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Hoo

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Everything posted by Hoo

  1. Oh, it's sad news for me... The things you've done, however, is just the one of the greatest ever I seen at this forum! I'll try to play Shifter/Something multiclass with an additional change made by Noqn.
  2. By the way, is it possible to move all of Wildstrike Frenzy abilities' level from 8 to 7? I mean, not for this mod but for my own modification with this mod. I opened cl.druid.wildstrike_frenzy.gamedatabundle file, however, I really don't know what I should modify or add. Any advice would be really appreciated!
  3. Thank you for the information! I read the thread right now, and it seems very cool. I'm just wondering that the mechanism of Swift Flurry seems a little buggy, doesn't it?
  4. Oh, just FYI, I found a typo. The spell description of Fractured Volition is not updated. The effect of Weakened has been changed to Enfeebled, but the description still shows "Weakened", the effects' description shows correctly though.
  5. I tested the case of Rot Skulls about a year ago, and it worked very well. By the way, I love the improvements of Fire Godlike on BP Mod! Is there any good or interesting build to use the race properly with synergizing something? I assume that the passive abilities are only useful when being struck by enemies, so it seems that CON-based build should be fit. The problem is, however, CON is considered as the one of the worst status, and the damage from Battle-Forged ability is not enough high, honestly. I'm not sure whether there is something that can be combo with this kind of damage so
  6. Oh, well, I've tested Fury/Arcane Archer with Driving Flight, but it seems that it doesn't work, sadly. Any Imbue attacks only bounce 1 times instead of 2 times while spiritshifting... I checked that the ranged attacks with Imbue while spiritshifting actually gives bounce bonus to the Imbued attack. So I guess that the bouncing bonus just seems not stack.
  7. Hello, first of all, thank for your efforts to create this great mod! I have a question before I start a new playthrough with this, btw. Does the Fury's Storm Blight Weapons change mean that the weapon attacks now properly benefit from Driving Flight so that the Ranged Attacks bounce +2 times with Ranged weapons with this mod? If yes, I'd like to build Fury/Arcane Archer, finally!
  8. There is a mod that give upgrades to each items for companions; https://www.nexusmods.com/pillarsofeternity2/mods/260 Did you download and install the mod on the override folder?
  9. I read the previous page and saw the discussion about Corpse-Eater. @Boeroer Said universal PL bonus for the food would be better than huge PL bonus for Corpse-Eater only, and I felt it's very much reasonable. In theory, my suggestion of Fury's Pen bonus were same, making the bonus from Fury only to Universal so that some multi-classing with Fury would be more attractive. But, yeah, if you felt it's OP it would not need to be changed...
  10. No, what I meant was that the Fury's Spiritshift form has its own Ranged Two-Weapon Style, and the weapons have an ability that bounces +1 time. This is not spell, and is a right-click auto attack.
  11. Oh, I forgot the Monk/Druid multi-class... I was thinking of Devoted/Druid and just wanted to remove the penalty of the Devoted.
  12. I understand what you worry about. The issue, however, making SC Martial Druid being useful, is not simple imo. The change which adds the corresponding Elements to Wildstrike abilities in Community Patch is not only for SC Druid but also any multi-classes with Druids, so SC Martial Druid is still less attractive than the multi-classes. Even if Wildstrike Frenzy remains at VIII PL, it's barely worth being Martial as SC Druid as it is now. As far as I know there is only one advantage of SC Martial Druid; Avenging Storm. The other Druid spells are mostly for Caster type, rather than Martial. Unli
  13. OK, here are several suggestions for Druids what I've thought. I've felt there are some spells that need to buff, but listing those in this thread seems to make this post complicated and be out of scope so I won't write down about the things. Before starting discussion, I've note that most of my suggestions are for a diversity of playing game, especially when multi-classing with Martial Classes, since Druid has very few self-enhancement spells unlike Priests or Wizards, which makes Druids less attractive for the multi-classing with one of those. 1. I don't exactly remember, but as far as
  14. Oh, I've noticed this thread now because I've been leaving PoE II several months ago. Is this mod still ongoing for further updates, or is the latest release final version? May I suggest a few things related to Druids?
  15. Hello. I applied this mod, and the icon sets seems broken to me. I turned off all the other mods and placed this mod set as the description; set icon mod to load last / at the bottom of mod list. How could I solve this problem? I solved the problem. I just did mistake when extracting the file. Sorry for bothering you.
  16. Actually, Corpse Eater has an additional implicit feature that can eat two unique foods providing PL bonus without penalty. This is still not enough as a trade off for the heavy +1 Rage penalty though.
  17. This is really great mod which had to be implemented into the base game! Could you consider uploading your mod on Steam Workshop in the future? And I have a small request; there are a few items that increase PL for Poison Keyword, but many spells and abilities seems missing the Keyword now, as discussed https://forums.obsidian.net/topic/107002-alchemy-poison-pl-for-druid/ and https://forums.obsidian.net/topic/106043-30-missing-elemental-keywords-in-abilities/. I would like to see this mod tweaks the missing Keyword in addition to the current updates.
  18. The current Keyword system is a mess and broken. Many, many keywords have been missing, like Plague of Insects, as you mentioned, doesn't have Poison keyword while this spell is perfectly blocked by Poison Immunity.
  19. You might be right, and I agree with this. What I've been afraid of is/was nerfing hard and making the things completely being ordinary and featureless, like the previous 1.1 patch did though.
  20. I know that's imba, but I'd rather say to change the Imbued spell from Death Ring to something not AOE, instead of nerfing or changing the mechanism.
  21. Does Ancient's unique 3rd level spell, Wild Growth, affect to either Animal Companion or Spirit Companion of Ranger? As far as I know, Plant and Beast domains are mostly for Druid, except Binding Root of Ranger, so if the Wild Growth can be used for the Companion Ranger would be good candidate for multiclassing with the subclass.
  22. This issue is not actually related to the current version, but I think this should be fixed now because several new subclasses have suffered from it. The Ward of the Barb, Imbue of the Ranger, and summons of the Druid. Higher PL MUST produce better Ward, higher enchanted Imbue, and stronger summons. The current PL mechanism is only useful for specific spells and abilities, not for all the abilities.
  23. I'm not sure the subclass would be still differentiated if the mechanism is fixed. What's the merit if the Imbues are triggered only one time per attack? It would be just very much similar with casting a spell, wouldn't it?
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