Torchlight II
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MTaur

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MTaur

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About this mod

MTaur's mod trio
<br />Potions - longer durations, weaker per second
<br />Cooldowns - Burst vs DPS differentiation
<br />Anti-one-shotting - More enemy health, less enemy damage, slightly more enemy XP

Permissions and credits
1. MTaur's Potions Rework - Basic potions restore much less per second, and last 30 rather than 8 seconds.  Rejuvenation potions are not
for sale. Additionally, tiered "Philosopher" potions are for sale and in the pet shop list.  They are slightly weaker than the corresponding health and Mana potions, but last for 15 minutes, are highly cost-efficient, and provide a bonus to Gold Find. Third, special versions of each Philosopher potion exist and are in the pet shopping list. These provide an additional perk, such as Magic Find, Move Speed, or Damage Reduction.

2. MTaur's Anti-one-shotting Mod (Veteran and below) - Normal monsters deal 12.5% less damage, have 60% more health, and grant 10% more XP than Vanilla. Champion monsters deal 12.5% less damage and are otherwise unchanged. The damage spikes are lessened so that sustain-oriented potions (rather than burst-oriented) will be effective.  Fights are less binary, in that the outcome isn't decided by whether or not the burst can break the sustain barrier of your health pool and your best health potion.

3. MTaur's Cooldown Gating Mod (burst vs DPS skill differentiation) - DPS skills are mostly unchanged, but many skills do more damage and are much less spammable. Most skills with CC effects now have significant cooldowns. Some, but not most, skills now scale off of weapon damage instead of weapon DPS, affecting some interactions between skills and 2H build choices. Arc Beam in particular has a 30-second cooldown, does tons of damage based on Weapon Damage, and uses mana rapidly. This should synergize well with Charge, but the long cooldown is a bit limiting and you need to mind your positioning. Most damaging skills now do noticeable damage at the very least. Gone is the spammable CC spell that does 12 damage. Engineer skills often scale more dramatically as Charge generators/spenders than in the past.

I don't know if I'm going to upload these separately. Slightly older versions exist on Steam as separate mods.

Feel free to alter anything. I'd love to hear about tweaks/fixes that you might choose to implement. The cooldown gating mod could have balance issues in places simply because it modifies almost every player skill in the game, so some skills may have gotten sloppy first-pass treatment compared to others.