Update 12/8/24 Currently aside from a very small projects and emergency bug fixes things will be slow until mid-Jan, the holiday season, etc. If anything needs a emergency fix and I don't respond here, please shoot me a message. Thanks - Haytur
Update: 1.7.1 - 10/15/24
Nerf: Reverted spells to use the default Ranger Class Spell system of picking and choosing for balance reasons.
Wraith Step: Should now properly consume spell slot and requires bonus action to use. (May switch its place with wraith shot if this isn't enough, as this should function basically the same as gloom stalkers misty step just a different theme.
Fixed all summons for Cloakwood Warden they should all now properly work and scale (up to level 12) properly.
Notes: I have received more then once feedback that black arrow is not strong or interesting enough to use, I have already adjusted this once so it always crits (double damage) to targets under 50 working with Cull the Weak. Speaking of Cull the Weak if has been brought to my attention that this might be to strong for the game with certain items. I am considering changing the way it currently works to increase the crit chance at lower health pools increasingly. So it would work as follows.
Level 1 50% health gives -1 to hit die requirement for crit. level 5: 35% health gains -2 to hit die requirement for crit. level 9: 25% health gains (-4 or perhaps -3) requirement for a crit.
To be clear these do not stack. Meaning 50% will always be -1 35% will always be -2 and 25% will always be -4 or -3. Items will still stack with these as normal. My intent with the class is to be more of a executioner. When giving feedback please describe why or why not something is good or bad and give me a few examples. I have never had time to complete the game, so I am going off just numbers when balancing.
For the knowledge of the mod author and anyone wanting to update to get their icons back, I did some testing and found out that you can update to the next version despite it having a different UID. Just use Appearance Edit Enhanced or Weathers to swap to a different class and then save your game. After that, delete the old pak file and replace it with the new. Load up your save. The game will warn you that there are mod issues but continue anyway. Once you load in, save your game again and it should stop warning you moving forward. Hope this works for you guys as well as it did for me.
I have a question, you say the Death Stalker is like Gloom Stalker but for the Dark Ranger, does it mean that if I install a Gloom Stalker rework mod it would also apply to Death Stalker or are the subclasses duplicates and the Death Stalker would be unaffected?
I don't recall off hand, let me know if it doesn't work I think I will do my best to try and make it work because that seems like a good thing to have it do.
Try running it with just the mod alone with out other mods? I tested it last night was working okay for me in the actual game 🤔 but it’s not like this is the first time it works for me but not others though I havnt seen anyone else say anything yet
Possible yes , but it would change them for all classes unless I made custom spells for each one that works the same just uses different vfx. Doable perhaps but it would take a lot of time and js really a very low priority once the entire mod is done and polished
Possible? Yes. But it would be a ungodly undertakening with how big the mod is to transfer it from the tool kit to manual. So right now unless there is some tool that comes out later that is not in the cards unfortunately. While I would love to be able to support everyone I just don't have the time to put into something that big unfortunately.
1. Wraith Step is too OP. It basically makes you untouchable, and overall experience imbalanced. Possible solutions: A) Limit the usage to 1 per battle; B) Attach a resource to it (action or bonus action or spell slot or arrow charge); 2. Black Arrow is a spell that does static damage and scales very poorly (modifiers/buffs/poisons don't apply). There are 0 reasons to use it since it's an action and you cannot chain it into a regular arrow shot. Possible solutions: make it work similarly to Wraith Shot, but with a different effect (maybe like an Ensnare Effect, but you could call it Willbreaking shot or w/e to keep the fantasy. Just a thought, your design entirely); 3. Cull the Weak is too OP. By endgame you'll have access to way too many things that enhance crit reduction, and if Dark Ranger will focus entirely on 50%- enemies, the damage output will be ridiculous. Possible solutions: A) Allow it to proc once per battle; B) Rework it into "When you're below 50% HP, the number you need to roll on critical hits..."; C) Make this passive a buff that you get after killing an enemy, and which is consumed when on your next shot; 4. Too many spells available. Class has too much utility and can rely too easily on itself without extra consumables or companions. I think Longstrider, Enhance Leap, Ray of Sickness, False Life, Fog Cloud and Cantrips are needed here. Again, your design and your choices, but i think that less is more in this case and it distracts from the overall class fantasy.
cull the weak: so it gets to strong with later items is something that can kinda be said for a lot of things and builds with dnd. From what I can see you could decide to be very strong and build that way or not. I don’t see this as a issue as some people want that power house and this gives them room to have it with out me forcing others into it.
I’ll think on it. I don’t think having the option to be op if you wanted a bad but maybe I could also do increasing increments the lower the health.
3. I am going to need better examples. The spell is basically harm touch (reverse lay on hands) but ranged that always crits below 50%. Which typically deals more damage than most damage spells. What exactly makes this unusable? I can’t make a design choice with out proper data.
4:again not really clear examples of what you are stating. You lists a bunch of spells but it’s unclear in your point. I can restrict them to work like rangers and make people choose. But unsure of your over all concern here.
I prefer detailed explanations as it helps allow me better asses what changes need to be made that can still play into the design I have
I too think that Black Arrow scales terribly and its always better to use a ranged attack even rather than the Black Arrow itself. Wraith Shot is looking good though.
Also, as you mentioned, Wraith step being bugged, always available is a glaring imbalance.
Edit: saw the sticky today, will retest with the newest changes.
Doesn’t answer my question though on why you feel it’s better. Major black arrow is 8 times dark ranger level under 50 percent. That’s 16 damage at level 2.. 40 at level 5, 80 at 10. What are you doing with a normal ranged attack at those levels that is beating these numbers?
So at lvl 5 with 3 charges, it does flat 20 dmg with crit below 50% hp - once per long rest. That is lackluster for me, I would add that on top of normal attack damage if possible and/or refresh black arrow charges on short rest.
It does 40 damage if the mob is under 50% HP, unfortunately the tool tip won’t update under 50% as they are static. Would be nice if it was updated but isn’t possible afaik it always deals double damage under 50% health of the tool tip
hey, sorry to be such a pain in the ass, but i really like the concept of this mod and just want to help polish it have played for some time, encountered the following issues: 1. Dark Ranger class tag is blank in the Tags field - there's a space between the Humanoid and DarkUrge Tags, most likely supposed to be Dark Ranger one. The first Ranger tag was added by hand for RP purposes and is not part of your mod. 2. A typo in the Corpse Skin skill description. Instead of "Increase its Armour Class up to 16 and gives you poison resistance" should be "Increase its Armour Class up to 16 and give it poison resistance"
Does the ranger tag give it the special ranger class interactions? Someone was asking about that before and was unsure if that was what was required. Also it’s fine thanks for letting me know I’ll add it to my list
i haven't played much since i did a respec, but it sure supposed to mostly testing and calibrating some other stuff in preparation for actual gameplay will start underdark today, will report if i have class interactions
Hi! It's very cool mod, I decided that I would use it in the current run. Faced with the problem of displaying small icons of some abilities (for example, black arrow). Is this my personal bug due to the number of mods or..?
have compared file structures with a similar class mod (also made via toolkit) not sure if this is intended, but your Public\DarkRangersSE_bb210517-afb7-5ae1-c8df-5b8b90d4ffc7\GUI seems to be lacking icons altogether hope this helps (sry, wrong discussion tree, but w/e)
No that wasn't the issue. Was just wrong pathing because I changed over the mod uid and folders. So I had to manually correct it. Only worked for me because I still had the old mod folder setup so the pathing wasn't technically incorrect for me as opposed to everyone else.
both previous and current versions were SE i also apologize in advance if i am looking in the wrong direction, but what uuid were supposed to have changed? what file is responsible for this? i was looking into meta (screenshot 2)
well, in any case, icons are still missing, both in new game and in existing save have turned off all mods except for this one just in case - icons are still missing they are present in the tooltip when you hover over certain abilities, but hotbar and during cast there are blank squares
121 comments
Currently aside from a very small projects and emergency bug fixes things will be slow until mid-Jan, the holiday season, etc. If anything needs a emergency fix and I don't respond here, please shoot me a message. Thanks - Haytur
Update: 1.7.1 - 10/15/24
Notes: I have received more then once feedback that black arrow is not strong or interesting enough to use, I have already adjusted this once so it always crits (double damage) to targets under 50 working with Cull the Weak. Speaking of Cull the Weak if has been brought to my attention that this might be to strong for the game with certain items. I am considering changing the way it currently works to increase the crit chance at lower health pools increasingly. So it would work as follows.
Level 1 50% health gives -1 to hit die requirement for crit.
level 5: 35% health gains -2 to hit die requirement for crit.
level 9: 25% health gains (-4 or perhaps -3) requirement for a crit.
To be clear these do not stack. Meaning 50% will always be -1 35% will always be -2 and 25% will always be -4 or -3. Items will still stack with these as normal. My intent with the class is to be more of a executioner. When giving feedback please describe why or why not something is good or bad and give me a few examples. I have never had time to complete the game, so I am going off just numbers when balancing.
Bane
Dissonant Whispers
Jex
Tasha’s Hideous Laughter
Ray of Enfeeblement
Just a thought. .
1. Wraith Step is too OP. It basically makes you untouchable, and overall experience imbalanced.
Possible solutions: A) Limit the usage to 1 per battle; B) Attach a resource to it (action or bonus action or spell slot or arrow charge);
2. Black Arrow is a spell that does static damage and scales very poorly (modifiers/buffs/poisons don't apply). There are 0 reasons to use it since it's an action and you cannot chain it into a regular arrow shot.
Possible solutions: make it work similarly to Wraith Shot, but with a different effect (maybe like an Ensnare Effect, but you could call it Willbreaking shot or w/e to keep the fantasy. Just a thought, your design entirely);
3. Cull the Weak is too OP. By endgame you'll have access to way too many things that enhance crit reduction, and if Dark Ranger will focus entirely on 50%- enemies, the damage output will be ridiculous.
Possible solutions: A) Allow it to proc once per battle; B) Rework it into "When you're below 50% HP, the number you need to roll on critical hits..."; C) Make this passive a buff that you get after killing an enemy, and which is consumed when on your next shot;
4. Too many spells available. Class has too much utility and can rely too easily on itself without extra consumables or companions. I think Longstrider, Enhance Leap, Ray of Sickness, False Life, Fog Cloud and Cantrips are needed here. Again, your design and your choices, but i think that less is more in this case and it distracts from the overall class fantasy.
cull the weak: so it gets to strong with later items is something that can kinda be said for a lot of things and builds with dnd. From what I can see you could decide to be very strong and build that way or not. I don’t see this as a issue as some people want that power house and this gives them room to have it with out me forcing others into it.
I’ll think on it. I don’t think having the option to be op if you wanted a bad but maybe I could also do increasing increments the lower the health.
3. I am going to need better examples. The spell is basically harm touch (reverse lay on hands) but ranged that always crits below 50%. Which typically deals more damage than most damage spells. What exactly makes this unusable? I can’t make a design choice with out proper data.
4:again not really clear examples of what you are stating. You lists a bunch of spells but it’s unclear in your point. I can restrict them to work like rangers and make people choose. But unsure of your over all concern here.
I prefer detailed explanations as it helps allow me better asses what changes need to be made that can still play into the design I have
I too think that Black Arrow scales terribly and its always better to use a ranged attack even rather than the Black Arrow itself. Wraith Shot is looking good though.
Also, as you mentioned, Wraith step being bugged, always available is a glaring imbalance.
Edit: saw the sticky today, will retest with the newest changes.
So at lvl 5 with 3 charges, it does flat 20 dmg with crit below 50% hp - once per long rest. That is lackluster for me, I would add that on top of normal attack damage if possible and/or refresh black arrow charges on short rest.
have played for some time, encountered the following issues:
1. Dark Ranger class tag is blank in the Tags field - there's a space between the Humanoid and DarkUrge Tags, most likely supposed to be Dark Ranger one. The first Ranger tag was added by hand for RP purposes and is not part of your mod.
2. A typo in the Corpse Skin skill description. Instead of "Increase its Armour Class up to 16 and gives you poison resistance" should be "Increase its Armour Class up to 16 and give it poison resistance"
mostly testing and calibrating some other stuff in preparation for actual gameplay
will start underdark today, will report if i have class interactions
UPD: Stickied post didn't help :)
not sure if this is intended, but your Public\DarkRangersSE_bb210517-afb7-5ae1-c8df-5b8b90d4ffc7\GUI seems to be lacking icons altogether
hope this helps
(sry, wrong discussion tree, but w/e)
spell icons are still blank
i also apologize in advance if i am looking in the wrong direction, but what uuid were supposed to have changed? what file is responsible for this? i was looking into meta (screenshot 2)
have turned off all mods except for this one just in case - icons are still missing
they are present in the tooltip when you hover over certain abilities, but hotbar and during cast there are blank squares