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  1. God damnit, I never even realized that, and I only play Malkavian when I replay it. Guess it's because I never really liked the outfits, so I never bothered with them at all. /Edit: Or because I always play female vampires, because... reasons.
    2 points
  2. So basically very brave, heroic NPC pilots attacked a destroyer and you used their noble sacrifice to steal their loot? And why didn't this story end with "I salvaged the destroyer; dragged it back to my base, only to find out I didn't have a big enough hangar bay." It is what a true keyrock X4 experience would be. Are you sure you are you?
    2 points
  3. The male costumes for Malk PC were prescient, shirtless for the beach, pest exterminator for Downtown plague, sewer worker for the LA sewers and party boy for the Giovanni party. It's one of those attention to detail things that I love about that game.
    2 points
  4. TheGuardian - The Real Lord of the Flies ; What actually happened when six boys were shipwrecked for 15 months on a deserted island
    2 points
  5. Okay, this did make me snicker a little. https://imgur.com/gallery/JLfURra?
    2 points
  6. Hi everyone, I have just finishined the first complete version (1.0) of my own mod which will aim at making the game more balanced. My main objectives are the following : - Make all abilities/subclasses worth including in a build, - Ensure that Tier VIII and Tier IX are interesting enough to go Single Class, - Correct a couple of weird mechanics to make them more consistent with generic rules. I plan to deliver it on Nexus Mod a bit later probably within a couple of weeks. Important notes ; - This mod is designed for RtwP. I "think" most of its content should work for TB, but I haven't tested it, - This mod is in English only. It will work with any language setup though, but modified texts will appear in English, - This mod has been designed and tested with the content of PoE2 Community Patch (I own no rights on CP, but I wanted to promote it). - This mod will apply to any newly created character. For existing ones : The files, version 1.0 : The ones with most of the changes, mostly buffs or minor corrections : BalancePolishingModBuffs 1.0.zip The ones with nerfs for a couple of broken features (such as preventing Salvation of Time abuse, or Troubadour nerf). They will be described in red in the notes below. You may not want to use this package. BalancePolishingModNerfs 1.0.zip The one with Summon Rebalance, with a lot of tweaks (buffs and nerfs) delivered as a stand-alone package : BalancePolishingSummonRebalance 1.0.zip Installation instructions, In order to get the intended experience : Detailed list of changes : I didn't include the full explainations in this thread, but feel free to read them in the "Project for a Balance Mod" thread. Most of the descriptions should be up-to-date, but there might have been a couple of changes. Therefore, the release thread should be considered as the reference. Discussion References per topic : 1) Class changes : A) Fighter Inspired Discipline : 3 Discipline -> 2 Discipline Power Strike & Inspired Strike : 4 Discipline -> 3 Discipline 6s Stun -> 10s Stun 6s Staggered -> 10s Staggered Inspired Discipline only : +200% damages -> +300% Take the Hit : 4s Recovery -> 0s Recovery Into the Fray & Upgrades : 2 Discipline -> 1 Discipline 10 – 14 damages -> 5 – 10 damages Mule Kick : Most upgrades use the PL of the original ability. A PL 3 upgrade of a PL 1 ability used by a PL5 character will for example get a scaling of +4. There was a glitch that counted Mule Kick as PL3 instead of PL1, so I corrected it for ruleset consistency. This basically gives Mule Kick +2 PL. Toughened Fury :25% proc chance, as announced by CP (CP implemented only 20%) B) Paladin Light of Pure Zeal : 5 Zeal -> 4 Zeal Exorcism : 4 Zeal -> 3 Zeal Healing Chain (complete rework) : 2 Zeal Range 5m + 4m Jump Friendly Target + 50 Bounce (yes, 50) Heal 10 health per bounce (no reduction per bounce) Can bounce several time on the same target (0,3s delay) Hastening Exhortation & Upgrades : 2 Zeal -> 1 Zeal - Hastening Exhortation : Nimble for 15s- Zealous Exhortation : Swift for 15s- Hastening Command: Nimble and Strong for 15s Liberating Exhortation & Upgrades : 2 Zeal -> 1 Zeal 20s Duration -> 15s Reinforcing Exhortation & Upgrades : 2 Zeal -> 1 Zeal 12s Duration -> 10s Glorious beacon & Upgrades : 3s/4s Cast -> 0,5s/4,5s Cast 1,5m AoE -> 2,5m AoE 8s Duration -> 12s Duration (for all effects, including upgrades) Sacred immolation & Upgrades : 4 Zeal -> 3 Zeal 32 raw damages per tick -> 20 damages (I overrode the 3,5m radius from Community Patch) Wrath of the Fives Suns (Pallegina special ability) : Penetration : 7->12 Penetration properly scale with PL (currently it does not) Damages : 5-7 -> 5->15 (x5 Projectiles) EDIT : 2 Zeal -> 1 Zeal Greater Lay on Hands : 8s Duration -> 10s Duration Hands of Light : 8s Duration -> 15s Duration C) Chanter Also refer to Summon Rebalance for changes specifically about summons. Troubadour : Brisk Recitation phrase take 4s instead of 3s. Set to Their Purpose, They All Knew Their Part : 6 Phrases -> 5 Phrases (as unupgraded version) (this was justified when it provided Brillant...) Far from Defeated, His Heart Filled with Joy : 6 Phrases -> 5 Phrases (as unupgraded version) +3 Phrases -> +2 Phrases Far from Defeated, His Heart Filled with Joy and Their Companion Braved the Horde Alone are now considered Offensive instead of Non-Offensive (important for Skald) ...Each Kill Fed His Fury : Contrary to the ability it is upgraded from, this ability provides mere +5 stats boost instead of inspirations. As it seemed really random, I replaced the stat boost by actual Strong, Fit and Steadfast Inspirations. Boil Their Flesh From Skin to Bone & Upgrade : Secondary Cones replaced by simple 2,5m radius AoE. This enables the Acid Explosion to be properly centered on the victim. ( I learned that the secondary Cones originated from the caster instead of from the actual victim. This changes also correct this glitch) His Laughter Rang Through the Halls : 8s Daze -> 30s Interrupt on Hit -> Interrupt on Graze His Heart Did Fill With the Light of the Dawn : +1 Ressource -> +2 Ressources Does not affect the caster anymore. D) Rangers Sharpshooter : +20% Range with all ranged weapons Hobbling Shot : Hobbled for 10s->15s Heal Companion & Upgrade : 2 Bonds -> 1 Bond Cast time : 3s/4s -> 0,5s/4,5s Range 4m -> 10m Note : I didn't follow Community Patch change for this one. Revive Companion & Upgrade : Revive with 50 health -> 100 health Vengeful Revival : +20% damage -> +30% Deadly Surprise : +100% damage -> +300% Bonded Fury : 3 Bonds -> 2 Bonds Cast time : 0,5s/4s -> 0,5s/0s Range : 6m -> 10m Twinned Shot : 2 Bonds -> 1 Bond Vengeful Grief : Duration 15s -> Infinite (note that DEX and MIG affliction still dispell the Inspirations you get) Heart Seeker : 4 Bonds -> 3 Bonds Shadowed Hunters : Pet's first bite after using the ability apply a 30s DoT effect (20 raw damages per 3s tick). Note that first pet attack doesn't break invisibility (this is true in the base game). Distracting Training : 6s -> 15s (not that this is the base duration. It will be lower in general because the ability use pet's Intellect) Pet Abilities Keyword :Added Beast Keyword to all pet abilities cast by the Ranger so they benefit from equipment with bonus to Beast abilities.Applied to Heal Companion, Revive Companion, Bonded Fury, Master's Call, Shadowed Hunters & their upgrades.Not applied to Takedown and Play Dead cause they are cast by pet themselves (and PL can be detrimental to Play Dead cause it rise its duration) E) Barbarian Mage Slayer : Removed the Spell Resistance entirely. Added -25% Hostile and Beneficial effect duration. Corpse Eater : Greatly buffed special food (and also replaced bonus MIG and malus INT by more varied effects) : - Kith Meat : -5 Diplomacy, -15% Damages received, +3 Corpse Eater PL - Corpse Loaf : -3 Diplomacy, +3 Health per 6s, +10 Fortitude, +4 Corpse Eater PL - Forbidden Pie : -3 Diplomacy, +4 Resolve, Mind Affliction Resistance, +5 Corpse Eater PL In addition, Kith Meat and Vessel Flesh can be bought from Vithrack and Imp vendors (Kith Meat price set to 100 gold) Instruments of Boundless Rage : 3 Rage -> 2 Rage Added Fire Keyword Heart of Fury : 4 Rage -> 3 Rage Savage Defiance & Upgrades : 15s -> 25s Stalwart Defiance : changed to Gain Concentration every 6s Leap & Panther's Leap : 6s Dazed -> 4s Stun Dragon Leap : 6s Dazed -> 6s Stun Panther's and Dragon Leap are now correctly tagged as Leap upgrades (which basically makes them scale as PL5 abilities -> effective +3PL) Carnage : Can now Crit (so can apply Blood Frenzy ) Accurate Carnage : +5 Accuracy -> +10 Accuracy Blood Surge : 25% Chance -> 50% Chance, but only apply to Hostile Targets (same change as Community Patch did for its Paladin equivalent) Blood Thirst : Cleaned the mess that causes it to proc twice on the same target and prevented it from being stackable with Crushing Blow. Now proc only once except sometimes when 2 targets are killed in a row (it applies twice then, cause Recovery is cleared before second target is killed, so you keep one charge) Barbaric Blow & upgrades : Removed the PR and Damages bonus to make the ability more focused. Now Barbaric Blow & Upgrades do : - 75% Hit to Crit chances - +75% Crit damages bonus (note : Crushing Blow do get this bonus, even if it does not get Crit Damages Bonus in the base game due to a bug) - +200% Carnage AoE (so roughly 2.5m radius instead of 1.5m) - Barbaric Smash : no refund, but cost reduced to 1 Rage - Crushing Blow : no recovery (not conditional anymore) Spirit Tornado : Spirit Tornado applies Stagger on any hit, not only Weapon Hits (as the unupgraded version) F) Wizard Conjurer : Summon Familiar cast time : 3s/4s -> 0.5s/0s (It's not very well known, but Familiars provide a +1 stacking and generic PL Bonus, as well as random +3 to one stat and a minor bonus.) Transmuter : Form of the Fearsome Brute changes : - Form of the Fearsome Brute Armor : +100% Recovery -> +20% Recovery - Form of the Fearsome Brute Fist : 13-25 damages, 6PR -> 18-24 damages, 7PR - Form of the Fearsome Brute duration : 30s -> 20s - Form of the Fearsome Brute duration : +1 Engagement -> +3 Note : these changes also apply to Form of the Fearsome Brute Potions Bewildering Spectacle : Cast time : 3s/4s -> 0.5s/3s Confusion : Added Interrupt on Hit AoE : 2.5m -> 5m Note : these changes also apply to Confusion Scrolls, Wael's priest and Trickster's versions. G) Cipher Wild Mind : Miscast : set to foe only, but damages lowered to 0.5 x Focus. Tenuous grasp : 0.5s/4s cast time -> 0.5s/2s Fractured Volition : Change Weakened for Enfeebled. Haunting Chain : Duration 20s -> 40s. Soul Ignition : Target Fortitude -> Target Will (due to Cipher's passive, this is a buff) 16 damages per tick -> 20 damages Duration : 15s -> 18s Mindweb : Now break after being damages 3 times. Note that this erases the changes from CP that were supposed to make Mindweb break after a Hit (but didn't work) H) Rogue Trickster : Sneak Attack 20% + 5%/PL -> 10% + 5%/PL Streefighter : Indirect nerf : Blunderbuss Modal : Distracted for 10s -> -10 Accuracy for 10s Smoke Veil : 2 Guile -> 1 Guile Shadow Step & Upgrade : 3 Guile -> 2 Guile Paralysis 6s -> 8s Shadowing Beyond & Upgrade : 3 Guile -> 2 Guile +50 Deflection that was weirdly cancelled on 1st or 2nd attack (without any explaination) -> +25 Deflection for whole duration Smoke Cloud & Upgrades : Interrupt on Hit -> Interrupt on Graze Finishing Blow & Eleminating Blow : +3% damages per % health lost from 50% -> +1.5% damages per % health lost from 100% Devastating Blow : +6% damages per % health lost from 50% -> +3% damages per % health lost from 100% I did not change the max value, but I made these abilities count from 100%. Sap : Hobbled for 30s -> Shaken for 30s Added impossibility to receive Concentration debuff on target for 30s. Perplexing Sap : Removed the weird Confusion on target's attack effect. Upgrade Skaken from changed Sap to Fighten. This version of Perplexing Sap is basically a Silencing attack, or a cheap source of Tier 2 Affliction for Resistant foe. Strike the Bell & Upgrades (complete rework) : - Still Full Attack that Interrupts on Graze, with +25% damages and +2 PR. - Now all versions adds a 15s Dazed effect - Melee 1 Hander adds a -25 Will debuff for 15s - Melee 2 Hander adds a -25 Fortitude debuff for 15s - Ranged Weapon adds a -25 Reflex debuff for 15s - All other effects removed. - The upgrades now allow their respective -25 defense debuff to last for the whole Combat (in a similar fashion as Gouging Strike) Confounding Strike : Start at -10 deflection malus, -2 per hit up to a total of -34 (doesn't stack with flanked) Fix the stacking not working from CP. Thanks @Frykas for pointing it. Persistent Distraction : - Deflection and AR malus doesn't stack with similar effect anymore, as for all others Distracted Afflictions. Thanks @Frykas for pointing it. Deep Wounds :Now applies 20% fixed amount of weapon damages in 4 ticks (2s ticks) as announced by CP. CP implemented 3 ticks (3s ticks) for a total of 15%. I) Druid Also refer to Summon Rebalance for changes specifically about summons. Wall of Thorns : No actual changes, but this ability displayed a base PEN of 7 which was wrong : it is actually base PEN 9, so I corrected the display Nature's Terror : - Casting time changed from 4,5s/3s to 3s/3s. Sunlance : - Casting time changed from 4,5s/3s to 0,5s/4,5s. - Added Interrupt on Hit. Nature's Bounty : - Now its effects (20 health restored, +2 PER and MIG, +20% Action Speed for 30s) will apply directly instead of summoning potion. - AoE reduced 5m -> 2,5m to compensate that it now affects summons and everything. Entropy : - Added 3 Base Bounce (Base 4 Targets) - Number of procs raised from 3 to 5. - Charges are not consumed by Graze and Crit anymore - Removed Interrupt part Tornado : - AoE set to 10m radius. - Range set to 20m - Added a true "Interrupt on Graze" effect, which is consistent with the Vertical Launch part. - Casting Time tuned from 6s/2s to 4.5s/3s Touch of Death : - Set casting time to 0,5s/3s instead of 3s/3s. - Add a +25 Acc modifier for this spell. So if your accuracy is equal or greater than foe's Will, the kill is guaranteed. Wildstrike Frenzy : - Changed from Procs on Kills to Proc on Kills Fury Strom Blight Weapons : - Now properly count as weapons (generate focus, etc...) J) Priest Also refer to Summon Rebalance for changes specifically about summons. Divine Terror : - Duration 20s -> 30s Salvation of Time : Change to a lasting beneficial effects which adds 0.5s to every beneficial effects every 1s. That effectively halves their ellapsing speed of buffs (including SoT itself : it lasts 20s with a base duration of 10s). Basically still add 10s but : - Now benefits from PL and INT - Now applies to effects cast after it (especially useful for Vanishing Strikes...) - Useless to cast several times in a row - The most important : now a single effect cannot have its duration more than doubled. It is still a very good spell, even better than before, but it is now impossible to abuse by combining it with Brilliant, and all other buffs will also have to be re-cast again at some point. Hand of Berath : - 5PL -> -10PL - Now auto-hit. Revenge of Skaen : - Range 5m -> 10m - Added a -20 Accuracy effect in addition to Blind. The -20 Acc does not stack with -10 Acc from Blind but the idea was to create an effect that goes through Perception Resistance Blessing of Wael : - +5 All defenses -> +10 - Now works vs any kind of attacks (not just melee ones) - Now targets Will - Changed the Blind affliction (which was too redundant with Skaen's Revenge) for a random effect of -10 PER, INT or RES. Symbol of Berath : Added acid Keyword Gaun Spells : - Added Plant Keyword (bugfix from CP, not base game) Wael Confusion : - Added Illusion Keyword (bugfix from CP, not base game) K) Monk No changes but fixed the glitch from Community Patch that prevented Shattered Pillar to get max 10 wounds after picking lesser Wounds (note that Community Patch add-on also fixed it in parallel) 2) Summon Rebalance : Nerfs are hihjlighted in red, but are part of the same package. Weapon & Armor Scaling :The biggest change is now that all summons weapon and armor scale with level (as Animated Weapons, Summoned Weapons, Companion Pet's Weapons and a handful of other summons already do).They all follow the rules of the table in the link below (+1 PEN, +4 Acc, +15% damages for their weapons and +1AR at level 5, 9, 13 & 17) https://gamefaqs.gamespot.com/pc/227477-pillars-of-eternity-ii-deadfire/faqs/76599/non-pl-scaling(Only exception are some of the Tier IX Summons because you get them after level 17. But most of them will have legendary quality weapons, or strong enough weapons anyway. ) Wizard & Monk : No Change Druid : Ondra's Whip, Watery Double, Lashing Vine : no changes. I think these abilities are balanced as they are (and they all scale at levels 5, 9, 13, 17 ).Summon Sporelings :Added Weapon & Armor scaling. All Blights Summons :Added Weapon & Armor scaling. Call to the Primordials :Added Weapon & Armor scaling. Reduced the number of oozes from 3 to 2. Reduced the duration from 30s to 20s. Bog Ooze removed from the list of potential summons, replaced by Lesser Bog Ooze (but with the added scaling, it's actually somewhat stronger).Fire Stag : (Weapons and armor already scaled) (minor) Change its fire shield so it procs on "damaged" as other fire shields, and not on Hit/Crit. Set Engagement limit to base. Adjust base damages to 13 - 19 with PEN 8 (equivalent of a sword with +2 PEN and fast attack rate).Explosion is now triggered by death instead of ability activation. That means Barring Death Door will prevent it from exploding and doing any damages. But when Fire stag is killed by foe, it explodes as if the ability was triggered. Fire stag can still kill itself to trigger the explosion. Explosion has been set to foe-only.Aspect of Galawain :(Weapons and armor already scaled) Adjusted base damages to 13 - 19 with PEN 8 (equivalent of a sword with +2 PEN and fast attack rate). (Wolf gets higher base damage, and Lion has bonus attack speed as previously). Adjusted armor : - base 5 AR -> base 8 AR, - 25% recovery -> 0% recovery. Bear gets +2 AR on top of this as previously. Added an Interrupt on Hit effect to its base attack. Priest :Spirtual Ally :Added Weapon & Armor scaling (its armor scales up to equivalent of legendary plate). Tune down duration to 25s because scaling weapons make him much better at high level and it was already a decent summon. Incarnates : Changed -5 PL for 35s into -1 PL (stacking if used multiple time) for 120s. This counts as a hostile effect and is decreased by Resolve and similar feat. Now for specific Incarnates : - Eothas : Equipment set to Legendary Quality. Replaced one of the priest incarnate by a copy of the first since it had an infinite recovery and could only act once. Duration reduced from 35s to 20s (triple summons would be too strong for 35s). - Berath : Equipment set to Legendary Quality Duration reduced from 35s to 25s (double summons would be too strong for 20s). - Magran : Weapon and shield set to Legendary Quality. Buffed to be a defensive juggernat : Set her CON to 25, RES to 25Armor changed to 14 AR without weakness apart Cold and its Recovery would be lowered from +67% to +34% (this value is the one from a Fighter with Armored Grace wearing a heavy armor). - Skaen : added +2 weapon PEN, +10 Acc, damages set from 14-20 to 18-25 (fast attack speed). +2 AR. (Basically similar to a scaling from Exceptionnal to Legendary.) - Wael : get scaling bonus (+4 PEN, + 16 Acc, +60% damages with weapons, +4 AR). I also gave him +10 CON so its health pool is more in line with other Single Incarnate, albeit still the frailest. I also added +5 DEX, +5 PER. - Rymrgand : No changes to this monster. Chanter : Skeletons : Added Weapon & Armor scaling. They start as poor so they have "exceptionnal" weapons at level 20. Note : "Many Lives..." phrase skeletons don't really scale anyway. Phantom : Added Weapon & Armor scaling. Phantom upgrade duration : 25s -> 60s. Wurms : Added Weapon & Armor scaling. Base Duration lowered from 25s to 18s. Upgrade cost : 4 phrases -> 3 phrases (I have already aligned all chanter upgraded invocations with the cost of their original ability) Wisps : Added Weapon & Armor scaling. Ogres : Added Weapon & Armor scaling. Set their active abilities to 1 per encounter. I didn't want them to be better than Drake at AoE or better than Wisp at Interrupting. Changed their "Down the Hatch" ability : it doesn't provide Tenacious and Robust anymore : this would have lead to too much AR and PEN if added with the scaling. Now "Down the Hatch" is renamed "Ogre Defiance" and only provides 10 health per 3s for 20s. Disoriented drawback has been removed. I added 2 PEN to their attack abilities to compensate for the loss of Tenacious. Drake : Added Weapon & Armor scaling. Duration 25s -> 35s. Added : Ground Immunity, Fear Aura and Dex Resistance that all other drakes have (Dragon Summon gets an improved version of Fear Aura). Knockdowns : - 2 per Encounter -> 3 per Encounter - Damages set to 15 - 25, base PEN set from 7 to 10. - Only affects Hostile Fire Breath : - 1 per Encounter -> 2 per Encounter - PEN set from 6 to 9 Dank Spore : Added Weapon scaling. AR already scaled, but I aligned it with other summons progression. Duration 25s -> 35s. Foul Thing explosion on death : - added 40 - 55 raw poison damages - set Sickened affliction to Infinite duration as announced by the ability. - only affects Hostile - corrected a bug that prevented the Sickened affliction from being displayed. Animated Weapons : Are currently already fully scaled. No change. Dragon : Will receive the benefit of full weapon / armor scaling. In addition to scaling, I'm going to change Dragon stats because they currently don't make sense, with a bottomless pit of health but lower AR and attack than the drake : - Armor 7->10(+4 from scaling) with resistance to Fire and Slash and vulnerability to pierce. (Based on the (scaled) version of the Drake, +1 AR) - Health 200 + 50/level -> 100 + 30/level - Attack : 16-22 CRU/PIER, 7 PEN, normal attack speed -> 20-26 CRU/PIER, 9 PEN, fast attack (+scaling) (this is based on the drake attack, but slightly improved). 3) Miscellanous Changes : Fire Godlike Fire AR : 2 -> 4 Martial Casting : 15% Action Speed -> 100% Action speed when casting summoned weapons. Quick Summoning : 15% Action Speed -> 25% Action speed when summoning. Adra Ban in shop :Added Adra Ban to Una's Shop, for 10000 gold per unit.Binding Block :+15 Accuracy -> +20 Lasting Empower :Corrected CP bug (duration increase applied to many stuff including non-empowered attacks), but I had to go back to base Game version. Bashing Shield : Now Bashing Shield (Magran's Blessing and Best Defense) Accuracy, PEN and Damages upon attacking increase according to the shield quality (example for excptionnal shield : +8 ACC, +2 PEN, +30%) Special thanks to @Noqn for implementing this very clean ruleset. Not applied to Tuotilo's Palm (its stats increase according to Transcendant Suffering / Monastic Unarmed Training as in the base game) Damages and PEN set to base 7-10 with base 7 PEN to match their scaling. Magran's Blessing Fire Shield slightly reduced to compensate for the scaling applied also to retaliations : - 5-7 damages for base Fire Shield - 8-12 damages for greater Fire Shield Last but not least, the expected Cuttlefish nerf !!! : +1 Crew Morale -> +0 Morale
    1 point
  7. Yeah, you're right. Not sure why I jumped to cases today. Brain fart indeed.
    1 point
  8. Weren't we talking about deaths yesterday? We're still sitting at 320 deaths per Million. I might fail at maths, but I think the US is at 240?
    1 point
  9. Thank you!. The next release is scheduled for 5/15/2020. Currently working on: Adding new medium bashing shield. Modifying a medium shield from previous release to have bashing. A large size tanking shield - adds lashing effect to Main hand attack during shield modal with some CC abilities. Paladin Trinket ------------------------------ If time permits. Accessory for One-handed Dueling Rapier build, only works with Off-hand empty.
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  10. In my opinion a Shadowdancer is better off with Lightning Strikes instead of Swift Flurry - but that also depends on the dificulty setting. Swift Flurry is better on lower difficulties than on the higher ones. Reason is higher defenses on higher diff. and because Rogue's dmg bonuses work very well with lashes in general (since they are mutliplicative damage) and he hasn't substancial ACC buffs and "only" Dirty Fighting. Mathematically you will have a hard time reaching the dmg output of Lightning Strikes with Swift Flurry - especially when it counts most: against tough foes. If your Shadowdancer will be hunting behind enemy lines (bringing down casters, archers etc.) then it's another story though because those ususally have lower defenses that the tough nuts and it's nice to be able to one-shot them with a cascade of crits. Transcendant can be better suited for Swift Flurry because (as you said) he not only has some paralysis which helps with Swift Flurry but also ACC bonuses from Borrowed Instinct, Tactical Meld and then debuffs which can lower deflection further. On the other hand: enemies who get hit with Soul Annihilation seldomly need Swift Flurry on top to die... But a good proc-chain of Swift Flurry can fill up your focus right away which can be cool.
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  11. Got a new monitor, Lenovo Legion Y27Q-20. I decided not to go down the ultrawide route again and so far I'm very happy with my purchase. The only thing I need now is a new graphics cars, as the nvidia 9xx series do not support gsync compatibility and do not have dp 1.4. So right now I can't get the full 10bit color picture and obviously the gsync doesn't work.
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  12. It is not reasonable. Of course it's bad that your CPU heats up that dramatically. But you can't blame it on Deadfire alone because as I said: we don't have that. So some special "negative synergy" of your system, maybe your installed software and Deadfire has to happen there. Maybe you could check if it's the case with all Unity games (if you are willing to install another one) or if it's Deadfire alone. Deadfire is a bit heavy on my CPU as well, but it's not getting significantly hotter than with other stuff.
    1 point
  13. What if the real treasure was all the -isms we coined along the way?
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  14. Well, yes and no. I landed the first blow and the killing blow, not to mention did 90% of the damage, so technically the loot is rightfully mine. Look, I don't make video game rules, I just follow them. Of the 8 marines aboard my frigate, only 2 were experienced, the other 6 were still condidered recruits. If I tried a boarding maneuver I would most likely have sent them to their death. Kresusiso Enterptises values the welfare of its employees. We have a great 401k plan too. Also, when I built the pier at my HQ, I built a 3 dock pier and I currently only have 1 large or XL ship (destroyer), so I would have had room. Sorry to disappoint.
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  15. Thanks—I didn't realize that Rust's is limited to 1/rest. I also hate 1/rest effects as I almost never use them.
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  16. It ain't that expensive,(varies on the size of what you're making) but you cant get some good prices on 2 part solution silicone molds and and casting for less than $1000 that you would spend 3D printing everything. Specially if you have repeated part as molds are reusable. You only need a box and something to act as spruces. https://shop.smooth-on.com/ They also got tutorials on how to mold and what materials to use.
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  17. Among other things: That's the back section of armour, as raw freshly printed PLA and just the first basic sanding to get rid of the immediate rough edges. * Yes, some builder's putty to fix a crack as seen there as well. Now all coated with fibreglass resin, and a couple of layers of filler primer. So potentially breaking out the mouse sander tomorrow and seeing what other small holes and gaps might need putty and filler. And re-smoothing.
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  18. Today was sunny , so I wrapped myself up in old clothes and facemask, and painted fibreglass resin onto 3d printed armour pieces out in the backyard... Also realised, that with the basic exercise equipment at home, and the benefits of being able to order groceries online instead of going up to the supermarket.. I actually haven't left the house in a month.
    1 point
  19. On office social call got tired of being nagged to turn on webcam, so finally did. Turned it to face the sun.
    1 point
  20. I see altering the quintessential RTwP series into TB one, fundamentally different than simply offering a new TB game. Fans of RTwP enjoy plenty of other TB games. It's understandable to be annoyed at such a switch. While TB people (at least the vocals ones) are diametrically opposed to letting RTwP games just be. We saw this with Torment and again with BG. At this point BG3 is just "A Forgotten Realms game set in Baldur's Gate." It's basically a marketing stunt to captivate new audiences off of the prestige of a series they would never actually take interest in. It's just fashion branding to be honest. So you might just say "well it wasn't ever really a BG3, let it go." And people are... but that's not how the game was spun when first being revealed, people had to attenuate to Larian's marketing garble. When RTwP advocates get annoyed you get the following: Yuppie trying to dismiss the merits of RTwP without engaging: "Ooh look I'm also "grognard" who likes BG, but I'm also hip and trendy who doesn't "reee" like those ugly old school grognards who can't get with the times." At which point the actual grognard points out that the yuppie is by definition not a grognard, and the yuppie responds "See what I mean, all that ugly gatekeeping. Good riddance." (I say this more as a yuppie millennial on the younger side myself, who prefers RTwP.) You have hoards of people who read lengthy fantasy books who would have no problem reading all of Pillars 1 text. Then you have people who moan about an RPG actually world building before their eyes; Who get upset that the game isn't mostly strategy, but then don't want to even grok the actual tactics and strategy of the RTwP system. I enjoy TB, but I'm frankly annoyed by how the vocal TB players portray RTwP games, and further how those same people want the rich text to be chopped down. PoE1 is really not a bad lore dump, and it's like reading a graphical novel at best. This isn't Game of Thrones. Live and let live, but this should go both ways. Why is RTwP always encroached upon? My point is vocal TB fans force preference falsification on RTwP communities, they manufacture consent, they lead devs away from the existing market base, convince devs that the market just isn't there. When in fact tons of people engage with all the aspects of narrative and tactics of these infinity-like games. At best you just need to offer an easy story mode for the few that just want story. Which Obsidian actually does! Bless them! Like, I can't imagine a more wholesome and thoughtful approach than Obsidian's, and yet you have InXile and Larian bending over backwards for people that really just prefer the flashy 3D graphics of Divinity to the flat look of Pillars. Once people actually play the games normally they cite Deadfire as being one of the most gorgeous games ever, but it looks flat in trailers. The problem is that these games can be a hard sell, especially in the manner in which the market understands marketing. How will you convince the fantasy reader to set aside FF14 and pick up Pillars when all you do is market it to people who most enjoy lighting barrels on fire to achieve sparkly dazzling easy wins, instead of DnD style tactical exploits. How do you draw in the RTS fans. How will you draw in the avid readers, the lovers of graphic novels, the lovers of visual novels? How will you make it a rich experience for grognards and new comers a like? I think Obsidian does, and mostly the issue is market exposure, not the market. Yeah, I'm saying a lot. But it's all true. Obsidian has been doing great work at modernizing RTwP and I'd hate to see it fall the wayside. A reason enough to be skeptical of fighting a two front war.
    1 point
  21. Well... EDIT: Never mind, I decided to edit the table out. I may have lost a SAN check.
    1 point
  22. Most police departments that I am aware of have rigorous screening processes to screen out hotheads or people who want a license to be a thug. The bigger problem (IMO) with police is the increasing fetishistic militarization going on in police departments combined with the traditional institutionalizing that the workforce endures (and also creates and fosters in itself in some cases) that develops an "us vs them" perception of police work. This is furthered by the fact that most police don't live where they police, which helps to dehumanize the population where they do police. And indeed it is also furthered by the fact that the collective common sense of humanity is lower than ever, as are critical thinking skills, which combine to make bad judgement de rigueur instead of anomalistic.
    1 point
  23. Hello and thank you everyone. I know replying your comments now is a bit awkward. But I wanted to share it. I chose the cat form. As a druid, my main character is an aoe caster. And while my perception, int, wise bonuses strengthen my spells, the cat form provides action speed with almost no time. With this I am only wait for casting times and I don't need any of dexterity bonuses. I can definitely say this combo is really useful.
    1 point
  24. Yeah, the US is baffling at times. I really like Bahnhof. The Swedish Security Service had a meeting with the CEO of Bahnhof about getting direct automatic access to all ISP's and phone companies telephone and emails in secret, he recorded the entire conversation and after saying no to the agreement he gave the recording to the media which ended up in the department head of SSS being called to the justice department for a hearing. Good ****.
    1 point
  25. I like Mullvad, Swedish and you can pay by cash
    1 point
  26. Hello all, Kind of new here but just wanted to mettre mon grain de sel as we say in french. The continuation of the Watcher story was quite a plus-value to buy Deadfire for me. PoE1 ended on a cliffhanger and I wanted to have more time to react to all this new information about the nature of the universe I spent 120H getting into. Moreover, I wanted more change to involve my character in the world with this hard-acquiered knowledge. So, PoE2 was a great opportunity to do that ! I felt like it was a great gift to players to keep the same character and storyline (friends, history, linked with previous events) for those who were with the franchise from the begining. For my perspective (of a 30ish guy playing RTwP RPG since teenage but still have a job and not much time to game), the low-sale issue of PoE2 seem linked to the issues in the first game. Many people tried PoE1 thinking they were purchasing a Baldur's Gate game and instead got something they perceived as a novel-in-a-game style, with a lot of new mechanics (compared to classig D&D) and handful of lore to take in (instead of well known FR setting). Some (very much) liked it (*raising hands*), but many felt they lacked the time, attention or motivation to get into that new world and shelved the game. If I just introspect at my experience with PoE1, I feel it was from the attentional span PoV more akin to reading a book or playing chess than playing a traditionnal RPG. I loved it - It was high-investment, high-reward, but many didn't have the time or interest to do that. Add to that the fact that the first game was plagued with loading times issues and bugs at launch, so you really needed to be MOTIVATED to get it to the end. I think I saw some stats somewhere showing that less than 50% of people who played PoE1 finished it ? I don't know if the source was reliable (didn't archive it), but I have no problems imaging that this was indeed the case. I can't count how many of my friends were enthusiasts about PoE1, tried it but didnt finish it and didn't want to hear about it past patch 2. So don't talk to them about a possible sequel. I know devs fixed many things in PoE2, but it was CRUCIAL to get the word out on these changes and I think marketing failed at this point. I guess it's the drama of doing sequels : always carrying the burden (and success) of previous issues. In this case, it was quite necessary to turn the tide and it wasn't done in time. Result : only hardcore fans of the series purchased it, leading to a mess from a sale perspective even if the reviews and hardcore fans were in awe. Nevertheless, I hope it's not the end. Eora and the mechanics in PoE have potential to revitalize RTwP instead of always remaking D&D adaptations. But for future marketing campaign to change the tides (and perception of casual gamers) about the PoE series, I think they really need to adress core issues and present the game for what it is (and isn't) with strength and authenticity. For instance, in the case of Deadfire : it's different than Baldur's Gate, more mature in theme, grasping politics and religion and the overrall focus is a LOOOT more on combat and political strategy with pirates than friendships and dragon-related epicness. So be prepared to play with a coffee and immerse yourself for a few morning (or evening) to fully enjoy it. It's just my humble opinion, but I think if the dev tried to convey a more focused message regarding what PoE2 is and isn't, it could have been a different outcome since people would have known a bit more what to expect from it (and thus, less disapointment).
    1 point
  27. Aaand... that's why you block all trackers, always.
    1 point
  28. Amid pandemic, U.S. renewable power sources have topped coal for 40 days
    1 point
  29. After toying around with the idea of a true one-hand dueling build for the player who wants some Riposting musketeer / spellblade flavor here is my Friday and Saturday evening results. Adding to next release of MOD which is scheduled for 5/15/2020. Rapier- Best or Pierce / Slash damage- Restricted to main hand only Holding a weapon or shield in the off-hand will cancel Duelers Bolero and Grandmaster's Flamenco. May dial down Duelers Bolero and Grandmasters Flamenco by 5%. Need to test on POTD.
    1 point
  30. @BMac of Obsidian posted a nice starting tutorial on modding in the modding subforum. It also has follow-ups. I think it's a good place to start: Modding ist mostly done by altering text files that are written in JSON format. So something like (just an example): { "name": "Boar", "model": 324234wefwef, "powers": [ "raw damage DoT", "health recovery" ] } I didn't look into spiritshift specifically, but judging by how other stuff works I believe there are several ways to achieve what you want. I would try to just copy the combat values of the form you like mechanically (here Boar) and paste those into the form that looks nice to you (e.g. Cat). Then you'd have Boar, Cat with Boar's values, Stag, Bear and Wolf in the modded game. You'd lose the original Cat. To preserve the original Cat form you could make a copy of the Cat form before and name it... I don't know... Stelgaer or so - and then replace the Stelgaer's combat values with the Boar ones. Then you would have Cat, Boar, Stag, Wolf, Bear and a new one: Stelgaer. Which looks like a Cat but behaves like a Boar. As far as I know you could even tint the Cat modal of your new Stelgaer form so that it looks more dark/blackish. But that may be too advanced. If you want to look at an example for modding Spiritshift you could download the files of the Community Patch (nop need to install the mod) and browse through the files to see how @Phenomenum altered the "Stag-Carnage" ability from 1/encounter attack to a passive. Also @Harpagornis made a whole mod around Spiritshift and surely has some deep knowledge about how to mod Spiritshift specifically.
    1 point
  31. I would add the Boar form. It has an automatic raw damage over time effect on its attacks (kind of bleeding damage) and it heals passively while shifted. Which is nice. Also it looks absolutely hilarious. Stag is indeed bad. But you can install the Community Patch mod which transforms the 1/encounter ability of Stag Carnage into a passive ability like the Barbarian Carnage (only a bit weaker). Then it's a fine (but not OP) spiritshift form. PS: good to see that the big upgrade of Spiritshift, Spiritcapslock, still finds its use.
    1 point
  32. I'm not going to do the whole pro/con thing, except point you to my guide's info on the forms: https://gamefaqs.gamespot.com/pc/227477-pillars-of-eternity-ii-deadfire/faqs/76599/druid But I will talk about two forms in particualr. Cat is by far the best all-around IMO. It comes with a once/encounter active ability that gives you a whopping +33% action speed for a short duration on top of already having faster attacks; the action speed buff even lasts past your spiritshift if you end it prematurely. Get a priest with salvation of time or multiclass with a wizard for wall of draining and you can stretch out the buff for an entire fight, emptying out your spellbook and pummeling enemies with great speed. Stag is the absolute worst. It doesn't have carnage, like it says it does. It has a lame active ability called "carnage" that attacks once for incredibly medicore damage. I believe this has to have been an erroneous implementation of it, and they never got around to making it function like in poe1 where it was like barbarian carnage except you had to turn it on.
    1 point
  33. Panicked over ‘murder hornets,’ people are killing native bees we desperately need
    0 points
  34. Nope, so that is vampires off the list of things I need to worry about. They can still be lizardmen, though....
    0 points
  35. I'm in upstate NY and it's snowing... today... RIGHT NOW... ON MAY 9TH! I lived in Connecticut for 30 years and the latest I ever saw snow was April 19th or 20th or so. * Global pandemic * Trump about to be reelected * Snow on May 9th We really are in The End Times... Dear Lord up in heaven, I haven't always been the best person...
    0 points
  36. 0 points
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