this class has been super f*#@ing fun to use so far (titan caliver/big ass, long ass gun goes bang), though i'm having an issue where no matter what, the Action Surge ability the class gets is unusable, citing "must take a short rest," regardless of how many times I short or long rest (and this does not apply to any other classes action surge)
the only non-cosmetic mods i'm running alongside this that might affect something with abilities? are Expansion, Ironhand Grenadier, Artificer, and Gunslingers (class mods) i experimented with installing an "action surge every fight" mod thats supposed to remove the need to short rest, and it works for other characters but not the Warhound, still citing the same "must take a short rest" i'll try running it with nothing else and an XP cheat mod later to quickly try and see if there's an incompat i'm glossing over
i looked, the conflict is if you use Expansion alongside this class :( no idea why it would break specifically this classes action surge, but Expansion's mod page does mention changing how Action Surge works to use an invisible resource that refreshes on short rest, so maybe Warhound isn't getting the resource applied to it??? maybe?
If they do something like add that resource in the vanilla Fighter leveling table with Action Surge I guess that might be why
Warhound leveling table is separate and as such would still only get Action Surge without the associated resource
I'll take down a note to look at compatibility in the future if I ever circle back around to the class to level beyond 12, wasn't planning on it though
for now imma just build my character like a ranged fighter using dex mainly but im curious, do your abilities scale with charisma like a warlock or is it strength and or dex like a standard physical fighter or maybe int thinking along the lines that you are using your intelligence to make these weapons better and that how and why the grow stronger or what?
It is mostly dex and strength like a standard fighter yeah
Most of the abilities barring the status grenades just naturally scale with weapon damage, which in turn scales with dex (and additionally strength in the case of the titan calivers)
Which merregon are you referring to when you talk about the armor, the legionnaire who was locked in a room? Because if that's the case he didn't have any armor, just the mask and his axe
Yes, unfortunately I already loot that chest, but thanks for the uuid I was able to get the armor in the cheat engine, I'm going to check if I can find the other equipment that you mentioned later
Yeah do let me know if the second legendary chest piece doesn't spawn on the Hoarding Merregon for some reason- that's one treasure table I've added to before and know for a fact should work - but, the toolkit f*#@ing hates me recently
I just had my own run get to the Firestoker chest and it didn't spawn there despite double checking in the editor numerous times >:(
I added a cheat plugin in the optional files that adds every piece of gear to the Nautiloid tutorial chest for anyone who misses out on stuff due to similar issues
I've been loving playing with this mod so far, i tried a few different classes or subclasses but they never delivered what i always envisioned with a ranged fighter type of combat, the artificer got real close tbh, but this class just feels fantastic to play with and the concept behind it is amazing, its an absolute 10/10.
The one thing i believe would be a nice change is instead of a standalone class make it a subclass for the fighter, since you are already using superiority dies + its a ranged fighter archetype class at its core, you obviously had your reasoning in making it a separate class and i respect that.
All in all this and your chonker gun mod are everything i always looked for in a RPG setting, very nice work.
ive noticed that the extra attack feature still requires movement on the consecutive shots, it gets to the point where making follow up shots is impossible without a bonus action dash, perhaps rogues bonus action dash could be implemented? maybe even using superiority dice to balance it out a little? also the maneauvers could do with a little clarification as to what caliver they work for. aside from that im absolutely loving it
I love the idea of almost being a turrent taking the shoot and shoot them back even harder ,but for taking that much movement it feels weak in term of damage out put if you are not in high ground it feels kind of weak to fight.
To change some of the drawbacks of spending you action and bonus action on attacks like that and being taken off the extra bonus action is rought you can use the special moves ones per short rest at level 9 i was taking a rogue levels of the thielf to get another bonus action because remember you already really limited by the supiority dices. The legendary weapon is weaker than the burst that you get from Daimon because you can use mutliple hit effects to make the brust hit way harder i didnt feel motivated to use it i ended up giving it to Karlach because it would go with strength the weapon and would do more damage with her than the bow.
This just a idea you could make it work a like the bowguns of monster hunter that would have different kind of shells for the heavry one that way the burst would be a more damage focus one and the other one more of taking maybe add a shield like another mod did scounger they have a shield on the the range weapon for a reaction counter and damage reduction you can do that for the legendary .
For the grenades give the character 1d4 damage on throwables that may scale as you level up that way even the stuff you find on the world would be a nice adiction to your arsenal
For me is just the cost of the movement and the output for it looks off
Useful to hear that the movement is a noticeable offset for single shot, unfortunate to hear it confirmed that burst fire makes them a bit obsolete currently but ig not unexpected
I have a couple early morning ideas to tweak things I suppose
Might add some single shot AOE maneuevers somewhat in the vein of the per short rest attack built into the legendary, maybe less focus on damage but with nasty status effects
Might add single shot AOE maneuvers with better chances to hit - how's the armor piercing Rittersbane shell been actually, has that been useful? I think I noticed testing in toolkit if enemies fail the saving throw currently it looks like they were just hit normally, so maybe harder to notice- I'd add a maneuver with built-in advantage but feels like the Rittersbane kinda does that in a way already, just targeting a different stat for the second roll
I think I'll up the dice cost for the burst skills to at least 2 (maybe even just full-on 3 to match the number of shots- or possibly nerf the shot count back to 2 from before I released) considering the damage on them alone becomes 3 Superiority die overall (and enemies have to roll saves 3 times)
The base burst weapon abilities prolly need some adjustments too ideally
1.1.0 added some shell type abilities for TItan Calivers
1.1.1 nerfed the Rare and Very Rare Burst Calivers' default shot counts and moved their 5-shot/7-shot burst abilities to the level up spell lists, with Superiority Die costs attached to them as well
hopefully that tightens the gap between the two gun types a bit
ideally the superiority dice usage rate might encourage trying to dip the last 3 levels into Battlemaster to get more dice for ammo as a viable option too
The idea of a soldier style class using grenades and buffed weapons is amazing, but atm this seems REALLY busted tbh. Having the burst fire action be usable by heavy crossbows, and the titan actions be usable by longbows could add some really cool variety and multiclassing ideas for the class as well.
I personally think 3 actions+2 bonus actions+4 feats is a wayyyy too much balance wise, and the level 9 actions are by far some of the strongest I've seen, toning the burst down to 8 or even 6 would still make it an S tier skill, and the titan ability is the strongest thing I've seen in any class mod so far lol. I think toning it down to 4d8+20+1 superiority die could make it more balanced, and have it be reduced to like 4d8+15+1 superiority die on saved throw maybe? Or have it so the character is lethargic if they fail a saving throw maybe.
This is just a personal thing, but I think swapping second wind to maybe add a 1d4 fire damage buff at the expense of taking 1d4 fire damage (like channeling the infernal engine kinda thing), and having it scale with level (1d6 at lvl 6, 1d12 at lvl 12 maybe) could be really cool and make it so you dont have 2 copies of the same skill if multiclassing into fighter. Idk if it'd be possible but having the built in action surge regenerate superiority die would be amazing and make it noticeably different then fighter and make it worth multiclassing into fighter as well as this class. Right now this feels really close to battle master but just wayyyyy better lol
I'd also love to see more grenades into this, throwables are SUPER underutilized and I'd love to see them expanded on with class specific grenades.
One suggestion is maybe instead of the extra feat you could add a togglable passive aura for fire vulnerability maybe? It'd be really cool thematically (karlach overheating after the paladin of tyr fight), and gameplaywise be a massive buff to any fire damage with the class.
I love the idea behind it and I'd love to run it since I was about to actually start a blood war soldier style character with your warhound mod (One of my fav armors, trench crusade is goated), this is atm just wayyy too strong. Also having specific soldier archetypes as subclasses could be amazing if you choose to expand the class more ever (grenadier focusing on grenades, a sniper focusing on big single target titan shots, a cover fire focused on burst or multiple target shots, and maybe a combat medic of some sort come to mind for ideas).
Yeah there's a lotta work to do with the numbers lol
The more conditional stuff I'm a bit nervous to get into too much but I might be considering it once I get more comfortable with this part of the editor
I'm personally still more concerned about the burst weapons scaling too easily with flat damage additions n stuff, a lot of the titan skill damage bloat was an attempt to at least make sure in terms of internal mod balance it wasn't made completely obsolete by shitting out +10 sharpshooter damage bursts lol
Im prolly tunnel visioning a bit on that one thing tho, might not even turn out to be that big of a deal
You bring up a good point with the base resource/feat bonuses, that seems like a good place to start trimming
Quick edit: Yeah Level 6 ended up being a kinda kitchen sink dump for some reason, I'm thinking I'll drop both the extra bonus action and feat from there for now
21 comments
the only non-cosmetic mods i'm running alongside this that might affect something with abilities? are Expansion, Ironhand Grenadier, Artificer, and Gunslingers (class mods)
i experimented with installing an "action surge every fight" mod thats supposed to remove the need to short rest, and it works for other characters but not the Warhound, still citing the same "must take a short rest"
i'll try running it with nothing else and an XP cheat mod later to quickly try and see if there's an incompat i'm glossing over
under the hood I just took that directly from the fighter's class progression n never had any issues with it in my own play recently
Warhound leveling table is separate and as such would still only get Action Surge without the associated resource
I'll take down a note to look at compatibility in the future if I ever circle back around to the class to level beyond 12, wasn't planning on it though
Most of the abilities barring the status grenades just naturally scale with weapon damage, which in turn scales with dex (and additionally strength in the case of the titan calivers)
I'll take another look when I can
if you're already past there/already looted everything the UUID should be 955d2d22-8dfb-4cd1-a413-26f88558be58
I just had my own run get to the Firestoker chest and it didn't spawn there despite double checking in the editor numerous times >:(
I added a cheat plugin in the optional files that adds every piece of gear to the Nautiloid tutorial chest for anyone who misses out on stuff due to similar issues
The one thing i believe would be a nice change is instead of a standalone class make it a subclass for the fighter, since you are already using superiority dies + its a ranged fighter archetype class at its core, you obviously had your reasoning in making it a separate class and i respect that.
All in all this and your chonker gun mod are everything i always looked for in a RPG setting, very nice work.
The subclass thought did cross my mind yeah, but it's unlikely I'd go back and touch that part up at this point I think
To change some of the drawbacks of spending you action and bonus action on attacks like that and being taken off the extra bonus action is rought you can use the special moves ones per short rest at level 9 i was taking a rogue levels of the thielf to get another bonus action because remember you already really limited by the supiority dices. The legendary weapon is weaker than the burst that you get from Daimon because you can use mutliple hit effects to make the brust hit way harder i didnt feel motivated to use it i ended up giving it to Karlach because it would go with strength the weapon and would do more damage with her than the bow.
This just a idea you could make it work a like the bowguns of monster hunter that would have different kind of shells for the heavry one that way the burst would be a more damage focus one and the other one more of taking maybe add a shield like another mod did scounger they have a shield on the the range weapon for a reaction counter and damage reduction you can do that for the legendary .
For the grenades give the character 1d4 damage on throwables that may scale as you level up that way even the stuff you find on the world would be a nice adiction to your arsenal
For me is just the cost of the movement and the output for it looks off
I have a couple early morning ideas to tweak things I suppose
Might add some single shot AOE maneuevers somewhat in the vein of the per short rest attack built into the legendary, maybe less focus on damage but with nasty status effects
Might add single shot AOE maneuvers with better chances to hit - how's the armor piercing Rittersbane shell been actually, has that been useful? I think I noticed testing in toolkit if enemies fail the saving throw currently it looks like they were just hit normally, so maybe harder to notice- I'd add a maneuver with built-in advantage but feels like the Rittersbane kinda does that in a way already, just targeting a different stat for the second roll
I think I'll up the dice cost for the burst skills to at least 2 (maybe even just full-on 3 to match the number of shots- or possibly nerf the shot count back to 2 from before I released) considering the damage on them alone becomes 3 Superiority die overall (and enemies have to roll saves 3 times)
The base burst weapon abilities prolly need some adjustments too ideally
1.1.1 nerfed the Rare and Very Rare Burst Calivers' default shot counts and moved their 5-shot/7-shot burst abilities to the level up spell lists, with Superiority Die costs attached to them as well
hopefully that tightens the gap between the two gun types a bit
ideally the superiority dice usage rate might encourage trying to dip the last 3 levels into Battlemaster to get more dice for ammo as a viable option too
I personally think 3 actions+2 bonus actions+4 feats is a wayyyy too much balance wise, and the level 9 actions are by far some of the strongest I've seen, toning the burst down to 8 or even 6 would still make it an S tier skill, and the titan ability is the strongest thing I've seen in any class mod so far lol. I think toning it down to 4d8+20+1 superiority die could make it more balanced, and have it be reduced to like 4d8+15+1 superiority die on saved throw maybe? Or have it so the character is lethargic if they fail a saving throw maybe.
This is just a personal thing, but I think swapping second wind to maybe add a 1d4 fire damage buff at the expense of taking 1d4 fire damage (like channeling the infernal engine kinda thing), and having it scale with level (1d6 at lvl 6, 1d12 at lvl 12 maybe) could be really cool and make it so you dont have 2 copies of the same skill if multiclassing into fighter. Idk if it'd be possible but having the built in action surge regenerate superiority die would be amazing and make it noticeably different then fighter and make it worth multiclassing into fighter as well as this class. Right now this feels really close to battle master but just wayyyyy better lol
I'd also love to see more grenades into this, throwables are SUPER underutilized and I'd love to see them expanded on with class specific grenades.
One suggestion is maybe instead of the extra feat you could add a togglable passive aura for fire vulnerability maybe? It'd be really cool thematically (karlach overheating after the paladin of tyr fight), and gameplaywise be a massive buff to any fire damage with the class.
I love the idea behind it and I'd love to run it since I was about to actually start a blood war soldier style character with your warhound mod (One of my fav armors, trench crusade is goated), this is atm just wayyy too strong. Also having specific soldier archetypes as subclasses could be amazing if you choose to expand the class more ever (grenadier focusing on grenades, a sniper focusing on big single target titan shots, a cover fire focused on burst or multiple target shots, and maybe a combat medic of some sort come to mind for ideas).
The more conditional stuff I'm a bit nervous to get into too much but I might be considering it once I get more comfortable with this part of the editor
I'm personally still more concerned about the burst weapons scaling too easily with flat damage additions n stuff, a lot of the titan skill damage bloat was an attempt to at least make sure in terms of internal mod balance it wasn't made completely obsolete by shitting out +10 sharpshooter damage bursts lol
You bring up a good point with the base resource/feat bonuses, that seems like a good place to start trimming
Quick edit: Yeah Level 6 ended up being a kinda kitchen sink dump for some reason, I'm thinking I'll drop both the extra bonus action and feat from there for now