The mechanic is actually a blind, but I consider this a stun in my use of the term due to the fact that the enemy is still essentially rendered useless for the duration. TL DR - Base classes will be modified eventually, but not until higher priority additions are finished.ĮDIT: I said that vanilla shotgun mastery is a stun. I played a Berserker all the way through with SynergiesMOD, up to 100, and found it to work just fine in Synergies. Once those are complete, I believe he intends to work more on Act 5 content. Right now, he is working on finishing the Paladin and Warlock. As he is the only person actively coding the mod, he can only do so much at a time. Salan has talked about wanting to modify the original four classes to balance them for SynergiesMOD, but that is a lower priority on the list than the other work he is planning. Spells are unlocked earlier to compensate for the increased difficulty and spawns that SynergiesMOD provides. In addition, SynergiesMOD changes level requirements to access certain spells, but the spells themselves are not changed. With the stun provided by the vanilla shotgun mastery, it can chain stun any of the endgame bosses that are in SynergiesMOD, essentially eradicating the difficulty and balance created for the endgame content. The reason for the change to Shotgun Mastery is just that it was too OP in its original form, and really just a silly mechanic to play the game with. The only change to base classes that I'm aware of is Shotgun Mastery for outlander. I’m having some issues with getting the asset manager to load, missing DLLs and I’m in the middle of my work week, but I will have some info to put up here soon.The base classes for SynergiesMOD are almost entirely untouched. Dedication is the biggest different factor in a lot of those cases. There are a ton of homeless people with skill, and skilless people with jobs. So while I thank you all for the praise and happiness, just remember if you yourself want to mod, the biggest thing is dedication. Synergies was never a mod that had a ‘final’ state in mind, It literally could go forever with how it was designed. It did the one thing all the other things were never able to do in the beginning, stall the mod. After over 3000 hours spent working on the mod, I hit a horrible snag on the paladin and it drained me completely. People can say Synergies is stalled and not finalized atm, I’d agree with the first part. The biggest mark of my success was my absolute dedication to getting it done. I got lucky with Torchlight 2 in that my vision of what I wanted the game to be was a lot like other peoples. I’m nothing special guys, I taught myself how to mod on Company of Heroes and then Torchlight 2. Still finalizing the details and I have to play through GrimDawn over again to actually know the game. TBA WHAT THE MOD WILL BE EXACTLY, but it will resemble what I did in TL2 I’m not worried if it takes as long as synergies did to fulfill (still have things left I need to do there…ugh only 3 years later right?) You can help give input on the mod as a whole as well, although I will personally keep the actual modding to just myself for the start at least. If you are someone who would like to have icon art and portrait art seen by a lot of people, let me know. Of course I still have some work to do on Torchlight 2, but that paladin just keeps killing me, so its time to consider a second project to bring that spark back. I will need to find an artist to help flesh it out. I have been following grim dawn since the very beginning and bought it when it became available on steam, I have to say it is an awesome game.
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