Everything posted by Elric Galad
-
Balance Polishing Mod Release 1.0
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).
-
Balance Polishing Mod Release 1.0
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.
-
Balance Polishing Mod Release 1.0
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
-
Adding Mortification without adding Wounds
Elric Galad replied to Testlum's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)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).
-
Balance Polishing Mod Release 1.0
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.
-
Balance Polishing Mod Release 1.0
Ok, minor priority. Won't make a new version necessary, but I will do if any new version is released.
-
Balance Polishing Mod Release 1.0
Yes, just a typo. Will be corrected for next version.
-
Which Fights (at what level) Do You Use To Test Builds?
Gorecci Street is kind of biased cause it is so early that you have barely any time to "build" anything. It is a crash test, but not very representative.
-
Balance Polishing Mod Release 1.0
Version 2.6 has just been released (with all changes discuted above... and removing the Troubadour passive from small portrait UI Tooltip...) : Deadfire Balance Polishing Mod at Pillars of Eternity 2: Deadfire Nexus - Mods and Community (nexusmods.com) If you like the mod, don't hesitate to promote it a bit around, because it is not that well-known oustide of the official forum 🙂
-
Which Fights (at what level) Do You Use To Test Builds?
Slayer Seeker Survivor Standalone mod. Make a custom lvl 16 party, but any equipment you want, reach lvl 20 quickly, use it vs various foes. The mod is basically made for this.
-
Eder Swashbuckler build help
Well, you can indeed volonteer 🙂 A new BPM version is planned for this weekend. I should volonteer to translate my own mod in my own language... (French)
- [MECHANICS] Attack Speed, Recovery Time, Reload Time
-
Balance Polishing Mod Release 1.0
Nope, it's +1 gained every character level including level 1. So +20 Acc, +5 PEN, +100% duration at level 20 Rolled back to 9s when I realized it has PEN 9 (I thought it was 7). Granted the bigger AoE, I think it is OK. That means I just doubled damages for the 5 working traps. Done. Note that this AND ARTERIAL STRIKE have 0.33s ticks, not 0.3 ticks as displayed. Basically Arterial Strike is 10% less efficient than you might have thought. Changed to : 1.5m radius 20-40 fire damages, PEN 9 vs reflex (it was PEN 9 already in the gamefile) 9s shaken vs Will I remove the DoT because the PEN of trap DoT does not scale (so 9 without +5 when I tested). Another thing that doesn't work with traps. So I went with an instant effect.
-
Balance Polishing Mod Release 1.0
{ "$type": "Game.GameData.AttackAuraGameData, Assembly-CSharp", "DebugName": "Caltrops_Trap_AttackAura", "ID": "89a4008c-dec4-41b3-a312-3263b8454200" And { "$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.
-
Balance Polishing Mod Release 1.0
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.
-
Balance Polishing Mod Release 1.0
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.
-
Balance Polishing Mod Release 1.0
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.
-
Balance Polishing Mod Release 1.0
Granted that 100% interrupt on weapon hit is a Tier 9, even 25% prone on Hit feels a bit OP. Also fighter already has KD to cause Prone, so it would feel a bit redundant. I would opt for a -8% action speed for engaged target. Always useful. And to be honest, way quicker to implement.
-
Balance Polishing Mod Release 1.0
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.
-
Balance Polishing Mod Release 1.0
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.
-
Balance Polishing Mod Release 1.0
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 😉
-
Balance Polishing Mod Release 1.0
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.
-
Balance Polishing Mod Release 1.0
Ahem, @thelee, what advice can you give about this? I've read the caltrop and fire trap issue from your faq btw.
-
Balance Polishing Mod Release 1.0
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.
-
Balance Polishing Mod Release 1.0
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)