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Two links, same mod pack:

http://www.runicgamesfansite.com/vbdownloads.php?do=download&downloadid=649
http://www.nexusmods.com/torchlight2/mods/14


Now that we have Torchlight 2 on GOG, I figured I'd post these mods outside of Steam Workshop. I combined the three of them and added some fixes and minor updates. (I don't plan on updating them separately and then combining them multiple times, so sorry if you like only part of the mod...) The mods address gameplay balance and pacing issues I wasn't happy with, and I use all three together instead of Vanilla when I play. Mostly, the skill and potion spam were annoying me.

The Runic site and Steam Workshop seem to host the most mods. Despite Nexus being a big deal for other games, not much TL2 content has found its way there yet.

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.
Post edited May 28, 2016 by mothwentbad