MadDemiurg
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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 .
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The first Pillars is honestly boring and not hard at all. I think I died once in my last playthrough. Admittedly that was on Hard, not PotD, but the point remains. At least this one is fun. First Pillars were still easy with a party if you had an idea how to optimize even a little. Solo was a nice challenge though. In PoE2 even PoTD solo is trivial. I'm also not sure what makes this one "fun" compared to PoE1. Exploding enemies with 1 click?
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That's not entirely true ;p however in poe 1 broken builds/ideas are not apparent to newcomers as much as in poe 2 P.S mod move this to general discussion please. I did TCS in first pillars with several classes, so believe me, I know what I'm talking about. Most of the blatantly bugged/broken stuff like one stands alone was eventually fixed. Anyways, it's pretty clear from PoE1 that devs do care about balancing and fixing bugged or overpowered stuff. A lot of things were nerfed in the backer beta, and I would expect this to continue, whether you like it or not. It's just a bit disappointing that this game is in much worse state than PoE1 on release. But I guess with multiclassing and higher level cap that's to be expected.
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Just saying it's clear doesn't make it so. You haven't proved anything. There are great games that are super punishing and unfair, and there are great games where you can be godly as hell and steamroll everything. What game design is correct? I dunno - both maybe? You just have a preference with respect to difficult games - that's all. Doesn't mean what you want is right for everyone. It really doesn't. In Diablo 2, you can steamroll everything, and this game is classic and people LOVED this game... so much they still play it today and base every other ARPG on it to this date. Is *that* wrong? No. Diablo had harder difficulties which required you to grind a lot to have a shot at succeeding. Yes, Normal was a steamroll, however not even then not as much as current PoE2 as Blizzard actually cared a lot about balancing and not having broken stuff. What's the point of having difficulties in the first place if they're all "easy"? What I want doesn't make the game "unfun" for casual players as they can still steamroll the game on easy and feel as godly as they want to. But for some reason you seem to think people that enjoy these games in a different way don't have the right to do so.
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Enemy HP can't change anything if you are immortal . Well, in the current state the only way to make it challenging in the lategame is: -Enemies have over 2k hp -Enemies do over 600 damage per hit -Enemies spam dispel removing all your status effects Which is why nerfing all the broken stuff is the only real option.
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It's impossible to make challenging PoTD without enemies being MMO damage sponges unless you nerf all the OP stuff when you have abilities than make you virtually immortal or do thousands of damage. Fist Pillars weren't perfect, but they managed to weed out most of the broken stuff eventually. I'd like Pillars 2 to be at least on the same level.
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For auras, as far as unupgraded ones go zealous focus is the best currently, mostly because it has guaranteed returns. But as I said the issue with endurance is the new armor system, and it's not easy to fix without making it too strong in some cases. Upgrader endurance is imo a lot better than upgraded focus actually, it gives quite a bit of passive healing in aoe. Sacred immolation 25-35 is just one tick of damage though, total is a lot more than that. It's a lot stronger than seven nights if not for self damage. And cleave stance needs a nerf tbh.
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Speaking about auras - they are passive effects that affect the whole party. They're reasonably balanced in this regard, with the exception of the highly situational charge and upgrades to charge and zealous auras. E.g. spirit shield gives +3 armor to self for limited duration and eats up a spell slot. +1 passive armor to the whole party is more than competitive with that. +3 would be OP. It's often hard to get mileage out of armor buffs now though, because it's a threshold stat. But it's more of an issue with the new terrible armor system than with the buff itself. +5 accuracy passive aoe is just pretty solid all around. Fighter's conqueror's stance gives +10 to self only. As for sacred immolation - I think it already does solid damage with high might and some power levels and can hurt high level enemies pretty badly. Paladins are not supposed to be the best aoe blaster either. It just costs an unreasonable amount of health atm.
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Lightning strikes is not exactly multiplicative, it's additive with other lash bonuses. With maxed out turning wheel for +50% lash it's only +20% of end damage. Swift strike could miss, true, and it's worse with certain combos that only work on the first hit e.g. backstab, but it would be a decent alternative at 40% for high crit builds.
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It should only proc once per attack. You don't need a timer for that, you just need all instances of damage to be identifiable as the same attack in the code and it should only proc on the 1st one. 33% chance to multiplicatively double the damage on crit is more than enough for it to be decent on high crit builds. Maybe it could use a slight buff in this case, like 40%, but no more than that. Chain procing, procing on aoes or multiple projectiles reminds me of carnage bugs with some scrolls PoE1. I wouldn't even call it a nerf, it's a bugfix, it obviously was never intended to work like that.
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Well, if you intend this to be a balance patch rather than just plain buffs: -FoD needs no buffs, it's one of the better 1 resource pool abilities as is -Eternal devotion buff (or rather un-nerf) is ok, it's inferior to shared flames now -Base auras need no buffs except charge -Exalted endurance doesn't need a buff, but the changes for charge/focus look good -Greater lay of hands - no strong opinion, it should be decent enough with high int as is, but a small buff won't make it OP -Sacred immolation - I would just reduce the self damage, aoe damage it does is quite alright Also: -Devotions of the faithful deserves a nerf, giving like 25% defenses less. It's way too strong now. Some of the less useful paladin actives like abjuration or liberating exhortation could use a buff too.
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Troubadour is good exactly because of brisk recitation. You only have 1 chant going on but you get phrases twice as fast. So even at +1 cost you can use most invocations a lot more. E.g even for a 3 phrases offensive invocation, skald would need 2 phrases and troubadour 4. But with brisk recitation troubadour recites 4 phrases as fast as skald recites 2. For more expensive invocations troubadour would be ahead. Skald is better for high crit hybrid builds though. Also, some chants are actually a lot stronger with half duration: -10 pt damage shield one is refreshed every 3 sec instead of every 6 -Dragon trashed should reapply its first tick an additional time every 3 sec, although I don't like it now -PL7 skeleton summon one summons a skeleton every 3 sec instead of every 6
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Chanter/priest can be fun. Once you hit PL 7 you have unlimited spells with bride's invocation (it restores a spell every 3 seconds). You have a ton of summons supported with heals, buffs and DoTs before that. Chanter/druid can be decent too. With wizard you'll be missing a lot without PL 8 & 9 though. But you can make a martial wizard build for self buffs and citzal's/blights. Monk is best for citzal's and blights SS abuse as described above. Use pull of eora to blob victims together for the deathblow. Wizard/berserker, wizard/paladin and wizard/fighter can be fun too. Charge + citzal's lance is broken as hell. Don't you mean Swift Flurry here which has a chance to proc additional attack on critical hit (30% chance). Yes. If you crit 5 enemies with a rod you have a 33% chance to proc an additional rod attack on each enemy you hit, each of these being aoe and giving you further chances to proc more attacks. You really need a high crit chance for this to work though.
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Basically SS has a chance to proc on every hit with a weapon, so if a rod hits 5 enemies with the blast, each one of these has a chance to proc another aoe. It can also chain, potentially creating an infinite loop. It doesn't work with spells afaik, but it does work with citzal's lance or minor blights (not carnage though, as it probably counts as a different attack).