-
Posts
4036 -
Joined
-
Last visited
-
Days Won
8
Content Type
Profiles
Forums
Blogs
Everything posted by Elric Galad
-
You don't loose a shield & other stuff. You just trade a shield for dual wield. Dual wield is good too but having dual wield & very high defenses is too much IMHO. Sorry to say this but if you don't see why a bonus that is x2,33 better than the current best class at Defenses (Paladin) is OP, I suppose I won't be able to convince you anyway . It might not break the game but it is still OP IMHO. Your mod sounds very nice, don't worry, and it has a lot of contents (which would make it hard to balance anyway). The problem is that I would have to agree with the following statement : Although "break the game" might be a bit excessive
-
I wondered the same and hoped no one would ask. Something like % chance of additional injury ? 3% less injuries for each point above 10 3% double injuries for each point below 10 I simply thought about that because avoiding injuries is more important now that there are Megabosses. Plus I remembered an old Stat table from BG2 which stated Con gave a % chance of resurrecting with a spell (rez spells could fail ?). But it was never implemented The thing is Con is more or less satisfying in its current state (except for items and tough as you said) so a situational bonus would suffice. Not that is is situational but powerful bonus since negating 3/4 of injuries is convenient in extereme cases (such as a party of self-immolating paladin with self rez and +2 zeal upon teammate death). Con is mostly disappointing for tanky solo play were Might is a counter-intuitively a better tanking stat than Con.
-
Hastening Exhortation, even upgraded, is meh, especially as a Tier 8 ability. If it costed 1 or added 15% Action Speed, it would be good enough (near insta-buff are nice). HoF would be 1 rage too expensive if it wasn't for Heart of Blunderbuss abuses. For spells, I don't know what to think about these High Tier Single Target Debuff : - Hand of Berath (barely better than Shaken) - Rust (okayish for certain targets) - Entropy (given the absence of clear description) They would sound a bit better with at least a small AoE.
-
I remind suggesting this, but in was probably too late anyway : https://forums.obsidian.net/topic/96568-ideas-for-an-alternate-attributes-system/ Allocating Con to healing (received or given) would make it sort of redundant with Might unless Might is removed from healing. Not removing Might from healing would aslo requires all healing abilities to be reworked if Con is added. I don't think it will happen. Might being similar to Per for damages and Per being applicable also to CC, Might needs healing bonus to be relevant. So Might can't be removed from healing either. So there is no easy way to change the current system. Con and Res have a relevant effect that can't be replicated easily. Both provide disticntive advantages to the ones that happen to invest in them. Being optimal does not mean that much when other attributes provide totally different advantages. Con being a large multiplicative bonus is useful enough as it is. Changing Resolve and Con would be beyond the balance required for a single player game IMHO.
-
Resolve is not a crap stat. Resolve is simply the only stat that has increased benefits instead of decreasing. So easy to dump and require a lots of points to be effective. Most builds are made to be effective with your active abilities. So they favor active stats (Mig, Dex, Per, Int). But with Resolve around 35+ (including buff and items), you would start feeling unstoppable (DoT reduced, limited CC, high Defl)... which is a nice feat.
-
To be fair, I agree with the previous comment. Stuff like : Level 19: Gets +35 all Defenses, [...] Sounds utterly OP. Consider that Paladin that is "the passive Tank class" can get +15 all defenses at most. There is a lots of work behind the mod, and a lots of nice ideas too. I totally understand why you wanted to add more unique stuff to shifter. But Modders ususually break the game when adding/changing classes and subclasses. The tendancy to Power Creep Mod when adding classes and features has been true since BG2 time. Yeah, it's a single player game so everyone might have fun as she/he pleased. But when looking for a Mod, I would be happy to find a bit less stuff with a bit more balance. For example, you could keep most of the "new features" you've added (except the most broken ones such as Stag defenses) but also add severe penalties such as cutting spellcasting (yes, completely) and letting the form specific abilities you've added as selectable abilities. So you keep your ideas but also the balance. But well, that's just me and that's your mod, so ^^
-
Monk is always the exception. I've become tired of always saying "martials but monks" so in the case of the previous sentence, I put him under the "infinite ressource classes" category In my opinion, a combination of both great Tier 8/9 and a bit more ressources would be enough. I think current Tier 8/9 level of power are mostly sufficient (some could be better but...) If we take the example of the ranger, I think Whirling Strike and Heart Seeker are great enough. Heart Seeker has probably the very best synergy with parties based on CC (especially Hard CC with short Duration) and Whirling Strike might be the best Melee Ability of the game (and synergize well with Heart Seeker due to DoT). Problem : quite low pool.
-
You'd make a good single player game designer. Well, I don't know but I won't be reasonning the same for a Multiplayer Game of course. Furthermore, this is (mostly) a party Single Player Game where classes are supposed to be complementary. This further decreases the problem that a couple of classes are a bit too strong. The best parties are not the ones that replicate x5 the same build.
-
I agree. Many times I plan a character thinking about how to make them powerful, just to mess the build with something I think is cool. Well, I am OK with builds being sub-optimal but I don't like feeling gimped. As long as a character as abilities of its own, I don't care if it is not the best Single Target DPS or the best Tank. But I like to have at least a "special perk". That is the reason why weak classes are more a concern for me that strong ones. I am OK with Wiz and Monk being a bit too strong because they still can't replicate unique abilities of other classes. Wiz cant' heal so they aren't stricly superior to Druids or Priests. That's the reason why the only big concern I have is about Martial Single Class Ressource Pool. They're currently so low that their High Tier abilities can't be used more than a couple of time. Their sustainability is abysmal compared to infinite ressource classes, single casters or multiclass martial. And that feels weak and kills the fun at the same time ^^
-
Well, Ascendant only gets -1PL below other Ciphers. They also get more starting focus and more focus gain. So if you're cating when not yet ascended you're basically trading a bit of power for a substancial increased amount of focus. I think Ascendant would even be balanced if they hadn't access to Ascendant state. IMHO people are too obsessed about Ascension and miss the versatility of this subclass.
-
When speaking about Barbarian + Caster Multi, Lion Sprint should be remembered. Positionning buff + small buff to Dex (minor but even more attack speed won't hurt) + instant 15 Acc (for next spell) is a relevant feat for both damages and CC. It is not as good as Fighter's Barrages, but it adds up. I think Barbarian is probably the best martial suclass for DPS casters, unless going DoT which is Helwalker/X realm.