestion and it works !
I don't really understand why it happens to this skill and not others though (maybe because it's a passive skill ?)

Thanks a lot !
 ;D
Title: Re: Deathknight class
Post by: Sch123 on February 16, 2019, 02:34:24 PM
Thank you @Viz for your help. ;)

And @Korzeam I'm glad the bug can be fixed. ;D
By the way, I want to ask your permission, would you allow it to add Deathknight class to Variant Mod? Maybe for later if Viz have some time. :P
Title: Re: Deathknight class
Post by: Viz on February 16, 2019, 02:44:09 PM
Glad I could help @Korzeam  :P

I guess its because the skill works like a proc skill so it shares the same bug. It just need to be hidden from respec.
Title: Re: Deathknight class
Post by: Phanjam on February 17, 2019, 03:40:26 AM
Yes if a skill is not HIDDEN the game will include it in refund points action
Title: Re: Deathknight class
Post by: Sch123 on February 17, 2019, 12:45:51 PM
@Korzeam can you change the Beam on the Deathknight with the Semi Beam like on the Pet Avatar. Because this looks more elegant than having to shine beam from above the sky. What do you think? ;D
Title: Re: Deathknight class
Post by: Sch123 on April 06, 2019, 04:35:15 AM
@Korzeam, I found a bug in the Living Blood skill on the Death Knight. When we use the skill and we do respect skills, but the skill still works even though the skill points we have given are gone.

If I'm not mistaken, maybe you can give an "Event end" for that skill. So when the skill is respec, the skill will stop working, but I am not sure. ::)



Speaking of bugs, I read the comments on Steam there was a bug when doing respec. I have tried the latest version in steam the problem I found was only in the Living Blood skill when doing respec the skill still worked, but I didn't find any other problems with the skill that gave the skill point when doing respec.

I did respec skill testing with:

- Only use Deathknight Mod
- Using Deathknight + Synergies Mod
- Using Deathknight + Ultimate respec lite Mod



For respec stat I also didn't find a problem when using with Ultimate respec lite Mod.

I did respec stat testing with:

- Using Deathknight + Synergies Mod (Can't do stat respec)
- Using Deathknight + Ultimate respec lite Mod (You can do stat respec)

Even if you play using Deathknight + Ultimate respec lite + Synergies Mod , with the condition to put Ultimate respect lite above then you can stat respect.



I myself use the mod as follows:

- Testmerge (in which there is Ultimate respec lite inside it)  "Only for personal use"
- Variant Pet
- Variant Class
- FEP +
- TL1CP
- Deathknight
- Classless
- Torchlight 2 Essential
- Synergies
Title: Re: Deathknight class
Post by: Korzeam on April 09, 2019, 05:07:43 PM
@Korzeam, I found a bug in the Living Blood skill on the Death Knight. When we use the skill and we do respect skills, but the skill still works even though the skill points we have given are gone.

If I'm not mistaken, maybe you can give an "Event end" for that skill. So when the skill is respec, the skill will stop working, but I am not sure. ::)
Thanks for reporting this bug.  ;)
I'm not sure how to solve it but I'll take a look.

For the respec bug I don't think it still exists with the last update.
Title: Re: Deathknight class
Post by: Phanjam on April 10, 2019, 12:47:27 AM
maybe a faulty EVENT_END structure nit removing an affix or a triggerable?  I know i have to fix the EVENT_ENDs in ALL the classless skills :D