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Elric Galad

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Everything posted by Elric Galad

  1. Skald is specialist of low level Offensive Invocation. It would be a shame if Bellower topped them. Ask a Skald to summon Ancient Weapons, you'll see the difference with Bellower. I think Bellower is fine being the only subclass with a net raw power gain at the cost of only flexibility. Eld Nary poorly working with them deserves to be corrected though. I think the optimal Bellower gameplay should be to start with a powerful summon, then spam mid-level offensive spells (7 tears is good before I correct Eld Nary). Your spell duration should allow spamming then while your summons are still active. I still need more numbers to consider BPM Troubadours as OP though.
  2. I think the Bellower bonus should be apllied until next invocation. This should not be too hard to change. Apart for this Bellower is fine. It gets a very strong bonus and both penalties are manage able. Whether or not Troubadour is still too strong is another debate. It is the most versatile subclass by design, but what about its raw power. The fact that Brisk recitation buffs a couple of chants instead of making them worse (Skeleton and damage shield) is a tad OP, but you have to use them. Skeleton chant is quite strong, but mostly for combos. Without Brisk recitation, the linger is neat, but not that good. With good INT, any Chanter can have 2 chants effects active at once most of the time. The Phrase penalty makes low tier invocations (some are really good) quite bad with it. With Brisk, the net gain is 2s per phrase beyond 2... Which is again nice at high level but comes at a significant cost for chants (net drop in raw power while Bellower only have to position more carefully). Basically BPM Troubadour is more versatile than base chanter at the cost of being bad with low level invocations. And also a bit OP with a couple of chants. At high level, Great Soul also mitigates the difference between Brisk and non Brisk, making the above even more true with SC Chanter.
  3. Thank you for your work, I will look into that, it's juste that I won't be able to do it for a couple of weeks? Not, it's not. BPM Backstab works better on target that "haven't yet be caught into the heat of battle". It's not even an "original design" Unsuspecting Strike - Guild Wars Wiki (GWW) Basically, it incitates to engage against a specific target with a strike from the shadows. And when the health is low, then it's time for Finishing Blow line. It encourages combos more than using always the same attack. BPM backstab is not a strict buff : - At low level, about same damages as before against >50% targets - At low level, about twice less damages than before against <50% targets - At high level, about twice more damages than before against >50% targets - At low level, about same damages as before against <50% targets - Works with both attacks from a full attack, instead of working only on the first (backstab effect persists 1 fixed second after invisibility) Overall, it feels stronger but slightly more tactical to use. Yes, it is a passive, the -5 stacks with everything. Miasma of Dull-Mindness targets PER, INT, RES. It would have stacked anyway. But BPM Persistant Distraction would have not stacked with Shining Beacon if it wasn't a passive.
  4. Rogues get 25% sneak attack +5% per PL. BPM Trickster get 5% sneak attack +5% per PL. Both get an ADDITIONAL 50% with Death low. So BPM Trickster starts a bit low but ultimately does comparable bonus damages, while getting 1 additional free ability per Tier. Still very strong IMHO.
  5. It was actually 2 affliction since Distracted applied Flanked. It is not a strict nerf. In many cases it will be even better. When facing a Per affliction resistant foe or when a Per affliction is already applied. Plenty, that's the deal. In Rogue ability tree, there are 2 other sources of Distracted and 1 sources of blind. Vanilla game made all these abilities kind of redundant hence the nerf. The nerf is meant to make the class more interesting. Try it. 3 actually, with tier 9 ranger ability distraction training. But I'm not the one that introduced it. Yes. Only Wild Leech will have a weird text. Mostly Yes. Some passive abilities might need a respec to work properly. Class and subclass permament passives might need a console command. Mostly it changes rules, it does not overcomplexify many things. Currently I'm playing with 3 of the most nerfed subclasses (Tactician, Blood mage and Troubadour) and they all work quite fine. Blood mage is still the super swiss army knife it is supposed to be. Edit : also the game should be overall smoother. You don't have to worry about picking wrong ability, wrong race or wrong subclass, having summons that suddenly drop in efficiency at high level and a lots of very obscure mechanics have been removed (such Gambit not giving you Guile back if you graze the first roll of a multi hit weapon, or Clear Out requiring 2 fortitude rolls to actually hit a target). There are also bug corrections and display corrections. So things are more likely to do what they say. And if you don't use the nerf package, the game is going to be easier. Basically everything is meant to be made for smooth build variety.
  6. I have released a 2.6.2 with minor spell tweaks, Wild Leech rework and Rejoice Comrades buff accross the board. Deadfire Balance Polishing Mod at Pillars of Eternity 2: Deadfire Nexus - Mods and Community (nexusmods.com) Sorry if I didn't wait to include the translation but I wanted to release something this weekend due to personal constraints. I might be unable to make new releases for a couple of weeks. The only change to the text files is a new text for Wild Leech ability description (which is in the nerf package due to not being a strict buff from vanilla game and CP versions). So only 1 change in "abilities" file in nerf package.
  7. I could even have made the bonus from Wild Leech stacking so no problem with hitting twice with the same debuff. I suspect stacking +10 to attributes could have led to degenerated situations though... Nice, I'll look into that !
  8. Note it has also a +50% duration and -1s recovery compared to Psycho/Borrowed Instinct. These are small details, but it adds up. This could be a nice idea, but it is further from the original. Even this version is less well rounded than Borrowed Instinct... but it will be very interesting to cast several times in a row (preferrably on different foes, so even if you debuff twice the same stat, at least the debuff part will affect 2 targets). And if cast several times in a row, having only the physical stats leads to 1/3 then 2/3 chance of redundant buff. That's why I will stick to the original... I mean PoE1's original !!
  9. "s'améliorent" That said, I suppose you're working on BPM Buffs for the moment. This is by far the biggest, but BPM Nerfs and BPM Summon Rebalance could utlimately be translated too. "Potion Enlightenment" has been already translated into many languages.
  10. Ca semble être une bonne traduction, mais je pense que c'est un texte obsolète qui vient d'une tentative de corriger le pb suivant : - This scaling does not seem to work with effect on knocked-down for summoned clones (such as Essential Phantom)
  11. Where is this text exactly ? I can't remember. Les capacités passives des objets évoluent en fonction du niveau. But I don't remember the link with the clone, except in BPM description : - This scaling does not seem to work with effect on knocked-down for summoned clones (such as Essential Phantom) Cette évolution ne fonctionne pas sur les capacités des objets portés par les clones si celles-ci sont déclenchées par la mort du clone.
  12. For CP you can either : - Include the translated files in the actual CP files, but you need to contact the authors, - Manage it as a seperate mod content on Nexus. You should of course ask the modder first, but what to do if they don't answer ? I think you should publish it anyway. In the worst case, if you have sent them a message before publishing, I guess they won't be too irritated. For BPM, I can include the file in a following version.
  13. I had and I still have a concern with Wild Leech. Vanilla Game is Tier 1 Afliction / Tier 1 Inspiration. With CP is Tier 1 Affliction / Tier 2 Inspiration. The ability is random, which is always an annoyance but in this case is greatly emphasized by secondary issues : a) If a foe already has an affliction of a superior Tier, it has no effect. b) If a foe is resistant or immune to certain affliction, it has no effect. c) If a foe has the corresponding inspiration, the only effect is to cancel it, which is a bit meh. d) If the caster already has the inspiration, you won't get the secondary benefit. Not only the effect is random but you're not even guaranteed to get anything. b) is especially frequent, most foes have at least one resistance, significantly lowering the chance of the spell to have any effect. Which is quite terrible for 40 focus. What would solve many of the issues while preserving the random fluff would be to replace Afllictions/Inspirations with a stats debuff/buff. I'm thinking about -10/+10. EDIT : I have just realized that was actually PoE1 design. In previous case : a) the stat debuff would still work to some extant, lowering the debuff from -5 to -10 and the caster would still get the +10. b) you'll get the -10/+10 effect. c) you'll get the -10/+10 effect. d) the stat buff would still work to some extant, rising the buff from +5 to +10 So the effect would be random, but you'll almost always get somehing. What is good though is the super fast cast/recovery, making it a good focus dump. Final description for proposed Wildleech : -0.5/3s cast time, 40 focus - -10 to a random stat vs Will, +10 to corresponding random stat to self - Duration 30s. Reasonable for a higher Tier than Psychovampiric Shield which at least is non-random at what it targets. Could be included in the nerf/rework package as it is not a strict buff, especially compared to CP version.
  14. Super ! No it's the same as for CP. About other stuff for next version : Winter Wind 3s/4s cast time -> 3s/3s (not super strong ability, but faster recovery will help) Boiling Spray : 2m push -> 5m push (not super strong either, let it be good at what it does) Blast of Frost 3s/4s cast time -> 3s/3s (Tier 5 that has similar stats as a fireball, at least I gave it same cast time) Malignant Cloud : 10s duration -> 15s (felt a bit meh compared to some other AoE) Whisper of the Wind : 5 wounds (vanilla) -> 9 wounds (current BPM) -> 7 wounds (I might have gone a bit far for this one, even if was so good that it made obsolete a lots of Monk abilities) Rejoice, Comrades (and upgrade) : I thought both ray got separate resolve, but no, most targets, even super close, can be hit only by 1 ray due to the way it is implemented (unless it bounces). Also the caster isn't affected, which is especially bad for an immunity that one would like party wide. So I buffed it accross the board. Healing 30 -> 40 Immunity to Resolve Affliction : 20s -> 30s Healing and Immunity affect the caster. Upgrade get Fire keyword (the attack had it anyway, but not the ability). Fire chanter is a thing now. Upgrade damages : 24 fire -> 32 Upgrade damages vs spirit and vessels : 35 -> 48 Note : I tend to be quite generous with Invocation since Summons and a few others Invocations are already quite powerful, making many others obsolete.
  15. Sure, but the source files are basically text files that even notepad can read (which I don't recommand ). So you might be able to copy them/send them unless you have very specific restrictions. I mean, if you are able to write a translation from your work computer, you probably can copy a text file.
  16. But you can actually check the unmodded text without lauching the game. It's rather easy (I might edit later as I'm at work so I can't properly check if 100% correct checked) : 1) Get the files : - You have first to find the right files, which are mostly in the base game "exported" directory (which is on the same directory as the "Override" directory where the mods are installed). The files are in "exported" -> "localized"->"fr"*->"text". They are named "abilitie", "status" as for the mod files. - Exception for DLC text, they are in LAXx directories "LAXx_exported"-> "localized"->"fr"*->"text". LAX1 is SSS, LAX2 is BoW, LAX3 is FS, and the letters are various free DLC such as Deck of many things and Megabosses. (LAXx_exported are on the same directory as the "Override" directory) 2) Find the text within the right file : - Then you have to find the right text within the file. But there's a trick. Both CP and BPM used the same last 4 digits for ID as the original text. So I you can find quickly the orginal text. Example : for a modded text ID "34256" in BPM abilities file, you can check the text with ID "4256" in the abilities file from the vanilla game (or if it fails in the abilities file of the corresponding DLC). I think CP has 1xxxx or 2xxxx numbers where xxxx is the original ID.. - Exception for entirely new text. Of course, there is no vanilla text to find for this one. Usually I used numbers like 39999 and decreasing for BPM new texts. Probably CP did something similar. Tell me if it is clear (in English so everyone here can enjoy).
  17. Don't forget PER Inspiration. Fighter has access to instant Aware/Intuitive and +10 Acc from one of their modal upgrade, for a total +15 Acc, 50% Graze to Hit, 25% Hit to Crit. The best part is that they take no time to cast.
  18. Je ne comprends pas, tu parles du Balance Polishing Nerf ? C'est pour ça que c'est dans un package indépendant. Du coup, toujours intéressé par la traduction du Balance Polishing Buff ? "Vanilla" veut dire jeu de base. C'est par opposition à un bug introduit par le mod (par le BPM ou par le Community Patch).
  19. Version 2.6.1 available. Hanging Sepulchers level fix and Vengeful Defeat rework (as a Tier 8 ability, this one was kind of critical for SC Barbs, hence the quick release). Vengeful Defeat : add 2 Rages on Unconscious <Version 2.6.1> Removed due to rework. <Version 2.0> Now attacks have their Accuracy, PEN and damages scaling with Power Level, as for Heart of Fury. <Version 2.6.1> In addition to existing effect, the barbarian now regenerates 1 rage per 30s when injuried. Vengeful Defeat should be way easier to use, so all Single Class Martial have a reliable source of (slow) ressource regeneration. Deadfire Balance Polishing Mod at Pillars of Eternity 2: Deadfire Nexus - Mods and Community (nexusmods.com)
  20. Franchement, j'abuse un peu, j'aurais quand même pu la faire moi-même Donc ne vous en faites pas, je pense que j'arriverai à minima à relire Le principal sujet pour les traductions, c'est qu'elles sont difficiles à maintenir, vu qu'il faut recontacter les traducteurs à chaque nouvelle version. La version française est un cas particulier, car si quelqu'un fait le premier jet, je pourrais faire les mises à jour moi-même, l'effort serait quand même limité. J'ai une nouvelle mini-version du mod que je compte publier ce soit, je vous expliquerai la procédure après. En gros ce sont les fichiers dans le sous-répertoire Localized/fr qu'il faut traduire, mais il faut de préférence repartir du texte du jeu non-modé (lorsqu'il existe).
  21. OK it was added in the last version, and somehow I stayed with the previous one... Thanks ! As long as it is working and tested, I don't care if it is mine.
  22. As far as I know, this was never released (or point me where ^^ ). So I'll do. If you don't mind testing, I haven't a save close from those : gn.sepulcher_scaling_fix.gamedatabundle gn.encounter_scaling_fix.gamedatabundle
  23. Nope. Change the upgrade description EDIT : On Crit, make the -2 Wounds as a direct status and instead of letting the +2 ressources as it is, implement ith with an attack self targetting the Monk. Add a mini delay (0.01) to the attack to be sure it happens after. Note that it would still be imperfect since the +2 ressource will proc rooting pain (I guess).
  24. I also might consider a retweak of Vengeful Defeat. Currently, it adds a +2 Rage when knocked down... which kinds of work with resurrecting buddies but feels a tad bit unsatisfying as it is useless without synergy. What I'm thinking is a +1 Rage periodically while having an Injury (like 30s in a similar fashion as other Single Class Martial). Of course in addition of the original Heart of Fury-like effect. Still match the fluff, but more usable.
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