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Everything posted by Elric Galad
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{ "$type": "Game.GameData.AttackAuraGameData, Assembly-CSharp", "DebugName": "Caltrops_Trap_AttackAura", "ID": "89a4008c-dec4-41b3-a312-3263b8454200" And { "$type": "Game.GameData.AttackPulsedAOEGameData, Assembly-CSharp", "DebugName": "Burning_Ground_Trap_AttackPulseAoE", "ID": "3999697c-0a58-4791-8291-6393c8ca7a7d", Note the unusal AttackAuraGameData type of the first one. This will probably have to be changed. Also Burning Ground Trap might be better with Searing Seal animation if it has to be converted to an instant effect.
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And it works like a charm. So I'm going to change caltrop and fire ground trap to instant effects with DoT. Caltrop : 2.5m radius, vs reflex Hobbled for 9s 2 raw damages when moving per 0.3s (as arterial strike) for 9s (conditional total 62) Fire ground trap : 1.5m radius 6-12 fire damages, PEN 7 vs reflex 8 fire damages per 3s for 9s (total 32+9 instant) 9s shaken vs Will To be compared with other traps with buffed damages from list above.
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Damages +100% done for non-bugged traps. For Corrosive Trap, I also set duration to 12s because it seems a bit low for a Tier 1 Affliction, even considering it is the trap with the biggest AoE (2.5). It seems complicated to do, since Trap isn't a KW, and Trap PL is based on level. So I will listen to @thelee and buff damage bonus to +50% instead of +25%. Less elegant but enough. Considering a 5 people party with 2 items, it's like having an extra trap, nothing broken here.
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Feels like a good basis. That's a good basis, but : - if trap power level reach 19, duration as it is shouldn't be too much an issue. - +100% trap damages is perfect. Let me know if you find something. Sure. Burning trap could be a Burning DoT and Caltrop an Arterial Strike type DoT. The strange thing is that it is supposed to be already. Good. Usually I don't like changing items too much (unless they are really broken) but this change would make perfect sense given what is above. Unbroken : I'm considering not changing anything. The subclass isn't weak, sure could be even better but changing it won't be very consistent with my design philosophy. Guardian Stance : And what about adding "+3 ennemies required to be flanked" imported from One Stands Alone, to align with the +3 engagements. Granted the role of Defender/Guardian stance, this one would make perfect sense. This is a quasi-immunity to flanking (apart from Per Affliction and Phantom Foes) so it would be very valuable when engaging up to 4 foes at a time.
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There was also a question above about trap accuracy. Is it... satisfying ? I mean, from what I've read it benefits a lot from mechanics which is... okay, no ? I think traps should have damages comparable to equivalent Priest Seals (Priest seals having the benefit of NOT using consumables). The 2 problematic traps should have a proper duration. Caltrops is supposed to have infinite duration raw DoT and Hobbled debuff. Something not working at all. Not sure trap effectiveness effect should be changed if the traps are given okayish damages. On another topic, I completely forgot Guardian stance. This one can't be fixed by +1 engagement. Some bonus per engagement could work. I have to think about one.
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First I wanted to keep SH at 3 bonds so Play Dead stays the only "pet saver" ability at 2 bonds. SH may have other great effects, but Play Dead shall remain the most flexible of the two. In additional BPM objective is to remain as close as possible from the original design. I don't hesitate to make changes when needed, but by default, I discard complete rework. Also I think it's better to remain as close as possible from previous BPM versions, since the mod changes are already quite complex to follow. Like most of PoE2 players apart on this forum don't even know the mod exist, so better not to discourage the few daring ones with infinite retweaks. Granted that I do retweaks Also I think it's not bad if the ability isn't optimal to use at start of battle. There are enough self buff to cast at start (bonded fury, marked prey) to not add another one so your Bond pool would be half empty before even attacking. Active abilities used as pseudo passive isn't the best gameplay IMHO. Granted that the version above works well enough if used at start of battle. Finally, I'm not too sure about a Near Death trigger that isn't 100% aligned with the vibe (you hide initially, not at some point during the effect) and is slightly less relevant for an instant ability.
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For spell resistance, my proposal would be the following : - 10% hostile spell resistance - First hostile spell attack every 30s (need your feedback about the value) is guaranteed to fail. Note this isn't great vs multiple attacks, beams and ticking spells. Note the wording : "guaranteed to fail", means that a spell which would have missed anyway still counts. It is AFAIK impossible to count only the times when the resistance would have been necessary to avoid the attack. The game can't distinguish "normal misses" from "misses because of ability". That's why I propose to maintain also the vanilla game 10% resist. As far as party build is considered, it allows a character to be caught in the middle of one "friendly" Freezing Rake, Wilting Wind, Smashing Wave or Embrace the Earth Talon. Which would help even during caster-free encounters. Bonus fun-fact : I guess Aefyllath Ues Mith Fyr is still the best way to protect your allies from a Freezing Rake or Smashing Wave AoE, since Fire status cancel Water/Ice attacks
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Consider my current proposal with a new twist : For max 15s or until attack : - Invisibility - healing 16hp per 3s - -5s hostile effect per 3s For 45s after attack : - healing 8hp per 3s - Intuition - no more hosile effect reduction Feedback from your proposal : - Intuition is great for ranger, I see no reason to change it to Swift - Shadowed Hunters shall have a different vibe from Enduring Shadows. It shall reward staying invisible longer. My point above was about how problematic it would be to give it an offensive bonus for staying invisible longer. But defensive boost is OK. - My proposal helps making Practiced Healer talent relevant for SC Ranger. Which is not very important but still a nice side effect. - Your proposal wouldn't stack with Beast Claw. Which is IMHO an almost mandatory pick for a melee Ranger. - As you can see, I think "minus duration per 3s" is a better idea than flat -50% cause it rewards staying invisible for longer duration. So I changed it based on your proposal. Unbroken isn't bad, it is just that their defining trait is a bit disappointing. As said before, their drawbacks are just so soft that they are an easy pick. My proposal isn't a plain buff since I increase the speed malus from -15% to -20%. The +2 Melee accuracy per engaged target is a nice, but not super strong either. Great stacking with Kapana Taga. The idea isn't to buff them but to help making their subclass a bit more defining. Black Jacket has just so much meta potential.
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Actually, something like 100% defense with a Cooldown was another idea I got. Not sure it would be easy to simplement, but it is way more useful for party build since it allows using the character as a safe decoy when dropping AoE. I will think about implementation. Another simple possibility would be a ~100% graze to miss. Concentration every 30s just make more sense than everything else I think. Super simple yet perfectly suitable. It would work similarly as my backlash rework that was change from once per encounter to a 60s cooldown. Well +1 engagement for Overbearing Guard makes sense indeed. Even if fighter has plenty of them, it gives the class more flexibility. One can either stacks engagements, or pick their favorite. I prefer that to other solutions. And it is consistent with "On Engagement abilities granting engagement" principle. Yes +2 melee weapon acc is good for unbroken, since it synergizes with the shield while helping the Unbroken compensating for the lack of offensive punch from wearing one. There is a big intresic issue about Vibe vs Gameplay for Shadowed Hunters. Vibe is a prudent stalker that wait in the dark before lauching their attack. An offensive bonus based on time spent hidden would make sense. But with a party, Gameplay makes your companions fight alone while you wait in the dark. So an offensive bonus you'll get would have to compensate for the offensive power you loose while waiting. You would need a big Offensive buff to compensate for waiting. Which in turn could make the ability too good for solo. It is way easier to give a defensive bonus for the time spent in the dark, cause it makes sense to stay hidden when you need protection/healing. On top of this you can add an offensive bonus, but not based on the time spent hidden. So the 45s Intuition. Also I don't want to change too much the existing design unless needed. Basically, I think people were happy with the Tier 3 Per inspiration independant from how many time one remain hidden.
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Proposed change for fighter disengagement abilties : Overbearing Guard : +15 accuracy, +50% damages for disengagement attacks -> +10 accuracy, +50% damages To add : +2 Melee weapon accuracy per engaged target Unbroken : -15% movement speed -> -20% movement speed To add : +2 Melee weapon deflection per engaged target (other features unchanged)
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It means Hi Good BPM has always been quite generous when buffing an ability makes foes stronger. The added challenge isn't bad considering the risk of powercreep of the mod. Good for Parting sorrow. Indeed, Overbearing Guard and Unbroken passive have caught my attention today too. Overbearing Guard feels indeed better and buffing it is more complicated. Adding engagement won't fix a lot granted fighter engagement galore (hold the line has been buffed with Push/Pull immunity). Rising the values won't address its rare use, and would even feel a bit strong when abused with Terrifying ability (to some extant since it's not 100% reliably either) ... Or just when used by foes. I guess it fits Trickster Swash or Battlemage. Unbroken feels a bit... unsignificant. The bonus aren't very useful (except when wearing a shield) but the malus aren't very annoying either. Again Terrifying effects might be the best way to use the subclass. Edit : maybe a small accuracy / damages bonus per engaged target for Overbearing Guard (and reduce the current bonus) and a small defense bonus per engaged target for unbroken would work well.
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Coucou, I'm once again returning with a couple of change ideas. Souldblade : I buffed their per kill gain from 10 max focus to 5+level, because I felt the bonus was totally irrelevant. Not that I believed Soulblade really needed a buff... Now I realize that the bonus stack with itself, so it was never truly irrelevant. I feel it was an undue buff so I will remove it. A Soul'd Echo : 15% Hit to Crit for spell vs Will at Tier 8 feels a bit meh. Rogue gets 10% Hit to Crit for anything at Tier 2. Cipher gets +10 Acc for spell vs Will at Tier 6, which is almost strictly better, except maybe for interaction with the Complete Self where A Soul's Echo is a better "insurance to always get a chance vs high Will" I'm going to buff it to 20%. It is Single Class locked so I feel it is justified. Spell Resistance : This is no DnD so the issue is that many monster abilities do not count as Spells. I already buffed it from 10% to 15%, but I ended almost never picking it because Tier 6+ points are scarce and it is too situational to justify. It is not even a problem of "value". I have the idea to complete the ability with +1 AR vs the 4 elements, which would be more widely useful and fits thematically. OK that's +1 AR vs 4 out of 7 damage types, but I feel element damages are way less common, so that's about 25% of incoming damages in my book. I would slightly tune down the Spell Resistance to 12%. It could be helpful for Barbarians (thick-skinned + Spell Resistance = +1 AR with benefits) and decoy-type that could stand in the middle of non-friendly elemental AoE. Combat Focus : Well, a Concentration point at the start of combat can really secure a critical spell. So why do I end up never taking it ? Simple answer : because 1 ability point for it feels a bit expensive, and there are a few magical items that gives that with benefits. So it's useful but weak. My idea is to add a second effect : +5 all defense for 15s at the start of combat. It fits thematically (Furrante armor has both Concetration and a similar effect) and synergizes with WoD/SoT (but not too much). Inspired Defenses : It used to be +2 AR before getting nerfed by Obsidian. Too good in some situation. BPM kept it at +1 AR but rise duration to 5s. Even with this, the thing is the effect is good... but not that much, and a bit random. Well, it's not technically random, but it's really hard to have any control over when the bonus +1 AR is going to kick in. Attacked by a sword ? No use. Attacked by a couple of foes with different weapons ? Likely no use. And it's not like you'll have a non-tedious way to check which weapons are really attacking you. So I'm planning to rollback over the 5s, and to change it to +1 AR for 3s without restriction over damage type (extended by INT, not by PL since it's a passive). Yup it's significantly better, but I think it's not OP for Paladins either. Base 3s is kind of a magical value. You need some INT just to get the bonus from a single naked goon attacking you with a dagger. Against a couple of foes, it will most likely work, at least against half of attacks if they tend to attack simultanneously. You can also use your own ticking AoE (example : Chill Fog, BPM Pallegina is immune to PER Afflictions) to refresh the bonus every 3s with minimal damages while getting Retribution charges. The point is that this design will have : - synergies (high INT, ticking spells) and anti-synergies (high defenses) - clear situation where it shines (vs several foes) or less (vs single foe) Which makes it interesting for both Builds and Tactics. And that's what we're here for, not for simili-random effect. Parting Sorrow : Well, getting disengagement isn't very reliable, and the effect is well... nice but I won't expect getting more than a few Wounds even with a build that specifically synergizes. At least this one also gives 1 wound when an engaged foe dies (killed by you or not). I simply propose to add +1 engagement to round it up. Most talents benefitting to disengagement get bonus engagement so this would totally make sense. Bonded Fury : This one had a lot of changes in the way to make SC Ranger great. It is currently used a buff for a duration and a 15% Bond returned on pet damages for UNLIMITED duration. I used to think it was a good idea to ensure SC Ranger always has a source of refund but : - Ranger can also pick Distraction Training - Ranger can access various refund available to all classes (mostly Brilliant from Cipher buddy) - Ranger having to manage their ressource isn't so bad. Also it was very bad for Ghostheart whose duration was limited by the summoned pet lifespan. So now I think it would be more reasonable and less weird to give the refund on damages the same duration as other effects, and slightly buff it to 20% chance per damages. Shadowed Hunters : Another candidate for most reworked ability. Current version : For 45s, for both pet and ranger : - healing 10hp per 3s - -50% hostile effect - Invisibility until attack When invisibility is cancelled the ranger / the pet get Intuition Inspiration for 45s. So if you don't stay invisible for long, it is basically "Intuition, 10hp per 3s, -50% hostile effect" for 45s. A few issues I see : - With high Intellect/PL, one can be permanently invisible with a potion of Enlightenment. Not that critical but still bad. - It's too much "just a self buff". - Stole a bit Monk role for anti-hostile effect What I would change : For max 15s or until attack : - Invisibility - healing 16hp per 3s - -50% hostile effect For 45s after attack : - healing 8hp per 3s - Intuition - no more hosile effect reduction What that would change : - more tactical (akka less dumb) use of invisibility. Staying invisible longer allows you to heal more in total. - less perma invisible abuse - a bit less strong as a pure self buff. If you don't stay invisible for long, it is basically "Intuition, 8hp per 3s" for 45s (plus 16hp on the initial tick for invisibility, so total healing isn't much reduced).
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Mirror image fix
Elric Galad replied to SenSx's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
Just try to do any other super classic modification (such as a duration of a particular effect). Just pick another mod such as Community Patch to check how it is one. If it does not work, it means that the issue has nothing to do with mirrored image but with your modding file management.