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GuyNice

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Everything posted by GuyNice

  1. Keep in mind that pistol/blunderbuss recovery is currently bugged and attack frequency (animation + reload) can't exceed 3.6/s~ even if the tooltip shows that it's faster. Hoping to see a fix soon but in the mean time I suggest going 1hand for the extra accuracy/crit, you can still benefit from Gunner+Chat since you don't have +45% action speed from dual wielding + the talent.
  2. I like your ideas, however I think double might bonus should apply only for full attacks. That as well as +1 penetration globally I think would be enough. Or at least I would test those before adding anything else.
  3. Thanks! I've just tested the encounter with Nomu the Marauder with my level 10 party and the barbarians are at level 11 (+30 bonus) and Nomu himself has level 12 (+33 bonus). In vanilla (with the mod uninstalled), they are of level 8 (+21 bonus) and 9, respectively. With scaling turned on. Hmm I have scaling turned on (all, up) but I suspect it might not be working since I used a different mod (unity console) to change it from critical path, up. I'll try a new playthrough with the mod and report back with my findings.
  4. I installed the mod and tried a couple of encounters but it doesn't seem to be working for me. One encounter was a random one against oozes in Neketaka (happened while travelling on the city map). I didn't check in the combat log but the oozes had deflection in the 20's. The 2nd encounter was a bounty outside Neketaka (in the wilderness), Nomu the Marauder. In the 2nd encounter I believe the mobs were around level 4 (had +9 acc from level) while my party is level 10 (+27 acc from level).
  5. I fail to see the reason to argue about this. A big group of players want to feel like gods and have an easy time. They currently have 4 difficulty levels which allow that. Another big group of players want 1 difficulty level that challenges them. Both groups want to use all available gameplay options for their preferred challenge level. Obsidian wants to maximize player satisfaction and revenue. So it behooves them to have 1 difficulty (PotD) that pleases the players who want a challenge. It also doesn't prevent all the other players from stomping all over the game blindfolded on one of the 3 other difficulties (based on their personal taste). It's not like having difficulty or having everything easy is mutually exclusive. If you don't want a challenge, play on story mode. But for those who do, PotD needs to be hard. In order to make it hard, you need to redesign encounters, buff enemy stats, work on enemy AI, and remove game-breakingly powerful abilities and combos. You will still be able to roll your face on the keyboard to beat story mode.
  6. Agreed, I would add Borrowed Instinct as well, +20 accuracy and +20 def. Way too much in the new system (with lower accuracy/defense values).
  7. Rest spam cost precious time on PotD since you could only carry 2 camping supplies. So it was a choice, to waste your time in order to make every encounter easier. Or play strategically, conserve resources, and think about when you have to rest. That being said, I like your suggestion (PL+3 x2) better than the current (broken) implementation. Maybe if you use 1 of your empowers on an ability, make it possible to restore 1/4 resources as well (instead of 1/2) per encounter. Introducing a bit more flexibility to the system.
  8. In fact, if you have 15, you doesn't change anything. I left all 5/10 accuracy. I do devotion, end of the strategy. Conquerer stance = always so useless. Zealous = always so useless. I even prefer 10 of accuracy of devotion for the faithful with stack. Tools of paladin and fighter become TRUE tools. What is the point to conquerer stance if not ? To never be used ? Again, except if you don't have a priest in the team or if you are low level, all of this is useless in a great plan. I explain. If I have spend 2 ability point for conquerer stance. Yes the first point you can change for cleave stance (but in fact you change for ever when devotion come) Let admit cleave is useless in a case (one strong boss for example without minion) If I invest in conquerer stance, devotion of the faithful replace it totally. Wrong choice ? No, perfect for this situation (One ennemy, hard to touch = conquerer stance would be normally the response), but Obsidian do not allow that. So, personnally I prefer a big NERF of devotion for the faithful (Even 10...) and more possibles stack. 10 (devotion) + 10 (conquerer stance) + 5 (zealous) = 25. So it is +5 if you have heavy invest. A true invest in fact. Perfectly Normal. I admit no stacking is a bit irksome if you invest in something like conquerer stance, but then you would have to scour the entire game for active accuracy buffs, or risk trivializing enemy defenses. Off the top of my head, potions and drugs would need to have all accuracy buffs removed, same with weapon proficiencies (certain modals give accuracy, don't stack), probably there are a bunch of items with active buffs that don't stack. So it would require a major rework of the system to avoid yet another avenue to trivialize content. Or just accept that zealous focus / conquerer stance are there for people who don't want to bring a Priest to the party. By the way conquerer stance still gives a buff to deflection (increased with low health) so it's not a total waste with Devotions. Maybe give the talent something extra (say, +crit damage, since fighter already has graze-to-hit and hit-to-crit in the kit) to compensate for no stacking. Also buff the zealous focus talent that gives 5% hit-to-crit, it's terrible even without Devotions. I think it's much easier and more elegant than stripping the rest of the game from all active accuracy buffs.
  9. Agreed, I wouldn't mind seeing Camping Supplies return (with lower cap based on difficulty, like in Pillars 1). Want to Empower every encounter? Go ahead, but it's going to cost you precious real time and copper (for crew wages, food and camping supplies). Now if I want to clear content as efficiently as possible, I'm going to save those Empowers for the toughest encounters, or to save a character from getting injured. Costing the player time won't stop everyone from abusing the rest system, but it would make most people think before they hit that magic button. At least it worked on me in Pillars 1.
  10. I could see Empower giving better returns on lower PL abilities if abilities were to be properly tuned for their level. Some lower PL abilities would have to see diminishes returns from Empower (like Minoletta's) first, and the power level in general would have to be 'normalized' a bit to make PL a better indicator of actual power. This approach would perhaps make the decision to empower spells more interesting - do I give a 200% boost to my level 1 spell or a 20% boost to my level 9 (for example)? But it would depend on a somewhat balanced field (which we are sadly far from).
  11. Yeah I think Devotions at 15 with no stacking would be good. The other accuracy buffs are there to support no-priest parties, they have free alternates (stances, auras) for a reason, just plan your party accordingly, and if didn't know better there's respec in the game. But a Devotions nerf should be part of a Priest balance pass bringing the rest of the class up to par (spells and passives).
  12. Quoting the mod's author: The global setting can be changed from the Unity Console window with the following commands: import Game Game.GameState.Instance.LevelScaleUpOnly = False Game.GameState.Instance.LevelScaleUpOnly = True Game.GameState.Instance.LevelScaling = Game.GameData.LevelScalingOption.CritPath Game.GameState.Instance.LevelScaling = Game.GameData.LevelScalingOption.All Game.GameState.Instance.LevelScaling = Game.GameData.LevelScalingOption.None Fair warning, most mobs won't scale more than 2 levels, 4 at max. So even with scaling set to 'all' you will outlevel enemies. Another measure is to reduce the impact of level scaling, thus reducing the advantage the player gets against underleveled encounters. You can do this by opening the folder: Pillars of Eternity II\PillarsOfEternityII_Data\exported\design\gamedata Then open global.gamedatabundle with Notepad++ and change: "AccuracyPerLevel":3 to "AccuracyPerLevel":1 "DefensePerLevel":3 to "DefensePerLevel":1 This means that on PotD the enemies will retain the stat advantage for longer. However it will also make higher level content slightly easier. This is the best I could find (from another thread here on the forums), until the devs release their own difficulty and balance adjustments.
  13. I have the same issue with several bugged buffs across different characters.
  14. I have a couple of temporary buffs that won't be removed from some of my characters. One is Zealous Endurance (Paladin aura), which is now permanently on my Watcher and on Xoti. The buff originally came from Pallegina, and I suspect it came to be permanent when I replaced Pallegina (via party management). Another case is with one of the pet party wide buffs, specifically the one that increases gun damage. It stays on Maia Rua regardless of which pet the Watcher has 'equipped'. It might be on some other characters as well, I didn't check thoroughly. I would attach a save file but the limit of 1MB won't allow it.
  15. Keep in mind that both pistols and blunderbuss' are currently bugged; attack frequency (reload + attack animation) can't be faster than 3.6~ seconds, even if the tooltip suggests it is.
  16. Trying turning the Miscellaneous option under Graphics on. It seems to affect light sources.
  17. Personally, I enjoy all the cheese. It was the same in BG and BG2. If you knew what you were doing you could rape the game on every difficulty. PoE 1 was incredibly constrained and over-balanced to the point of tedium for me. At least in Deadfire I can make a bunch of different fun builds to explode enemies with 1 click. There's always story time if you don't value difficulty. No reason to deprive those who enjoy a challenge.
  18. 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. You can't compare PotD difficulty in both games without having played PotD in the first game. So that point does not remain. Whether you had fun or not has to do with many things other than balance, and is perhaps not immediately relevant to the first point you were trying to make.
  19. AinĀ“t a blunderbuss ranger better (getting to use that 20% reload talent) and shoots more bullets and with the 20% reload talent some blunderbusses is shooting faster then frostseeker. Unless they fixed it in the latest beta patch, blunderbuss and pistols are bugged and limited to 3.6~ second attack cycle (reload + attack animation). Even if it shows faster recovery and attack speed, the cycle can't be reduced below 3.6 seconds. I also found the Kitchen Stove and was excited by the potential, that's when I noticed something is off and did some testing and searched online, others found the same issue and reported it.
  20. Exactly. It also doesn't matter which weapon you use. Pets don't get injured. And they can still do good damage. Takedown Combo is very good in combination with a heavy hitting weapon. Evasive Fire + Furious Call is a very powerful combination. Please enlighten me on how pets can do good damage (no sarcasm). I feel like Ishiza (Maia's hawk) does so little, it's hardly worth investing talents for him. He attacks so slowly too. Even with double lashes from Herald Pallegina he feels like he hits for half the damage of an unbuffed hit from one of my main's 1-handers, but at 1/4 of the frequency. And that's with damage talents. My party is only level 10 (I'm taking a break until PotD difficulty is improved, or at least until scaling works), so maybe it changes at higher levels. But right now I regret making Maia single class (and supposedly her pet does the most damage!).
  21. That is perfectly valid but there are different difficulty levels for a reason. The concern about the "OP" abilities is that if/when they rebalance PotD, those abilities are so far ahead in power curve they will still trivialize content. Or on the opposite end, they would have to make content so difficult to provide a challenge with such powerful abilities, that people will consider them a must to progress through the game, thus stifling player choice if they want a good (but surmountable) challenge.
  22. too much passives/actives for the pets. A stance/modal could have removed most of pet passives and consolided them in a 2 way modal (like monk) or a stance like fighter (with upgrade for each option), allowing you to switch from an offensive pet to defensive one (and perhaps a stance where the pet buff you when standing near you). if you remove all active pets skills (that revolve too much around keeping it alive), the ranger don't have many options. A call to multiclass it to unlock more actives skills (and make the pet even less interesting). I like your stance/modal idea for the pet. Remove a couple of pet passives, make heal pet baseline, add a 3-in-1 stance ability with 3 passive upgrade options to replace heal on the tree, and the class will be better off (imo). I don't think making the pet heal baseline would be that bad, maybe add a couple of optional (mutually exclusive) upgrades to the heal, that give Inspirations for a time, so you wouldn't lose overall upgrade options. Just give a bit more baseline. It's not like any of the pets deal massive damage right now, even when fully upgraded. They seem to have been downgraded from PoE.
  23. Agreed, I would never ever pick Heal/Revive pet, I'd rather rely on party support or item/scroll use for that instead of sacrificing the (already somewhat subpar) damage potential of the class. I also agree that there are too many passives for the pets, I would like to see some of them consolidated or simply rolled into the pet scaling. I feel like the heal pet ability should be part of the base Ranger kit, while leaving Revive an optional ability with opportunity cost.
  24. They addressed POTD difficulty before the game even released. Your constant whining about it is ridiculous. They are fixing bugs first, they will get to it. If it bothers you that much take a break from the game and come back in a few weeks. Spamming the forums about it accomplishes nothing except making you look childish and self-entitled.
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