This mod is not abandoned, however I have a work commitment that will take me off the grid until summer of 2026. Any interested modders have my blanket permission to release patches to this mod for compatibility and content expansion, as long as they refer back to my file and credit me as the author.
Each subclass has different VFX applied while raging, and they're generally less noticeable than the vanilla rage effect. Several subclasses visuals change as they level up. If your character has glowing eyes while raging then it's working as intended.
Can you make a approximate Tier List for thesubclasses, I find it difficult to assess the subclasses and I don't know the Bloodrager from Pathfinder either
Bit of an unexpected request. I strove for quality in all of them and all the subclasses can be powerful depending on how they're played. What really differentiates them is more flavor and preferred playstyle. I will say Fey is probably the least imaginative, since its tabletop version is already insanely powerful and didn't need much adjusting. Free Blur and Haste needs no gimmicks to be useful. Whereas Verdant, in contrast, is very lackluster in tabletop and got significant reimagining, and so plays truly unique from the other subclasses or any other class in the game. Personally I take the most pride in Infernal and Abyssal. They are the newest additions and I got to apply a lot of lessons learned and experiment more while designing them. Each one feels unique and weaves mechanics and lore in a way that I think makes them the best. Undead likewise got a significant rework after I understood the engine and scripting a little more, and has some of the most unique visuals with its ghost effects. If what you're looking for is raw numbers, I didn't pay much attention to that besides trying to balance them alongside vanilla classes, and haven't taken the time to test their performance in every encounter throughout the game. I'm sure if you look for it you'll find scenarios that they can completely break, and others where they may feel useless. I'd encourage you to read the Bloodline power descriptions on the mod page and make your own decision about your preferred power fantasy. The different origins for each Bloodline are very diverse and can be roleplayed a lot of different ways.
Maybe. The current level 12 version are compressed to get some higher level features early. I also removed some boring or impossible to implement features and added others of my own creation. All that is to say, making these level 20 would take more than just adding the missing 8 levels, and would be a complete rework of their progression. I have some career commitments coming soon so probably won't be able to get to it this year.
Love it for Karlach. ***also, downloading 1.3 from 1.2.08 doesnt allow me to load the save. reverting back to 1.2.08 allows the save to load. Kinda odd***
My thoughts on Abyssal as it is the only one I have played:
Basically, unless you bloodrage, you are pretty subpar. Maybe add additional bloodrage but cut the duration of each? Otherwise, you arent really doing a whole lot for your team except boss fights at which as is, you MAY be kinda close to the other classes damage wise.
Dark Sacrifice: Extend to 3 rounds and allow multiple sacrifices of quasits (not stack). They are pretty much useless anyway but to only give one round, once per rage isnt real effective.
Strength of the Abyss: +2 st for -4 AC? No thank you. Either buff the str or decrease the AC or make it toggable so dont HAVE to use it. That isnt a very good trade imo at all but a penalty.
Demonic Aura: Most the time you rage, you do round 1 on your turn. Currently, you just wind up frying your party. Either make the damage calculate at the END of the round or make it damage enemies only.
Did you follow the instructions in the first sentence of the mod description?
You have some valid points. Dark Sacrifice was a half-baked concept. I'm uploading an update in a few minutes that changes it to a passive proc without limits. Let me know if it ends up overpowered XD
Strength of the Abyss's values are lifted straight from Tabletop, but Rage functions differently in PF so I can see how -4 in that game doesn't translate to this one. I'll take your suggestion to reduce the penalty, and may merge it with Demonic Bulk so it becomes toggleable without cluttering up the skill bar.
Demonic Aura already only affects enemies so I'm not sure if you observed it harming the party or were just going by the tooltip? Updating the tooltip to more accurately communicate how it works.
As far as resource management goes, I haven't had any other reports of issues with it. Rage charge progression is identical to the Barbarian's, and comparable to Wildshape charges on a Druid. Personally I play BR similar to a Druid, cast support and AOE spells in trash fights, and Rage when the situation requires more oomph. But I understand that nearly all the racial powers being dependent on rage does make an un-enraged BR feel lackluster. I'll have to experiment with ways to balance this.
I do appreciate the constructive feedback, even if I don't agree with all the points. Thanks for showing interest in the mod.
Not yet. The subclass progressions are condensed by removing boring, useless or impossible to implement features and moving too-cool-to-ignore ones into their spots, or in some cases creating brand new mechanics.
I may make a level 20 version in the future but it would require totally rebalancing the skills that are already in the mod and making new ones to fill the gaps.
Thanks for the respectful response lol. I understand there's high demand for level 20 custom classes. TBH I'm just a noob modder overall and learning this as I go, and I already bit off a lot by promising 12 subclasses. But it's something I'd like to explore in the future.
Gotcha and i guess the close thing u can to do is go the Mystic Class & Mystic Expansion (just giving a example) If u want to reach 12 subclasses, dont kno how ur doin it but just throwing ideas at u and as for lvl 20 i can wait
Try it and see. Edit: Realized after the fact that could come off snarky. What I mean is I haven't tested and don't want to break my modding environment by downgrading. I know the toolkit is like a patch behind the game, so it should be okay?
22 comments
Any interested modders have my blanket permission to release patches to this mod for compatibility and content expansion, as long as they refer back to my file and credit me as the author.
However, I found out that the raging mode doesn't add the VFX to the character. Is that a bug from the mod with the patch 7 or from my mod list? :)
Bloodrager from Pathfinder either
I will say Fey is probably the least imaginative, since its tabletop version is already insanely powerful and didn't need much adjusting. Free Blur and Haste needs no gimmicks to be useful.
Whereas Verdant, in contrast, is very lackluster in tabletop and got significant reimagining, and so plays truly unique from the other subclasses or any other class in the game.
Personally I take the most pride in Infernal and Abyssal. They are the newest additions and I got to apply a lot of lessons learned and experiment more while designing them. Each one feels unique and weaves mechanics and lore in a way that I think makes them the best.
Undead likewise got a significant rework after I understood the engine and scripting a little more, and has some of the most unique visuals with its ghost effects.
If what you're looking for is raw numbers, I didn't pay much attention to that besides trying to balance them alongside vanilla classes, and haven't taken the time to test their performance in every encounter throughout the game. I'm sure if you look for it you'll find scenarios that they can completely break, and others where they may feel useless.
I'd encourage you to read the Bloodline power descriptions on the mod page and make your own decision about your preferred power fantasy. The different origins for each Bloodline are very diverse and can be roleplayed a lot of different ways.
My thoughts on Abyssal as it is the only one I have played:
Basically, unless you bloodrage, you are pretty subpar. Maybe add additional bloodrage but cut the duration of each? Otherwise, you arent really doing a whole lot for your team except boss fights at which as is, you MAY be kinda close to the other classes damage wise.
Dark Sacrifice: Extend to 3 rounds and allow multiple sacrifices of quasits (not stack). They are pretty much useless anyway but to only give one round, once per rage isnt real effective.
Strength of the Abyss: +2 st for -4 AC? No thank you. Either buff the str or decrease the AC or make it toggable so dont HAVE to use it. That isnt a very good trade imo at all but a penalty.
Demonic Aura: Most the time you rage, you do round 1 on your turn. Currently, you just wind up frying your party. Either make the damage calculate at the END of the round or make it damage enemies only.
You have some valid points. Dark Sacrifice was a half-baked concept. I'm uploading an update in a few minutes that changes it to a passive proc without limits. Let me know if it ends up overpowered XD
Strength of the Abyss's values are lifted straight from Tabletop, but Rage functions differently in PF so I can see how -4 in that game doesn't translate to this one. I'll take your suggestion to reduce the penalty, and may merge it with Demonic Bulk so it becomes toggleable without cluttering up the skill bar.
Demonic Aura already only affects enemies so I'm not sure if you observed it harming the party or were just going by the tooltip? Updating the tooltip to more accurately communicate how it works.
As far as resource management goes, I haven't had any other reports of issues with it. Rage charge progression is identical to the Barbarian's, and comparable to Wildshape charges on a Druid. Personally I play BR similar to a Druid, cast support and AOE spells in trash fights, and Rage when the situation requires more oomph. But I understand that nearly all the racial powers being dependent on rage does make an un-enraged BR feel lackluster. I'll have to experiment with ways to balance this.
I do appreciate the constructive feedback, even if I don't agree with all the points. Thanks for showing interest in the mod.
I may make a level 20 version in the future but it would require totally rebalancing the skills that are already in the mod and making new ones to fill the gaps.
Edit: Realized after the fact that could come off snarky. What I mean is I haven't tested and don't want to break my modding environment by downgrading. I know the toolkit is like a patch behind the game, so it should be okay?