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Elric Galad

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Everything posted by Elric Galad

  1. Technically, no, it isn't possible. I tried. It failed. That's why it is the way it is. Why would have done such a weird design if there were an alternative ? Edit : to be more specific, it is because Spiritshift is a modal that it works. Holy Radiance is the holy class bound ability that isn't a modal and should be given infinite use : this specifically doesn't work, hence the x999 uses per encounter which mimics its gameplay.
  2. BG1 feels way more dated than BG2 somehow. Encounter design is the most dated thing in BG1, with a lot of dumb foes and is overall quite repetitive. That being said, BG1 still has a few unique perks : - It's a low level experience. You have no money, overlevelled foes and even your weapons sometimes break. - You will free to explore, more than many game of the sub-genre, comparable to an Elder Scrolls. These area are reallistically depiscted as pretty empty from interesting stuff. The game is quite immersive because the city of Baldur's Gate is literally fully included which is quite rare for a city of this size in a videogame. Even the Witcher series won't let you enter most buildings. That makes a lot of these area not so interesting, but there are still surprises here and there if you search everything. So you're more likely to reject BG1 than PoE1&2 or BG2. But I still cherish it.
  3. Sounds great ! Did you start from the current version files ? Don't hesitate to tell me when you start working on these files, so we don't work on them in parallel.
  4. New biting Whip compared to Draining Whip : +20% raw lash damages Only 62,5% of focus per damages compared to DW. But since you do ~120% damages, you generate 75% focus. Soul annihilation bonus damages get x1.33 special multiplicator. Which compensate lower focus generation. So in a nutshell BW vs DW : x1.2 weapon damages x0.75 focus x1 soul annihilation bonus damages. I your case, BW feels the better choices, but DW would give you more versatility.
  5. To be honnest, Dorudugan has always been the easiest Megaboss. Provided you have half a priest and a source of Brilliant for them, it's over. Even Belranga still need a bit of Injury management to be an auto-win.
  6. And you can't eat them with your corpse eater either. There was something so dumb about a Corpse Eater / Ranger eating their own pet that I had to try.
  7. Okay no acc or PEN PL scaling makes sense for consistency matter. I get why Damages scaling is a bit too good, but it still requires a bit of work and is consistent with other active abilities.
  8. It doesnt' take Dual Wield into account, so PL compensate for that. Favors Sword & Boards but that's FF concept to be more defensive anyway. It has a pseudo cooldown which limits its use but rewards High RES. I won't nerf something that favors RES. Honnestly, I think it is fine granted how harder it is to generate wounds with FF (not that hard, just harder).
  9. Consider using Eager Blade that you can buy early and starts as Superb. You could transition to Engoliero later.
  10. So basically a melee ranger can have random stats. (a ranged ranger is still very suboptimal with high RES/CON)
  11. Yeah, this is normal with BPM. Actual HoT of Unbending has fixed duration, can't be extended or reduced.
  12. Worse than before due to what ? Hard CC ? But there has always been hard CC, ney ? Or worse due to having to wait for 3s for the first spell regen and 15s for the first high tier regen ?
  13. Multiple rolls means several chances of success. Simple as that. Several duration affecting effect can interact in a super weird manner. Hard code bug.
  14. Yeah, 2 per rest would make some sense. There's a good reason why BPM never messed with general item balance. Are items supposed to be balanced in the first place ? Situational items for example shall not consider bad IMHO. Reason is because you can swap items. That's how CRPG worked from the dawn of time. Resounding call useless ? Tell that to Auranic. Beza's tooth ? Good vs spirit, and for Eothas' sake, that -2 AR stackable with other debuff on Crit ! Scourge of Bezzelo ? Best in slot for interrupting (but you get it so late). Weak items are a worthy subject of discussion. But some (Gladiator sword, Reflex Boots) are supposed to be early game items. So should they be good ? Okay weapon quality can help fixing that : an early game item can have good unique properties if the quality is low (you can always improve them later). And maybe blue items (Reflex boots) can be bad as they are not unique. BPM fixed broken stuff for items, not bad stuff. I didn't want to engage on this path. It's extremely hard to define a general rule. You may want all items to be somewhat "balanced", but I'm warning you it is a huge task, comparable to what BPM for abilities. So I'm just going to point a few case where it would make sense to give them a little rework : - Trinkets, for the reasons discussed above - Sad weapon category as a whole (e.g. we can discuss case of the warhammers) - Sad design of a particular ability (Quieting, most of that Godlike amulet properties) - Really scarce per rest ability. Maybe all per rest should be x2, unless they are very great. - Absence of legendary quality on Soulbound equipement. Partially done by this : FG Soulbound Upgrade at Pillars of Eternity 2: Deadfire Nexus - Mods and Community (nexusmods.com) - Bad concurrent upgrades (shall be really strictly worse... Steadfast on Kill for Quieting just replaces 1s of Quieting, so I will NOT tweak it if it was me) - Absence of weapon/armor scaling for item summons (same as BPM Summon Rebalance did for abilities summon) - Also consider making more obvious obscure display. Too many items have been designed by Wael ("Grants random Mind Inspirations" and the likes...). It would not change gameplay but such a QoL improvement ! Why do I have to navigate through gamedta files get an exact idea of what an item does ? My opinion on warhammer : - Resounding Call : not the greatest, but there are a couple of very annoying battle where it is BiS. Nagas, 1st SSS fight, Auranic, FS final boss. Almost a "quest item". - Glacierbane : 2 great upgrades : one is basically Animancer blade with a twist (not 100% raw but can overpenetrate). One is suspension of beneficial effect. Does I have to comment why it is great ? Still not your "main" weapon, but these 2 abilities are great. - Last Word : just remove the lower level condition. This is ill design. The reason it would great is that it works vs anything. Affliction and Interrupting effect can get somewhat resisted. This not. And bosses get a lots of resistance/immunities. Maybe Splintered Haft shoul be aligned with BPM/CP tweak to Wounding Shot (if using a different status). So yup, it would end up as a situational/backup weapon category, but is it an issue ? One gets several weapon slots for a reason. The answer was implicitly contained in my previous post. They don't. Scaling for Weapons 1) Passive scales with weapon quality 2) Active scales with weapon quality AND "classless" Power Level Reminder of the general scaling rules for other equipment abilities : 1) Passive scales with nothing (so are bad if they are attacks) 2) Active scale with classless Power Level Passive only scales with weapon quality (if applicable). And weapon quality is not about duration. So they don't scale (proc are passive). But consider class passive don't scale either (except exceptions ). Even BPM which gave some scaling to all passive (accuracy, damages, penetration) but never made the duration scale. Active ability duration scales according to normal active ability rules.
  15. In term of balance, you can always rest so it shouldn't be too much of a problem out of... Eothas challenge I guess ? But Per Rest items are sort of mutually exclusive with a "no rest" approach where you try to stack as much "until next rest" bonuses as possible. That's quite niche in term of gamer population but it is still a bit of powercreeping.
  16. Works on summon kills too, I guess ? Reminder of the general scaling rules for weapon abilities : 1) Passive scales with weapon quality 2) Active scales with weapon quality AND "classless" Power Level (classless Power Level scales as Single Class Power Level and ends up at 9 for every character, also used for Monastic Armed Training) => That's why Thunderous Report and the likes have such disgusting damages Reminder of the general scaling rules for other equipment abilities : 1) Passive scales with nothing (so are bad if they are attacks) 2) Active scale with classless Power Level f
  17. New Dorudugan approach spotted The unique are quite niche, that's the main issue IMHO. Both unique wands are quite nice. A Whale of a Wand is very strong with pulsating spells, and Weyc's Wan is a good Empowering casting stick. Granted you don't want to use them as actual weapons.
  18. Estocs are okay, and have the distinct advantages of universally good ones being accessible early (BofEP and Eager Blade) , which is priceless for a two hander (No purchasable Stalker Patience or Sun&Moon). BofEP has excellent properties, I think. Granted, yeh, they are more about PEN, but so are half of two hander, and two handers as a whole are more about PEN. Probably not top tier for a optimized DPS, but works well for reliable DPS. Estoc modal also doesn't trade damages for PEN but deflection. Having base 12 PEN on demand is neat. The issue is Pierce damages type is often resisted, so you need a backup weapon. No way for Devoted, but apart for them, I think they are okay.
  19. Blunderbuss (and Frostseeker) trades DPS (and a bit of PEN) for multi attacks. Multi attacks is a bonus on its own and has a lot of combo potential : - Tranquilizer as you said. Bane of Auranic life IMHO. - BPM Gambit - Really any condition inflicting or interrupting attack, just for getting more rolls. Worth mentionning Stunning Surge (almost guaranteed refund vs single target) and Confounding Blind - Combusting Wounds, Avenging Storm (28-40 additional base damages per attack), resonant touch, - Dispelling mirrored image, iron skin, etc... Without this advantages, they are indeed meh. Worth mentionning Kitchen Stove cone attack is one of the most potent per encounter weapon activable ability.
  20. New version availble, Mostly addressing Wild Mind and Biting Whip reworks, so feel free to test them. Deadfire Balance Polishing Mod at Pillars of Eternity 2: Deadfire Nexus - Mods and Community (nexusmods.com) By the way, Wild Mind works with existing save by re-adding the "ability" by console command.
  21. Cipher's Whip abilities are supposed to turn off at full focus (except for Ascendant). But Draing Whip does not turn off at full focus for Vanilla Cipher, Soulblade and Wild Mind. You still get +20% weapon damages (focus drain bonus is of course irrelevant). This is clearly an oversight since it does turn off for Soul Whip and Beguiler's Draining Whip. (ascendant does not turn off but this is normal and it's a different ability). Note that the error in the data file was pretty obvious once the issue was spotted, so it will be corrected in next BPM version.
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