It's been over a year since the last release of Skills Enhanced, and I've been gathering feedback and searching for more bugs to fix ever since.
To my surprise the list of things to change for what was initially v1.4.1 blew out of proportion, so here we are at version 1.5, bringing even more bugfixes and quality of life improvements to this already big project, but also reverting a few of the previous tweaks which weren't quite necessary.
Here are the most notable changes: - Reverted most of the tweaks to Templar abilities, including the nerf to Weaken combo. I may revisit those once I actually do a templar playthrough and get a better feel for the class. - Reverted the tweaks to the Archery passives and Leaping Shot as they were working just fine as they were. - Animation speed was increased for several abilities in order to make them feel less clunky to use, including: Mighty Blow, Earthshaking Strike, Long Shot, Twin Fangs jump, Cloak of Shadows, Wall of Fire/Ice, Dispel, Wounded Veil. - Long Shot has received an overhaul. It has a lower and more granular damage scaling with distance, but is cheaper and faster to cast. - Elemental Mines have slightly increased trigger radius and can detonate on impact, but the hidden 125% damage bonus on Throw Everything was removed. They should now properly detonate on giants and bears. - Stealth ability now lasts until cancelled, just like the stealth gained from Skirmisher and Shot from the Shadows. The ability can also be used to cancel stealth effects from other sources. Stealth effects cast during Clinging Shadows no longer get cancelled but instead replace the Clinging Shadows effect. - Gaps in the Armor passive has been fixed to properly increase armor penetration by 25%. - Whirlwind no longer gets interrupted by enemy blocks and no longer briefly slows down time on every hit. Vortex of Steel upgrade can no longer pull bosses. - Blessed blades has been bugfixed. It no longer secretly reduces the cooldowns of Spell Purge and Wrath of Heaven by -8s when they are cast inside the circle. Lights in the Shadow upgrade now properly reduces the cooldown of said spells with every hit while inside the circle. - Ring of Pain has been bugfixed to properly scale damage with missing hp and no longer uses 5% of max stamina/s instead of the stated cost. Painbringer upgrade no longer switches damage type from Spirit to Physical. - Lunge and Slash has been reworked to be more focused on aoe damage and gap closing. The enhancing ring now also increases max dash range. - Payback Strike damage bonus has been bugfixed to apply correctly. - Over Here upgrade for Bodyguard now properly taunts enemies attacking party members. - It'll Cost You passive now reflects damage based on the character's armor rating rather than % of damage received, which was scaling down the more protection you had. Because it was using the same effect, Belt of Retaliation was adjusted to return damage based on character level. - Firestorm no longer uses the tier 2 version for all focus levels. It will now fire a wave of 15 meteors for each focus level. The first wave of meteors is targeted, the rest are random. - Blizzard has received multiple tweaks. It now hits every second instead of 2 and Ice Storm upgrade freezes targets every 8s instead of 14. The cost of Winter Winds has been raised to compensate for the extra power. - Static Cage lasts an additional second and Tethering Cage now deals part of its damage to targets inside. - Pull of the Abyss duration was bugfixed. It no longer lasts only 6.5s, but the duration was reduced from 12 to 10 seconds for balancing reasons. - Fire Mine and Frost Mine activate slightly faster on their normal (non-array) versions. - Dispel removes more barrier from enemies and has slightly faster cast speed. - Enhanced Barrier Ring hidden bonuses have been removed. It no longer increases the ability cooldown by 10s, nor does it reduce mana cost by 15. - Enhanced Winter's Grasp Ring no longer secretly gives the Lightning Cage upgrade to the wearer, lol! - Enhanced Charging Bull Ring now also increases the guard generated on hit. - Plenty of other smaller fixes and tweaks which can be seen in the DOCS section.
As usual, let me know if you find any bugs or have suggestions for future versions of this mod. I did my best to thoroughly test the changes, but I can only do so much on my own. I would also love to hear how you feel about the mod in general. Which changes do you like the most and which ones do you dislike? Many thanks to Lamppost in Winter for helping me figure out some of the fixes included in this version, saved me a lot of headache!
For me, I am yet to see the difference in DPS, but I have only one bug with this mod. The store in Haven where the Blacksmith is can't be opened., while the mod is active. I click on the store and the game crashes (other stores are fine). When I turn off the mod, it works and the game doesn't crash.
For some reason this mod just crashes my game at startup. I have ~50 mods working fine, but this crashes even when I disable everything else. If anyone has an idea what the issue might be, please let me know.
Edit: After investigating a bit, I managed to make it work by installing the multiplayer DLCs, since I noticed there's a couple of files in the mod that override those.
Hey, first of all, thanks for the great mod! Just one question on Rogue's Deathblow - after taking Thrill of Victory, the CD resets but only if the kill happens with the first strike. If you kill the enemy with the second strike, the skill goes on CD - given your nerf to the CD this feels rather harsh and not sure you intended it that way. Is there an easy fix for this in the file I could make? Or alternatively, would it be easy for me to revert your Deathblow fix? (as long as I take the passive, it would work "as intended")
Even if it is my only mod, i get this error (frosty version 1.0.6.3):
Empty path name is not legal. at Frosty.ModSupport.FrostyModExecutor.Run(FileSystem inFs, CancellationToken cancelToken, ILogger inLogger, String rootPath, String modPackName, String additionalArgs, String[] modPaths) at FrostyModManager.MainWindow.<>c__DisplayClass16_0.<launchButton_Click>b__0(FrostyTaskWindow task) at System.Threading.Tasks.Task.Execute() --- End of stack trace from previous location where exeption was thrown --- at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw() at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task) at Frosty.Core.Windows.FrostyTaskWindow.<FrostyTaskWindow_Loaded>d__19.MoveNext() --- End of stack trace from previous location where exeption was thrown --- at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw() at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs) at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
Hi Orbite, from the error text it seems that either Frosty Mod Manager, Dragon Age Inquisition or my mod file is placed in an odd location. Perhaps try and make sure they are on the same drive. Otherwise I'm not sure what it could be, this stack trace doesn't tell much.
Same issue too, bummer was very excited to try this one
Edit: After investigating a bit, I managed to make it work by installing the multiplayer DLCs, since I noticed there's a couple of files in the mod that override those.
@NinjaReb0rn I think it would be nice to remove the multiplayer stuff from your mod, I don't think anyone do MP these days anymore. Amazing mod by the way, people like you singlehandedly are responsible for keeping old masterpieces like DA:I alive.
I didn't realize some of the files were specific to multiplayer dlc. I will keep in mind to revert them for the next version, thank you for pointing that out!
Multiplayer is actually pretty active and a lot of fun. Highly suggest you join us. (Only thing is to make sure you disable your mods when playing MP as it causes weird interactions.)
I have the same issue, using Frosty Mod Manager and the new EA app. Can you please remove the multiplayer stuff from this mod or add an optional version? Thanks!
I absolutely love this mod, but making weaken targets give 5 mana back is criminal. Although I can understand why it needed to be nerfed a little. But didn't seem as busted as the other two (necromancer damage, and KE survivability). One thing rift had going for it was the infinite mana which is technically there still I just can't spam my abilities like I normally would lol like if I use Blizzard, I can barely use any other ability after bc I don't get enough mana back. But I didn't take energizing step when I respec bc didn't have the points. Will be taking that next level and crafted some gear to reduce ability costs. I'm fine with losing out on some masterworks if this works well.
Oh and sigil of the great bear or whatever it's called. I could try that as well but idk how well it'll work since it's only 5 mana per hit now
Hi N3rdyGing3r, that was precisely the point of nerfing Restorative Veil, as it was allowing access to infinite mana in a single talent point. Now you have to combine it with other similar effects, like Mana Surge / Rejuvenating Barrier / Winter's Stillness / Cost reduction masterwork in order to gain never ending mana.
If you don't like rift mages with infinite mana, maybe you should come up with another use for this perk instead of making it completely useless. Rift mages have very bad survivability and enemies immune to CC. Maybe you should somehow improve these aspects?
The perk is far from useless. 5 mana restored every hit is nothing to scoff at, especially on attacks that hit multiple times and if combined with other means of generating mana or cost reduction. The whole point of this change was to make it harder to get infinite mana rather than remove it completely, as it was a one point ticket to being overpowered.
I might take another look at it for the next patch, though I remember it being quite decent as is.
Thanks for the quick reply. Mage builds are more likely to have nuke than multihit, which makes the perk useless. I don't argue that there are ways to get infinite mana, but they also have their own peculiarities and are available to any spec, while Rift Mage remains behind.
just fyi, you can revert that specific change in Frosty editor really quite simply. download the v1.5 project file and open it in editor. on the upper left, under "show only modified" (the box should already be checked, if not, check it), where it says filter, write "karma" and press enter. select the folder in the menu. you should have 2 entries in the lower left corner. right click on both and select revert, save the project file as a mod and voila, back to op mana regen.
alternatively, you can set it to more than 5 by modifying the [1] / [2] entries or arguments or whatever.
i've never done s#*! in frosty editor, but this literally took me 2min to figure out.
149 comments
To my surprise the list of things to change for what was initially v1.4.1 blew out of proportion, so here we are at version 1.5, bringing even more bugfixes and quality of life improvements to this already big project, but also reverting a few of the previous tweaks which weren't quite necessary.
Here are the most notable changes:
- Reverted most of the tweaks to Templar abilities, including the nerf to Weaken combo. I may revisit those once I actually do a templar playthrough and get a better feel for the class.
- Reverted the tweaks to the Archery passives and Leaping Shot as they were working just fine as they were.
- Animation speed was increased for several abilities in order to make them feel less clunky to use, including: Mighty Blow, Earthshaking Strike, Long Shot, Twin Fangs jump, Cloak of Shadows, Wall of Fire/Ice, Dispel, Wounded Veil.
- Long Shot has received an overhaul. It has a lower and more granular damage scaling with distance, but is cheaper and faster to cast.
- Elemental Mines have slightly increased trigger radius and can detonate on impact, but the hidden 125% damage bonus on Throw Everything was removed. They should now properly detonate on giants and bears.
- Stealth ability now lasts until cancelled, just like the stealth gained from Skirmisher and Shot from the Shadows. The ability can also be used to cancel stealth effects from other sources. Stealth effects cast during Clinging Shadows no longer get cancelled but instead replace the Clinging Shadows effect.
- Gaps in the Armor passive has been fixed to properly increase armor penetration by 25%.
- Whirlwind no longer gets interrupted by enemy blocks and no longer briefly slows down time on every hit. Vortex of Steel upgrade can no longer pull bosses.
- Blessed blades has been bugfixed. It no longer secretly reduces the cooldowns of Spell Purge and Wrath of Heaven by -8s when they are cast inside the circle. Lights in the Shadow upgrade now properly reduces the cooldown of said spells with every hit while inside the circle.
- Ring of Pain has been bugfixed to properly scale damage with missing hp and no longer uses 5% of max stamina/s instead of the stated cost. Painbringer upgrade no longer switches damage type from Spirit to Physical.
- Lunge and Slash has been reworked to be more focused on aoe damage and gap closing. The enhancing ring now also increases max dash range.
- Payback Strike damage bonus has been bugfixed to apply correctly.
- Over Here upgrade for Bodyguard now properly taunts enemies attacking party members.
- It'll Cost You passive now reflects damage based on the character's armor rating rather than % of damage received, which was scaling down the more protection you had. Because it was using the same effect, Belt of Retaliation was adjusted to return damage based on character level.
- Firestorm no longer uses the tier 2 version for all focus levels. It will now fire a wave of 15 meteors for each focus level. The first wave of meteors is targeted, the rest are random.
- Blizzard has received multiple tweaks. It now hits every second instead of 2 and Ice Storm upgrade freezes targets every 8s instead of 14. The cost of Winter Winds has been raised to compensate for the extra power.
- Static Cage lasts an additional second and Tethering Cage now deals part of its damage to targets inside.
- Pull of the Abyss duration was bugfixed. It no longer lasts only 6.5s, but the duration was reduced from 12 to 10 seconds for balancing reasons.
- Fire Mine and Frost Mine activate slightly faster on their normal (non-array) versions.
- Dispel removes more barrier from enemies and has slightly faster cast speed.
- Enhanced Barrier Ring hidden bonuses have been removed. It no longer increases the ability cooldown by 10s, nor does it reduce mana cost by 15.
- Enhanced Winter's Grasp Ring no longer secretly gives the Lightning Cage upgrade to the wearer, lol!
- Enhanced Charging Bull Ring now also increases the guard generated on hit.
- Plenty of other smaller fixes and tweaks which can be seen in the DOCS section.
As usual, let me know if you find any bugs or have suggestions for future versions of this mod. I did my best to thoroughly test the changes, but I can only do so much on my own.
I would also love to hear how you feel about the mod in general. Which changes do you like the most and which ones do you dislike?
Many thanks to Lamppost in Winter for helping me figure out some of the fixes included in this version, saved me a lot of headache!
Edit: i uninstalled the mod saved, then reinstalled seems to have resolved the issue
Just one question on Rogue's Deathblow - after taking Thrill of Victory, the CD resets but only if the kill happens with the first strike. If you kill the enemy with the second strike, the skill goes on CD - given your nerf to the CD this feels rather harsh and not sure you intended it that way.
Is there an easy fix for this in the file I could make? Or alternatively, would it be easy for me to revert your Deathblow fix? (as long as I take the passive, it would work "as intended")
Empty path name is not legal.
at Frosty.ModSupport.FrostyModExecutor.Run(FileSystem inFs, CancellationToken cancelToken, ILogger inLogger, String rootPath, String modPackName, String additionalArgs, String[] modPaths)
at FrostyModManager.MainWindow.<>c__DisplayClass16_0.<launchButton_Click>b__0(FrostyTaskWindow task)
at System.Threading.Tasks.Task.Execute()
--- End of stack trace from previous location where exeption was thrown ---
at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
at Frosty.Core.Windows.FrostyTaskWindow.<FrostyTaskWindow_Loaded>d__19.MoveNext()
--- End of stack trace from previous location where exeption was thrown ---
at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
Edit: After investigating a bit, I managed to make it work by installing the multiplayer DLCs, since I noticed there's a couple of files in the mod that override those.
@NinjaReb0rn I think it would be nice to remove the multiplayer stuff from your mod, I don't think anyone do MP these days anymore. Amazing mod by the way, people like you singlehandedly are responsible for keeping old masterpieces like DA:I alive.
so many “Ring bonus” in the readme,bug I don't understand
Ring bonus refers to how equipping an 'Enhaced <Ability_Name> Ring' affects the skill. Hope that clears thing out for you.
Oh and sigil of the great bear or whatever it's called. I could try that as well but idk how well it'll work since it's only 5 mana per hit now
The perk is far from useless. 5 mana restored every hit is nothing to scoff at, especially on attacks that hit multiple times and if combined with other means of generating mana or cost reduction. The whole point of this change was to make it harder to get infinite mana rather than remove it completely, as it was a one point ticket to being overpowered.
I might take another look at it for the next patch, though I remember it being quite decent as is.
download the v1.5 project file and open it in editor.
on the upper left, under "show only modified" (the box should already be checked, if not, check it), where it says filter, write "karma" and press enter. select the folder in the menu.
you should have 2 entries in the lower left corner. right click on both and select revert, save the project file as a mod and voila, back to op mana regen.
alternatively, you can set it to more than 5 by modifying the [1] / [2] entries or arguments or whatever.
i've never done s#*! in frosty editor, but this literally took me 2min to figure out.