MadDemiurg
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True, I'm tired of all my characters being green. I'll think of a good solution and add to the OP. Because the game has 0 replayability due to being trivial AF atm? You need to be a grownup and find your own ways to challenge your self ingame. Or maybe you need to be a grownup and get over your favorite OP character getting nerfed so that we actually have an interesting tactical game with meaningful choices? Why should he? It's Single Player RPG. If he will want he will pop God-Mode with Console and be super OP anyway. Thing is- you can choose to be OP or not in RPG. Nobody force you to take Inner Death at Level IX, which is basicelly DnD "Banshee scream". Did you ever thought of possibility that there are people who find it fun being OP, especially in end game, in single player RPG? Or you just think only your way of thinking about this and other games is correct, while everyone else should just bow to your "balancing" idea? Different people find different things fun in game. Imagine that. So maybe, just maybe, stop speaking like you speak on behalf of whole community as I guarantee you 90% of people playing this game don't even visit forum, they just play single player RPG game and enjoy it. And I can also guarantee you- those players are more happy than sad when they find how to be stronger in RPG. It's not PvP ffs. Exaclty, you can always pop godmode via console. I want balanced game experience where I can make tactical decisions between using appropriate abilities, not having "I win" buttons, mixed with "why even bother clicking this" buttons. Anyways, this discussion is going in circles. Obsidian does think balance is important and I don't think you people can be persuaded. You can always play Divinity OS 2, Dragon Age 2/3 or any of the other RPGs that do not bother with any semblance of balance.
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Paladin was probably a top 3 class in PoE1 after some pathches. Boring, but incredibly strong. You could pretty much do a TCS on autopilot with a min/maxed paladin. In POE 2, I don't really have a problem with FoD, I have a problem with full attacks being so effective with dualwield though. Basically it automatically makes dualwield the best option for paladins. I think either full attacks might need some rebalance. But It's far from the most critical issues imo, so it doesn't make the list for now. Speaking of paladin def, even with PoE1 levels of def they were basically untouchable. PoE2 buffed that further for no reason. And BG2 had plently of broken combos, Bioware never was any good balancing their games. Combat was never a strong side for them, but it was for PoE1.
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True, I'm tired of all my characters being green. I'll think of a good solution and add to the OP. Because the game has 0 replayability due to being trivial AF atm? You need to be a grownup and find your own ways to challenge your self ingame. Or maybe you need to be a grownup and get over your favorite OP character getting nerfed so that we actually have an interesting tactical game with meaningful choices?
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I must admit I'm not a fan of these either, but at least they're not on the most problematic classes (Pala, Barb), so I let them slide for now. If let's say underpowered paladin actives get buffed though this potentially needs a nerf/change as well, some actives are too strong to be spammable. These abilites break the balance of the resource system.
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I don't think nerfing duration of "can't die" would do any good. It would just become useless in the "normal" usecase, and still potentially gamebreaking with brilliant. Brilliant triggering every 6s is also still way OP. If you're dead set on it granting resources I'd just change it to make the next (ONE) ability you use free. Still pretty OP, but it's the most reasonable implementation I can come up with. Or make it trigger like every 20s with current implementation.
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Most classes are way stronger than PoE1 actually. I don't remember any PoE1 classes being immortal or oneshotting whole screens of enemies. Empower is far from the only problem and probably not even the biggest one. Many of these are more like bug fixes as well (Swift flurry). Get over "but muh class", it will make the game more fun. Being ridiculously OP is not fun. Yes, Fighters, Chanters and Monks are OP too, not just empower Wizards. I'm trying to make this as unbiased as possible even if I also have my preferences. Speaking of meteor shower, I think it would still do a lot more damage than delayed fireball even at 1/2 damage. Maybe it's bit too harsh combined with empower nerf but I remember it doing ~2k damage when empowered. How many health/resistances do you expect enemies to have exactly? I don't think any AOE ability should be doing more than 500 damage, even that is probably be too much. Anyways, my suggestions are only rough recommendations, I didn't test them all of course. Obsidian can do more fine grained tuning and find a better number for the nerf, I just have no doubts it needs to do significantly less damage. There are also more spells that need attention for sure, I've just listed the most blatantly obvious ones for now.
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+PL pretty much translates to +damage, accuracy and duration. +10 PL is +100% damage for most of the abilities. And yes, I can't cover all the stuff with 1 list, just the most obvious things. They should be iterated on. Damage should be balanced between abilities and PLs. One PL 9 ability should not do 5x the damage of another similar ability. The goal is to get to a balanced state where all abilities are viable alternatives, not where one is an "I win" button and all others are trash, so that you actually have meaningful choices.
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From the responses so far it doesn't sound like you are speaking for the community. All these abilities were mentioned as OP in various other threads. As for responses here, opinion is clearly split. There are some people that like nerfs and some that don't. What I was saying, nerfs will most likely happen, they've been happening in the beta a lot and there will be more to come.
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Fighter is imo 3rd most OP class overall, after Chanter and Monk. His PL 2-3 abilities are stronger than Barb PL 7-8. Maybe tied with Wizard, they are weaker low level but probably stronger high level, a lot of their OPness relies on empower though. And yes, Brilliant inspiration is the problem. But there's no other ability that gives it, so there's not much difference.
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True, I'm tired of all my characters being green. I'll think of a good solution and add to the OP. Because the game has 0 replayability due to being trivial AF atm? Yet here I am replaying this the 3rd time, while I quit from 1 when I finished TCS on the last patch, as it devolved to a wet noodle fight simulator due to people like you. Powerful abilities are fun, they should fix bugs (like inifinte cloaking and spell sniping), maybe add some AI or limit the most powerful abilities by resource cost. What you ask is gutting the game from any and all fun. Honestly castrating the first game was enough, thank you, don't mess this one up as well. According to you BGII shouldn't have any replayability due to (amongst many) Timestop or UAI, yet it's still one of those games that keep people entertained. Replayability comes from fun and complexity not from everyone doing 1 damage to each other just with different color. You can always play on easy if you like oneshotting enemies so much. Without fixing most of the broken stuff this game requires no tactics, builds, anything. It's just "press the kill everything button". There's no complexity in a game that requires no tactics. Anyways, I don't want to be arguing about this too much and derailing the thread. Believe me, things WILL be nerfed, because that's how Obsidian sees these games. Even Tyranny fixed the most ridiculous exploits eventually and they took it way less seriously I think. I've just made this thread to help the devs with the compilation of stuff community finds OP.
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Chanter unlimited resources is ridiculously OP as it allows unlimited spam of the most powerful abilities of other classes. It's probably the most OP thing on the list. Paladin was a great tank in POE1, but with much less bonus def. Current def is just way too much, I'm not asking to nerf it into the ground, just make it reasonable.
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List of all things OP and broken. To be updated. Including only high priority stuff for now, along with some suggestions for possible fixes. General -Empower. I think Empower on abilities is currently broken as it often nearly doubles the damage of powerful PL9 abilities. The problem though, is that it doesn't seem possible to balance things with how it works now as it can break even non OP abilities. A quick fix would probably be toning it down to +5 PL, however I'd rather see it either removed so you can only use empowers to restore resources or changed to do something else e.g. guarantee a hit. -Unlimited empower on summons. Summons with abilities have access to unlimited empower, dealing way too much damage with their abilities. -Nature godlike. +2 PL is just too big of a bonus for any power based characters. +1 should keep it useful without being as much of a must have. Barbarian -Noting of super high priority. Chanter -Set to their purpose, they all knew their part/brilliant inspiration. - Completely broken, restoring 1 power pool per 3 sec. Rework into anything else really, e.g. more affliction duration, no friendly fire, anything else that could make sense for t3 int inspiration. Just not this. Makes his "heart did fill with the light of the dawn obsolete", that one is probably more or less balanced although it does allow some crazy combos in a party. -Mercy and kindness followed where she walked - too strong in general and breaks stuff like fighter's unbending. Nerf to 50% for now. Cipher Cipher is a tricky one because it's a trash class (probably the worst one in the game) until higher PLs so nerfs should be combined with buffs to a large number of spells. However: -Ascended - at higher levels, ascended power spam becomes too ridiculous. Suggest to make powers cost less when in ascended state rather than 0. -Time parasite - should not stack, +300% action speed is bonkers. 50% should be plenty. -Death of 1000 cuts - doesn't work at all atm, but just looking at the numbers, probably needs to be toned down once fixed. Druid -Noting of super high priority. Fighter -Mob stance. Free heart of fury on kill is way too OP. Suggest to change to 1 free full attack against a random enemy on kill. It's still pretty much bloodthirst, a much higher PL barb ability, but at least not as broken. -Charge. Full attack on everyone in aoe is again pretty much a cheaper/much lower level heart of fury and is problematic with aoe weapons and such. Suggested to do ability damage similar to monk's flagellants path instead of a weapon attack. -Unbending - Change the 75% healing upgrade to some other inspiration. It would still be broken with any healing enhancements. 50% might be manageable. Monk -Swift flurry. Should only trigger once on aoe/multi projectile weapon attacks. Completely broken atm. -Turning wheel. Nerf to 2.5% lash/wound. 50% "passive" lash is too massive especially considering all other buffs monks have. -Inner death. Absurd nuke. Nerf to +250% crit damage (this is supposed to be combined with empower and turning wheel nerfs above) -Empowered strikes. Absurd buff. Nerf to +10 acc & +3 pen. Paladin -Faith and conviction. Nerf by about 25%, gives way too much def with maxed dispositions. -Shieldbearers of St. Elga - Change cannot die on LoH to grant x pt damage shield. It would be better earlygame but not so abuseable. Priest -Devotions of the faithful could get a nerf for a really long time, but they are not gamebreaking in a way some other abilities are and priest spell list is overall kinda lackluster so it can wait for a more fine grained rebalance. Ranger -Nothing of super high priority. Rogue -Nothing of super high priority. I'd look into some things like Streetfighter after the most obviously broken stuff has been fixed though. Wizard -Missile spells. Less scaling (maybe +1 projectile per 3 or 4 PL instead of 2). This is supposed to be combined with empower nerf. -Meteor Shower - halve the damage.
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List of all things OP and broken. To be updated. Including only high priority stuff for now. General -Empower. I think Empower on abilities is currently broken as it often nearly doubles the damage of powerful PL9 abilities. The problem though, is that it doesn't seem possible to balance things with how it works now as it can break even non OP abilities. A quick fix would probably be toning it down to +5 PL, however I'd rather see it either removed so you can only use empowers to restore resources or changed to do something else e.g. guarantee a hit. -Unlimited empower on summons. Summons with abilities have access to unlimited empower, dealing way too much damage with their abilities. Barbarian -Noting of super high priority. Chanter -Set to their purpose, they all knew their part/brilliant inspiration. - Completely broken, restoring 1 power pool per 3 sec. Rework into anything else really, e.g. more affliction duration, no friendly, anything else that could make sense for t3 int inspiration. Just not this. Makes his "heart did fill with the light of the dawn obsolete", that one is probably more or less balanced although it does allow some crazy combos in a party. -Mercy and kindness followed where she walked - too strong in general and breaks stuff like fighter's unbending. Nerf to 50% for now. Cipher Cipher is a tricky one because it's a trash class (probably the worst one in the game) until higher PLs so nerfs should be combined with buffs to a large number of spells. However: -Ascended - at higher levels, ascended power spam becomes too ridiculous. Suggest to make powers cost less when in ascended state rather than 0. -Time parasite - should not stack, +300% action speed is bonkers. 50% should be plenty. -Death of 1000 cuts - doesn't work at all atm, but just looking at the numbers, probably needs to be toned down once fixed. Druid -Noting of super high priority. Fighter -Mob stance. Free heart of fury on kill is way too OP. Suggest to change to 1 free full attack against a random enemy on kill. It's still pretty much bloodthirst, a much higher PL barb ability, but at least not as broken. -Charge. Full attack on everyone in aoe is again pretty much a cheaper/much lower level heart of fury and is problematic with aoe weapons and such. Suggested to do ability damage similar to monk's flagellants path instead of a weapon attack. -Unbending - Change the 75% healing upgrade to some other inspiration. It would still be broken with any healing enhancements. 50% might be manageable. Monk -Swift flurry. Should only trigger once on aoe/multi projectile weapon attacks. Completely broken atm. -Turning wheel. Nerf to 2.5% lash/wound. 50% "passive" lash is too massive especially considering all other buffs monks have. -Inner death. Absurd nuke. Nerf to +250% crit damage (this is supposed to be combined with empower and turning wheel nerfs above) -Empowered strikes. Absurd buff. Nerf to +10 acc & +3 pen. Paladin -Faith and conviction. Nerf by about 25%, gives way too much def with maxed dispositions. -Shieldbearers of St. Elga - Change cannot die on LoH to grant x pt damage shield. It would be better earlygame but not so abuseable. Priest -Devotions of the faithful could get a nerf for a really long time, but they are not gamebreaking in a way some other abilities are and priest spell list is overall kinda lackluster so it can wait for a more fine grained rebalance. Ranger -Nothing of super high priority. Rogue -Nothing of super high priority. I'd look into some things like Streetfighter after the most obviously broken stuff has been fixed though. Wizard -Missile spells. Less scaling (maybe +1 projectile per 3 or 4 PL instead of 2). This is supposed to be combined with empower nerf. -Meteor Shower - halve the damage.
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https://imgur.com/a/EOAqRkV Oh look, it's more than 5 sec! (far from min/maxed). And since when 300+ aoe damage is "not worth it". I guess we have different standards of "worth it" since nuking the whole encounter on your own is very much worth it in my book. (Not that I think SI is fine on its own, it can definitely use a buff, but there are also things that could use a nerf) It's not like paladins are nigh immune to CC anyway.
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How exactly is this ok? a free charge every 6 sec is ok? It's completely broken for martial classes too. Feel free to check Victor Creed's troubadour/fighter video for illustration. And it doesn't give 1 spell of each level if that's what you thought. It gives exactly 1 spell. If anything, 1 spell is a smaller % of power pool for casters than for martial classes. But it's still freaking OP. It's not like you can cast spells at much faster rate anyway.
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You start combat with a bunch of phrases now. A high level Chanter will either be able to cast it straight away it do so after on or two chants. Once the invocation is cast it builds up phrases in addition to your normal chants so keeping it up is easy (is got a big duration anyway). So I didn't say this is much of a downside to it. Honestly I think it's a most powerful ability in the game right now. Watching VictorCreed using it to spam Charge is just insane (Charge is also kinda broken as it full attacks everyone on the path which, when combined with cleaving stance, leads to rapid death). The starting phrases seem kind of strange to me right now, sometimes I start with 7 phrases, sometimes with 6, sometimes I can chain cast it out of combat to spot traps, sometimes it will not regen back up to 7 and I can't recast it. But even if you start combat with "only" 6 phrases it doesn't take that long to get it to 7. I'm atm trying to figure out which class could be more broken than fighter with it, since it needs to be a resource hungry class, wizard seems pretty crazy with meteor shower (please keep in mind the invocation not only regains resources but also empowers you for the whole 60 secs duration ) Wizard can't have meteor shower when multiclassed with chanter. But all casters are very strong with it regardless.
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Really? What abilities make the paladin so OP? Sacred immolation? How about being immune to death on LoH (unlimited with this invocation) and +gazillion to all defenses from faith and conviction. You don't need to do a lot of damage if you can't die. Btw you can spam Sacred immolation all you want if you can't die anyway . Death immunity looks good only on paper because the paladin doesn't need it to stay alive - a potion or a simple heal does the same thing. If it had 20-30s base duration maybe you could make a case... 20-30s base duration would be broken beyond belief as it easily goes into 40-60+ sec with the right build. And maybe you won't normally need it - but it's because the game is too freaking easy for the most part right now. If the character is basically unkillable it's about as OP as it gets. Btw, where's the logic about saying it's useless and then complaining about Sacred Immolation. If Sacred immolation is bad because it kills you, but you can't die, suddenly both are not useless.