The goal of this modification is very simple - make every single skill worth spending 20 points. The mod is very conservative - there are no new skills, only slightly changed the old ones. In a nuthell, the mod offers more build options and better character customisation. It could be considered an unofficial patch, since it tries to be accepted by as many vanilla players as possible. Once the mod is finished, I'll consider creating a thread on battle.net forums, where other players and Blizzard can show their interest in the mod. Who knows, maybe the changes will appear in the next official patch! I'm writing this so that you can see that I'm putting a lot of time and energy into this, trying to do the best I can. Hope you'll like it. Wish you happy playing and please, leave a comment if you have anything to say, I'd like to read it! Thank you!

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Skiller (barbarian's skills modified)

Skiller (barbarian's skills modified)

Demo

Contains barbarian's skills modified and a barbarian at level 99 for test purposes.

Skiller (paladin's skills modified)

Skiller (paladin's skills modified)

Demo

Contains paladins's skills modified and a paladin at level 99 for test purposes.

Skiller (druid's skills modified)

Skiller (druid's skills modified)

Demo 6 comments

Contains druid's skills modified and a druid at level 99 for test purposes.

Skiller (necromancer's skills modified)

Skiller (necromancer's skills modified)

Demo

Contains necromancer's skills modified and a necromancer at level 99 for test purposes.

Skiller (assassin's skills modified)

Skiller (assassin's skills modified)

Demo

Contains assassin's skills modified and an assassin at level 99 for test purposes.

Skiller (only sorceress' skills modified)

Skiller (only sorceress' skills modified)

Demo

First released version, contains sorceress with some edited skills (and a character at level 99 for test purposes)

Comments  (0 - 10 of 65)
sweetcarolinahoney
sweetcarolinahoney

I really like Barbarian's Battle Orders now. Much better and versatile than boring +1 to all skills. CTA runeword will be more powerful now. I really like all the improvements you put into your work. Thanks and good luck with Amazon.

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ZOMB_ Creator
ZOMB_

Thanks, glad to hear you like the changes! But keep in mind, that most of the new Battle Command bonuses come strictly from HARD POINTs (so +all skills bonus doesn't increase them). So +all skills bonus only increases duration and + strength and dexterity bonus, not the rest. So CtA RW will be slightly better, but not overpowered.
Battle Command coming directly from a Barbarian will be much better than CtA.

Amazon will be an interesting one. Hope I'll come up with great and interesting changes :) Stay tuned!

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Gorwe
Gorwe

I hoped for more when it came to weapon based passives. Because I still don't see a point in going 20 into those. Also, Howl and Bash are ok?

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ZOMB_ Creator
ZOMB_

Sorry to disappoint :)
You don't put 20 points into masteries? Because thay are one of the best passives in the game in my opinion. Damage bonus and critical hit chance are great, and attack rating bonus is even better. I always put 20 point into them (when I'm not playing War Cry barbarian of course). Sure, Berserk has a lot of dmg and AR on its own, but for WW or thrower barbs, masteries are a must.
Howl is a great crowd control skill. Usable in both early and end game (pitzerker FTW!). Totally worth 20 points.
Bash is not that great on its own, agree. However, thanks to Double Swing, where it's used as a synergy, it's worth 20 points.

Thank you for the comment. And to cheer you up a little - I have a plan to go through all skills again and do something about the skills, that are worth 20 points ONLY as a synergy, but are useless on its own. Bash for example. Right now, I'm doing the smallest possible changes to satisfy the rule - "Make all skills worth 20 point (in any way)."

So stay tuned, these skill changes I've made surely aren't final :)

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Gorwe
Gorwe

Just be careful you don't overbuff them.

As for Masteries...no, I don't find full 20 necessary, but that's mostly due to heavy diminishing returns on Crit. And I figure I'll have a more functional character if I invest those extra 10 somewhere else. Or I go 10 / 10(2 weapon masteries of my choice - usually Sword + Spear, but I could really understand Blunt + x). edit: I was wrong about Masteries, but I still don't prefer full 20. Except the heavily diminished Crit, they are fully viable. Except Axe and Polearm imo.

As for Amazon, it should be rather straightforward. A lot of skills are in "synergy skills" class(like Bash) and a lot of others are useful. You'll mostly have to deal with Passive / Magic skill tree. A lot to fix there. Dodge / Evade / Avoid / Pen / Crit aren't worth more than 7 or 10 points(escalating d.returns), Valkyrie is in the worst possible place(should be gotten earlier imo), and Inner Sight / Slow Missiles really need help. Other trees are fine(except Magic Arrow imo).

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Gorwe
Gorwe

Happy New Year! Barbarian?

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ZOMB_ Creator
ZOMB_

Planned to be released in three days from now. Stay tuned :)

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Gorwe
Gorwe

Very nice, modern changes. They somewhat remind me of Crusader / Monk tbh. With all the passive / active effects. I've few questions:

1. What happened to Vigor? Was it really hard to make useful? Perhaps the �ster hit recovery should've been there(Meditate is very strong now)

2. Why are Holy <damage> skills linked to Salvation and not to Conviction?

3. What about Smite and Holy Bolt? You reckon they're ok?

4. About Defiance and Holy Aim. -25 points of damage seems like a low number. But I can't remember how much of phys dmg redux do high level items give, so I could be wrong. Holy Aim is also quite overloaded ; regardless of that, Blinds Target 5? What does that even mean? The numbers argument could also apply to amount of hp regen from Prayer.

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ZOMB_ Creator
ZOMB_

Thank you for the comment!

Actually, the passive effects come from Diablo 2 (Resist Fire & Cold & Lightning), I thought it would be great to apply this to the rest of defensive auras. Now that you mention this, I recall there is something like that in D3, it just has been some time since I played that game.

Now to the points:

1. Vigor is imo very useful already as it is. It is definitely worth spending 20 points (because of BH synergy). Also when a hammerdin doesn't have enigma, he switches from Concantrate to Vigor for faster movement. Also, there is the Harmony RW, which grants level 10 Vigor aura, and is very useful thanks to this skill (for quick movement in towns).

2. Which skills do you have in mind?

3. Smite is ok (Smiter FTW!), Holy Bolt is worth 20 points since FoH is now more useful.

4. -25 damage is actually quite a lot. Once I found a magic amulet with "Damage Reduced by 25" with one of my HC characters, it was a HUGE help. Combined with other items (e.g. Gladiators Bane), this skill will be really useful, especially in party. Also, 25 is not the cap. It increases with +all skills.
Holy Aim truly is quite overloaded - only some real testing will show, if it's ok or not. There's no problem to make it weaker. Blind Target +5 - the higher number, the higher chance to blind on hit. You can find this property also on items. There is a formula that tells you the exact meaning - Diablo.gamepedia.com(Diablo_II)

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Gorwe
Gorwe

Yeah, definitely my bad. Bolt buffs both Hammer(edit: it does not ; I misread) and Fist and Vigor buffs Hammer both by its nature(better positioning etc) and by the way of that synergy. It's just that Bolt on its own is almost like "Holy Mastery" or something. It's almost useless as its own skill. Unless "Healer" lol.

2. Holy Fire / Freeze / Shock. It just makes more sense to rely on Conviction than on Salvation. Both manipulate Resists, Con offensively and Salv defensively. And seeing how that trio is offensive...I think you can understand what I'm talking about. It's not necessary, but I think that now too many things point to Salvation.

edit: Are Desert Mercs Auras modified as well?

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ZOMB_ Creator
ZOMB_

Agree. Holy Bolt isn't that useful on its own. By the way, healer is now more useful too in Skiller :)

2. I see your point. I didn't even think about that, since Salvation was already there as a synergy for Holy Shock / Freeze / Fire in vanilla. Think I'll just keep it that way.

And yes, act 2 mercenaries use the same skills. That's another reason I had to be careful about the auras.

Reply Good karma+2 votes
Gorwe
Gorwe

Ah yes. Perhaps it will be time to return to Sanctuary. Now, if only there were modern resolutions(as opposed too 800 600 lol). Thanks for all the good work.

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