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Kaylon

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Everything posted by Kaylon

  1. Well, for that to happen you need to crit often and have many weak enemies around. You can obtain at least the same kind of damage with a single AoE spell, which is less spectacular, but more effective and reliable. Now if you could pull that on a boss it might mean something (even if there are probably even more OP abilities than that)
  2. There's also the pet Otto Starcat which gives +1 Fire and +5% AoE dmg. You can have +1 PL from resting (Inn/Food). (Not sure if you can get also +1PL from prostitutes or other semi-permanent blessings) Overall you can have +14Fire. After that I don't know what's better +10Mig/Int from Helwalker or +3PL; I suppose it depends if the Helwalker bonuses stack with +10Mig/Int from drugs...
  3. Are you sure? I tested this 2 weeks ago in the beta and there it did stack: https://forums.obsidian.net/topic/97313-dual-weilding-pistols/page-2?do=findComment&comment=2007284If it does not stack its a new bug. Well, I made a chanter/ranger just to see how much I can reduce the reload speed and Gunner wasn't displayed in the weapon's tooltip... That's all I can say.You have to be in a fight to benfit from the chant. So out of combat the reduction is not visible. Of course I was in fight. I said Gunner was not visible, not the chant bonus...
  4. Are you sure? I tested this 2 weeks ago in the beta and there it did stack: https://forums.obsidian.net/topic/97313-dual-weilding-pistols/page-2?do=findComment&comment=2007284 If it does not stack its a new bug. Well, I made a chanter/ranger just to see how much I can reduce the reload speed and Gunner wasn't displayed in the weapon's tooltip... That's all I can say.
  5. If you pushed her to the dark then it's normal she became Dark Xoti... If she became Dark Xoti after pushing her to the light or stopping her from gathering souls then it would mean something...
  6. I pushed Xoti towards the dark three times, and I got to upgrade the lantern to Threshing Aura no matter what I did with the souls - free them, keep them. I reloaded and checked the enchants. I think it depends if you can convince her or not, based on your relationship with her. Sometimes it's not enough just to change options...
  7. I think there are 3 possible options: 1. continue to gather souls and free them - light option 2. continue to gather souls and absorb them - dark option 3. stop gathering souls Anyone knows what are the conditions and the consequences for option 3?
  8. Gunner doesn't stack with the Chanter's chant which is a bug IMO. If you want the best ranged attacker try rogue+chanter instead...
  9. I haven't tested too much, but what are your experiences with pick pocketing? 1. Have you found npcs hard/impossible to pick pocket? 2. Does the party contribute to your skill checks (for stealth/sleazy hand)? 3. Has Sleazy hand any effect on pick pocketing? (from my experience all it matters is to be undetected when you attempt to pick pocket) 4. It's worth having a specialist for that (maybe hire an adventurer and spec him just in stealth/sleazy hand)? 5. Is there a cap to the assist bonus?
  10. Personally I'm not impressed at all by the AI to say the least. I have a rogue/soul blade and I made something very simple - use Soul Annihilation every time I have resources (nothing else). The result : my character is doing auto attacks most of the time with his focus bar maxed...
  11. There's only one hat giving +2 Illusions. For all other types of spells nothing beats a nature godlike. An Evoker wizards using fire spells can have: +1 power level from subclass +2 power level from racial (use fleet feet to trigger it) +2 power levels from Firethrower's Gloves +3 power levels from Magran's Favor battle axe +1 power levels from resting bonus +1 power levels from buffs for a total of +10 power levels without even using Empower...
  12. If you play a chanter Sasha is the best (atk spd+lash). However I consider swords>sabres overall (better enchantments and dual dmg > 10%dmg bonus)
  13. For spells the rule is simple: +10%dmg, +5%duration and +0.3penetration per (Power Level - Spell Level). So a nature godlike starts already with 20%dmg, 10%duration and 0.6penetration advantage as a spellcaster. For martial classes the benefit of the PL is marginal at best and varies from case to case. PS. These bonuses increase the base stats of the spells (ie they are multiplied also by mig/int bonuses) - ie Empower more than doubles the initial damage and increases the duration by half (in the case of a DoT the total dmg is more than tripled with Empower).
  14. Most classes are already weaker than they were in PoE and starting with the class nerfs is just stupid. Right now the imbalance is caused mainly by 3 things: 1. Empower - because of the huge effect it has on some spells 2. Items - some new items are too strong and can turn a weak class into a viable one or a balanced one into an OP class 3. New game mechanics - the armor doesn't count anymore with enough penetration which means you can deal full damage to the enemies all the time, while healing has become too powerful making you almost immortal - these are some of the reasons the encounters feel trivial now Once these issues are addressed then class abilities can be tuned.
  15. 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. 5s of immunity doesn't make you unkillable, sorry. And like I said, if you have to use it only once in a while then a simple potion does the same thing. Spamming LoH to stay alive or chugging potions is the same thing really. Even if you manage to survive it doesn't mean SI becomes suddenly viable - simply because the gains are not worth the effort.
  16. 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...
  17. You can spam Evasive fire qute alot its 0.5 sec cast and 0sec recovery, so you can shoot a slow attack arquebus with modal active without reloading 10 times in 5sec (with a reloading of maby 8-9sec). There is abilitys to regain resources aswell, have not looked that well into them myself tho. And after that you can switch to a faster attacking weapon. You can't spam Evasive Shot because you have limited resources and its damage has nothing to do with the weapon equipped.
  18. What are the good abilities? Gunner and Marksman? I have to repeat myself: Evasive Fire is good. Apparently nobody ever used it because nobody answers when I bring it up. It's a very good mobility skill that also does decent single target damage and is very fast. But they keep saying that ranger's abilites are bad... Accurate Wounding Shot (Full Attack with +20 ACC and a bit of raw damage for only 1 Bond) is pretty good, too. Marked for the Hunt is also decent. Just because there are several pet abilites doesn't mean that the whole class is bad. As I said before: having an animal companion is a huge advantage per se. If people don't like the animal companion and feel that the rest of the ranger's abilites that don't include the pet are not exactly OP (surprise surprise!) then why not take another class for a ranged build instead of trying to play a crippled ranger? I agree that high level abilites feel pretty uninspired and not thought through. Twinned Shot is just bad. Evasive Fire is not a passive you can spam all day, it's just a situational escape tool which is nice if you're surrounded by enemies. However once you have the boots of speed and fast runner no enemy should come close to you anyway. The only decent one is Marked for the hunt because you have to cast it once and the bonus stays for the entire fight. Wounding shot has now only one purpose - to help boost the damage of your pet for a few seconds ( )... And yes, it's a shame that the only ranged specialist from PoE was reduced to his pet.
  19. But it is op though, sure, speed runner used invisibility to cheese out of fights, but if you play normally you can stay untouchable during fights and deal massive damage multiple times with backstab and assassinate. You can't because you don't have enough resources
  20. The pet should be a part of the class, but not the major part of the class. The ranger wasn't very strong in PoE either but at least he was the best ranged class. In Deadfire the class was nerfed into oblivion - stripped of every modals, wounding shot does the same dmg as the rogue's passive ( ), stunning shots and twinned shots are big jokes, etc...
  21. I think the ranger should have more options to empower himself than his pet - right now it's the opposite. (The damage should be greatly shifted in the favor of the ranger instead of the pet.)
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