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DuQuon Karenye

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hikeemt

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24 comments

  1. tranhanam0027
    tranhanam0027
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    Testing some new changes?
    1. hikeemt
      hikeemt
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      yeah playing a bit again now that I made the new magic items.  The test abilities are tweaks to normal abilities and they work, if you want to try them
    2. hikeemt
      hikeemt
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      dropped a file on rogue too for the same thing
    3. tranhanam0027
      tranhanam0027
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      Will definitely do. Thanks!
    4. hikeemt
      hikeemt
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      updating the final version for Barbarian soon I think.  Rogue is done and am piecing it together now
    5. tranhanam0027
      tranhanam0027
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      Eager to try it out.
    6. hikeemt
      hikeemt
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      all done
  2. raidero
    raidero
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    Fervor is completely OP.. With some fast dual wielding weapons you can get like +250% Action Speed bonus for an eternity. I wouldnt use it if I was you, unless you want to turn the game into a cakewalk.

    I'm playing a Corpse Eater Barb/Shifter Druid (Tempest) and Fervor with spiritshift just rekts like no tomorrow. Once its up an running and the first enemy dies and I eat to gain more Rage it just snowballs from there since I can keep Frenzy up permanently from eating super quickly.

    Its a really fun ability though, you attack superfast. But I would cap it at max 50% increase to Action Speed.
    1. hikeemt
      hikeemt
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      Thanks dude.  I was considering limiting it to become zero when switching targets or weapons.  Definitely thinking about what the changes could be without ruining the funnening of it all.
  3. Xarez
    Xarez
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    Battle Dance is an interesting mechanic - you need to keep moving to hit Crits. But then I saw Battle Trance, and why would anyone pick Dance over Trance if the second one is the same but Barb can just stand for 45s?

    I like Single Class Barbs, but it's boring to just spam Crushing/Barbaric Smash (it's just really strong), and shouts from time to time. Would it be possible to add some interesting abilities to, maybe, V-VII? Some abilities from Diablo III you could get inspirations from:
    Earthquake - Shake the ground violently, dealing x damage over x seconds to all enemies within x m - it can apply some afflictions and reduce stride with each impulse.
    Call of the Ancients - Summon the ancient Barbarians Talic, Korlic, and Madawc to fight alongside you for x seconds.
    Ancient Spear - Throw a spear that pierces enemies and deals x damage.
    Rend - A sweeping strike causes all enemies within x m to Bleed for x damage over x seconds.
    Can also add mechanics to these abilities and make upgradable versions. DIII has so many upgrades (runes) for abilities, I wish Deadfire was more like that, so upgrades would be more like Fighter stances instead of just one upgrade.

    Barbarian also should get stronger with damage he does. I saw you added Fevor and Havoc, that's great! Would it be possible to implement another resource like Monk has Wounds? Barbarian could get Fury by doing damage, and use this resource for some powerful abilities that can't be spammed with just Rage.
    I miss some kind of Ultimates that can be used only after some conditions were met, or later in the battle. Because it's the other way in Deadfire - you start with a lot of resources, and use the best abilities you can use, then as the battle progresses, you use weaker or just basic attacks. Exceptions are Rogue with Finishing Blow and Cipher with his Focus resource.

    It's just not fair that they made Monk like Barbarian should have been IMO haha with two class resources. And that most classes don't have anything interesting to use later in battles.
    1. hikeemt
      hikeemt
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      Love you Xarez.  I'll think about this when I return to this game.
  4. kathrynfr15
    kathrynfr15
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    New to modding Unity Engine... but, will these mods (your class mods) play well with the Community Patch n stuff? Is there a preferred load order? Can I use all of your class mods together?
    1. hikeemt
      hikeemt
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      Yes, No, Yes
      Whichever changes you want more, put it in a higher priority load order
  5. oldnord
    oldnord
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    Is it possible to add a passive talent that allows at least dual wield 2h swords for barbarians? Just like Dorn's Hero's Arm in Dark Alliance II.
    2h weapons are commonly left out by players, from what I researched.
    1. hikeemt
      hikeemt
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      Not possible my dude
    2. hikeemt
      hikeemt
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      Although you could probably summon 2h weapons into the hero's hands, forcing them in. But you wouldn't get to choose.
    3. oldnord
      oldnord
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      Thanks for your time, friend.
  6. Stud84
    Stud84
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    I absolutely love the picture you've chosen. Very reminiscent of Boris Vallejo's artwork, if it isn't outright. Thank you for this mod.
    1. hikeemt
      hikeemt
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      Lucio Parillo is the best! Super sexy pictures
  7. JRB24
    JRB24
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    Weird question, do the frenzy changes apply to the Berserker versions of frenzy? Got a little worried when the text description didn't change.
    1. hikeemt
      hikeemt
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      They actually do not. The Berserker subclass has entirely separate abilities which I didn't change.
  8. majber
    majber
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    Great mod. I hope you will continue developing and improving this mod and other your mods.
    1. hikeemt
      hikeemt
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      Thank you! Suggestions are welcome. I actually code a lot more than I play ;(
    2. majber
      majber
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      I will soon start new playthrough and then I will try suggest sth. First thing that I noticed is that rogue is now more melee oriented. Its not bad, basicly for my long range gun build I will not multiclass ranger to rogue but just pick ranger.