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Elric Galad

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Everything posted by Elric Galad

  1. It is a spell for Skaen priest. Tactician can get Brilliant from their passive, which is better than Acute. Intuitive is less redundant. In general Tactical Barrage has more raw power than Displined Strike... But Disciplined Strike fits better in the majority of build because you can get INT inspiration from other sources.
  2. Display only Bug confirmed (apparently for all instance of Brilliant this description may happen) but seems to be a Vanilla thing (cause it also appears in French. I haven't modified anything in French, modified stuff appears in English. Anyway I won't correct it this time. New version 2.5 has just been uploaded : Deadfire Balance Polishing Mod at Pillars of Eternity 2: Deadfire Nexus - Mods and Community (nexusmods.com) Feel free to test, especially SC Paladins and Rangers (and Fighters for Take the Hit) You may be interested in @NoqnStandalone Seeker Slayer Survivor mod to try new builds : S4 - Standalone Seeker Slayer Survivor at Pillars of Eternity 2: Deadfire Nexus - Mods and Community (nexusmods.com)
  3. Experience, and a bit of forum help I guess. Basically the gamedata files are structured around objects that call each other using ID in UUID formats. UUID numbers can be generated from website (they are random enough to be unique). Each of the files have different categories of objects. The 3 main ones (the ones that are basically always opened on my PC) are : - abilities, with cost, link to description files, passive/active, link to attack and link to SELF INSTANT (0.5s activation isnt instant, but Savage Defiance is self instant) status and passive status - Attacks with casting time, recovery, Pen/damages/range, bounce, Aoe, target, link to inflicted status. Used by most actions including non instant buff, healing, summons to set their number and nature, etc... - status which governs the properties of active and passive status such as stats buffs, healing/Dot values, tick period, duration Special conditions are a bit split between the 3 files. The Type of summons is actually a Special property of the "attack that summons". Check the attack file with the name of the summons. Also there is a website that describes ALL parameters. It won't give you all the tricks but it helps. It isn't easy on the beginning. That's why I was suggesting to allow self exhortation, because I know how to do (you have to find and change 1 parameter per ability) and it is a good first step. I honnestly have no experience about scripts so I can't tell.
  4. Okay, since I want to release a new BPM version soon, I'll go with the following : - 0.5/4s cast/recovery, 12s base duration, 1 discipline, 2,5 radius - Take the Hit grants 33% less damages taken by the to allies in the AoE - Take the Hit transfers stacking 33% more damages taken by the fighter for each protected ally (so +66% damages taken for 2 allies affected, +99% for 3 allies, etc...). I think it's less volatile than a 50% reduction in term of balance (I slightly buffed duration to compensate a bit, not much since you don't want the penalty to last forever). I'm pretty sure it won't break the game this way (33% damages reduction is great, especially for self-inflicted damages, but is it that much greater that +20 Deflection and +20 all defenses ? It is only more reliable vs High Accuracy and stacks better with other buff - there are not many active buffs that reduce damages) and that it would be useful. I also expect Fighter to be able to tank even with some active charge, by the virtue of Unbending (might require a bit of CON to avoid spike). We'll see how it goes, and if it requires further tweaking.
  5. It's technically doable, even rather easy. The issue is that it enables to use all active abilities on items equipped by your clones. Which is broken for an "official" mod. But you could still tweak it yourself and rules out using active item abilities on your clones. This order of magnitude, yes. I'm actually thinking about +2 Zeal per downed ally with a cooldown of 30s, so the ability would mostly work as well as in vanilla for parties without many summons. You could. PoE2 is not hard to mod, I think. Consider it's my first mod ever and I'm no dev IRL. You can give it a try by enabling exhortations on oneself. It's not very complicated using the many tutorials. It could even be a nice small mod on Nexus (I've not found this by quick research).
  6. Somehow Yes, but I've tweaked Tactician several Times too so it could be messed. Tactician should get the normalna brilliant Now (but under new condition : needs also to have more than 50% health, anf he gets Confused and longer recovery under 50% health. Not sure, but anyway it would mess with monk and wiz who only have non controlable summons. Honnestly the safest way is to put a Cooldown on Divine Retribution Zeal gain, so it works well on "normal party"
  7. I think it works that well in this fight because the Megaboss has AoE Attacks that systematically kills your skellies. But in a larger party, a barb could have done the job. The annoying thing is that it is really only the skelly chant that leads to such absurd Zeal gain. Other summons work great, but not to such extreme extant. Brilliant is still 1 resource per 6s. The only BPM tweak was to make higher spell Tier more rare to regen (and it starts giving back resource 3s avec the start, not immediately).
  8. But when casting a cone ability, you can rotate at will. It would requires a Cone Aura to work as you describe. But as far as I know, it doesn't exist. Because you mentionned a "fairly large radius" so I thought you suggested a larger radius than the current circle. Nevermind Maybe the issue is the 50% values is just too strong. You were suggesting to add positioning constraint, which Swift partially solves. But I think I didnt get your arc idea. It is actually the very first change I tried. The issue is that damages transferred have 0 PEN. I couldn't change it. Which is both too strong and weird.
  9. Well, that's quite out of the box as a proposal. I'm not sure I want to base the design on AI behavior. At least you don't have to remove allies engagement. That's a bit too weird. If one wants to build around, one can simply not pick engagement (or pick a ranged weapon). What I like with the "-X% damages taken for allies/+X% damages taken for self per ally" is that it is quite straightforward, easy to understand and somewhat aligned with the feeling of the initial ability. But I also agree that it could be a bit broken. It's really hard to get an idea. That said, if 50% feels too much, I could go with 40% or even 33%. The ability would still be nice since -% damages is quite rare. -40% could feel right because of all opportunity cost I see with this design. Or I could lower the duration to 6s.
  10. Sure, but also on a frontliner with Unbending active, or any combination of defenses that would make it survival with a massive damages increase. But that's what Take the Hit currently does. Indeed, you can't. You can't change the damage reflection. But Take the Hit currently redirect some damages to the caster. But as said, @Shai Hulud, it's gross since your clothinling will redirect half of its taken damages to your hevaily armored fighter. There are some hidden costs. First the recovery, which should lower your fighter utility. Second Toughened Fury (the backbone of BPM SC) would be much less convenient. You can still take damages, but +200% damages for 4 targets would hurt. Third, all your beautiful defenses as a fighter would be much less usefull. +3 engagements, +20 all defenses, etc... Still usable but one isn't tanky with +200% damages taken. Forth, super bad interaction with summons. If you have plenty summons around and are protecting them, your fighter would be even more vulnerable. I would even say that it could somewhat refreshing to have some party tanking NOT based on summons. And of course, the risk of loosing the fighter from some random AoE. I like the idea of lowering mobility. Breaking on fighter movement would be tedious to implement, but it could break on protected target movement. Arguably it would even be an advantage to prevent summons from being protected. There could also be a penalty for fighter such as -75% movement (or -100% ??) as long as at least one target is protected. Or both. I don't want to make it over complicated though, and I'm not fully convinced it's necessary to add a penalty. But lowering movement is a good direction to look into.
  11. Don't think an arc would change that much I you sit on the backrow, you can have your arc in front of you and cover the front row. It is even easier than a circle. Also SC Fighter has access to Swift just in case (from inspired strike, not the most convenient but still). It is 50% more damages taken by the fighter (per ally, stacking), not done by them. And 50% less damages taken by allies, not done. So your allies take less damages and you take more. The more allies protected the more damages you take. I know about Divine immolation, I've done some forum research before my proposal This would still work fine with (any) Immolation by reducing by 50% the damages taken by the paladin (for this part, it would be as before). The fighter won't take immediate damages from Paladin self immolation, but since it would take more damages from any source, he would still be quite interested by the extra healing specifically from Divine Immolation. It doesn't break the interaction with Immolation, but it is supposed to make Take the Hit less combo dependant, although it works great with any self damages (better than Voidward). So my proposal : - 0.5/4s cast/recovery, 10s base duration, 1 discipline, 2,5 radius (basically these are unchanged) - Take the Hit grants 50% less damages taken by the to allies in the AoE - Take the Hit transfers stacking 50% more damages taken by the fighter for each protected ally (so +100% damages taken for 2 allies affected, +150% for 3 allies, etc...).
  12. Well, it's additive, as always. So if you would take 10, it would be from 30 to 35. Note that these bonus damages should stack additively with other bonus damages (weapon quality, mig, etc...). The same way as double inversions in general. +100% damages cancel -50% damages. (5 SC Fighters would get +200% damages -100% (cancelled by -50%, so +100%). In this case, the bonus from several fighters doesn't stack while malus does. ) What do you mean, exactly ? Vanilla : out of 100 damages : - 50 goes to target - 50 goes to fighter Your proposal (???) out of 100 damages : - 50 goes to target - 25 goes to fighter It is doable with mathematical trick (hand werdish display): - 25% resistance - 33% of the 75% left to the fighter. Or is it something else ? Pain Link points to the attacker (hard coded, I checked it too yesterday). Deal
  13. Maybe by using a dummy Change Form ? (except without chaning model) ? Spiritshift are statuses that technically add abilities every time you use them (okay, I know that in Vanilla game, you can't use a particular Spiritshift several times, bt if you mod this way, you can cast bear fear every time you shift). EDIT : Gotcha, not tried myself, but should work : 1) There are Changeform status without appearance change (extract from Citzal's armory) : { "$type": "Game.GameData.ChangeFormEffectGameData, Assembly-CSharp", "DebugName": "Citzals_Enchanted_Armory_SE_ChangeForm_Armor", "ID": "232ef96a-a26e-41ab-9765-16b426ed1c80", "Components": [{ "$type": "Game.GameData.ChangeFormEffectComponent, Assembly-CSharp", "NewFormAppearance": "", "TempAbilitiesIDs": [], "RemoveEquipment": "false", "TempEquipmentIDs": ["37c1590c-ed1c-41bb-aa9b-cdefb78a65b4", "0987eb38-d772-4705-8981-fb306bee9e88", "1c041870-a4aa-4d24-aa63-883ef387b92c"], "FormVariationID": "00000000-0000-0000-0000-000000000000", "AnimationController": "", "AnimationAudioID": "00000000-0000-0000-0000-000000000000" }] } 2) Here an example of added ability by Bear Shift : { "$type": "Game.GameData.ChangeFormEffectGameData, Assembly-CSharp", "DebugName": "DEBUG_Spiritshift_Bear_SE_ChangeForm", "ID": "0c44ac2c-5155-462d-9c9a-d910b0cf07c0", "Components": [{ "$type": "Game.GameData.ChangeFormEffectComponent, Assembly-CSharp", "NewFormAppearance": "art/character/creatures/druid_bear01/a_druid_bear01_v01.asset", "TempAbilitiesIDs": ["7bf3cb65-52bf-481c-8261-fd7c9f22ba0b"], "RemoveEquipment": "true", "TempEquipmentIDs": ["8b96899c-12c6-42cc-a2cd-f3a73aed0bd3", "9e36cdaa-e21d-42ac-adcd-e7393e16ee15", "9e36cdaa-e21d-42ac-adcd-e7393e16ee15"], "FormVariationID": "b1441f51-a9e9-4aea-b14e-0d205e07bc85", "AnimationController": "", "AnimationAudioID": "00000000-0000-0000-0000-000000000000" }] }
  14. Disciplined Barrage is self-only. That's a pretty big difference. Of course not for Solo. LoH can save your life, Displined Barrage cannot. Initially I was comparing 1 concentration with LoH base healing effect, which I think is in favor of the later by a pretty big margin. But we're really comparing apples and tomatoes here. It also heals more than any instant healing abilities bar LoPZ and consumables. Actually, it's the Healing over Time that heals the most per tick. It's really middle ground between instant heals (life savers) and heals over time (damages mitigators), with the big distinctive feature from instant ones of benefitting from INT and PL duration scaling. It also has nice interaction with Wall of Draining for being a "short but strong" buff. As they are many source of DPS. Disciplined Barrage is precious because there aren't that many souces of crits though. Brilliant has the same effect on SC barb as in Vanilla. All this requires ability points. SC and MC get almost the same numbers, even if it is obvious that they are spent less optimally for having a single tree (especially since some Tier 1-7 passive are really broken). It's hard to figure what MC feature could beat Driving Roar in term of convenient cheap AoE DPS + fast cast Interrupt/push. And it terms of Spike AoE, dual mortar HoF is there too. Not everything works every fight. Blood Surge works well vs Belranga and to some extant vs Hauni O Whe (because Blood Thirst make Barb optimal for dealing with those parasite oozes), but require some Chanter skellies slaying to work a bit vs Dorudugan (and probably not a very optimal strategy then). Anyway, SC Barbs are seen as fine by most, so I won't change them, unless some other reviews argue about it. As said above "SC Barbs are fine" does not reflect only my opinion. This was even said before BPM, and I still buffed them. Parties require less balanced build in general. Noticeably, you don't have to tank or do the healing yourself. If healing 1/2 to 1/3 of health pool for 1 zeal is very very meh for you... well I don't know what you need. As said above, apart for consumable, I don't know what can beat it apart things that restore ~10 base health per 3s. Sure it heals more overall, but it is really slow. If we're talking about healing efficiency, IMHO nothing can top Nature's Balm. I start every druid battle by casting it, it is so fast, can affect the whole party (initial placement matters). Pain Link and Spiritual Ally (!) are also my bread and butter heals for their efficiency again. But when a character is dangerously low on health, LoH becomes better at "saving one's life" than the mentionned abilities (not to mention it can be stacked with said Robust). I guess for Solo, you have to think a lot about long term and attrition, which makes it "very very meh" instead of "basically okay", which it is in the general gameplay. Anyway, since we have more or less agreed on GLoH and HoL I propose to stop arguing here (you can answer but I don't guarantee responding). Actually I think I'll go with 30 health per 3s for 5s (instead of 6s as said above) for HoL/GLoH in order to harmonize duration with Shielbearer secondary effect (which is 5s in BPM). But I'll go with 15s Robust and 20s Courageous instead. So same level of power as described above. Also now I'm turning my attention on a final point before release (I hope) : Take the Hit. It is supposed to be the pinacle of "tanking" (in term of deviating attacks from others), but it is limited to damages transfer. Even with BPM change (no recovery, no cost), I find it hard to pick and cast (some combos do exist). Thematically, you're getting damages on your fighter in exchange for protecting your friends. The issue is that the said friends have usually lower defenses, so transfering damages make easy damages vs your supposed tank. It worked somewhat better in Vanilla since Unbending was overhealing there dues its weird implementation. So these excessive healing could be dumped with Take the Hit cast, even if the synergy didn't work. Take the Hit would be perfect if there was a way to make 50% of the attacks actually target the fighter in order to benefit from its defense. I must emphasize that there are no way to do that. The ability that redirect attack have they targets hard coded (Reflect stuff, Blade Turning). You all can make design suggestions, but remember not everything exists. So try to replicate an existing ability/effect. My proposal would be : - Take the Hit grants 50% damages resistance to allies in the AoE - Take the Hit transfers 50% stacking bonus damages to fighter for each protected ally. This can be mitigated by Unbending of course, which is a better synergy than the current effect. Also stacking defenses make these bonus damages less easy to take advantages of. The basic idea is to enable the fighter to protect what has passed their line of defense. Thematically, it fits remarkably well with Furrante's Breastplate passive (-10% allies damages, +10% to self)... which also has Take the Hit as castable effect. Duration, Recovery and Cost should be adjusted. Cost can't be zero in this case, so probably back to 1 Discipline. Duration should be relatively low. Could be 10s as original. Could be down to 6s if the effect feels too powerful. Recovery / no Recovery is also a question : I admit I fear having a backrow fighter casting Take the Hit repeatedly (even worse with a "Brilliant" Tactician), so at least recovery would prevent them from doing much else. Nope, they are not supposed to stack. Both are from active effects.
  15. This and rolling vs Fortitude tend to guarantee the ability won't be an auto win button. In the meantime, even a Graze vs Fortitude would still do respectable damages. And in the case of severe underpen, just use it as a panic button that do a little damages. Or for healing the self damages from immolation that would have better chance of penetrating as you say. Ok I'm probably going on this route with 6 base PEN and current damages.
  16. Second thought, it might be a bad idea. LoPZ has no casting time (only recovery, but really great action economy), no friendly fire, immediate damages and instant heal and has quite high PEN. There would be many fights that you could win just by using it repeatedly, especially with several SC Paladins. Even with its high cost, it is allows 2-3 casts that could trivialize too many fights (even if not so good for some boss fights). My idea would be to keep the current damages (92-123) but with much lower PEN (10 base -> 6 base, + 4 PEN as a tier 9 + whatever PL would give) 6 base PEN is quite average but not so low with dual type. Basically the equivalent of a sword. It is also BPM value for Maelstrom. Also Immolation is useless vs fire immune who tend to have low frost AR, except constructs who have low Elec AR. So it would be the best when the most needed by SC Paladin, while being slightly less of an universal tool. What do you think ? What is your experience with current LoPZ vs vessels ? Does it feel too strong sometimes ?
  17. As I suspected, it is a purely display bug, the effective healing values are normal (tested at list Might, Practiced Healer, Mercy chant) It happens with attacks within status within attack within... etc. Just too complex for the UI to handle perfectly. I have no idea why, and display issues are not my priority when I don't know how to correct them easily.
  18. As I suspected Fire absorbing foes are immune to Light of Pure Zeal. I tested it with a Flame Naga (after removing the condition for LoPZ). Probably due to the "low fire AR" of the flame naga but still. I plan to change LoPZ this way : - 4 zeal (as already implemented by BPM) - 0.8s/4.s cast/recovery (no change) - 100 heal (no change) - 66-84 damages vs everything (equivalent to 3 Immolation ticks). So less damaging than currently but universal. I'm leaving the anti-vessels anti-spirit part altogether because I feel the spell might have been slightly too powerful vs them. Note that with Zeal cost down from 5 to 4 in BPM, this is roughly equivalent vs vessels and spirits as vanilla. - 10 PEN +4 intresic as Tier 9 ability (no change) - Cold/Shock damages for the reasons mentionned before. Pals need something not fire based. Call it "celestial" - Adding Frost and Electricity Keyword to the ability and attack for itemization. Now SC Chromoprismatic Pal could be a thing (style bonus point if Bleak Walker for using all elements) Indeed, it is a known hardcore bug when multiple sources of + duration. I left it because it honnestly doesn't break the game. That is worth reading. Personally, I find that LoH "does its job", as cheap pseudo-emergency healing (though as pointed, not as efficient as BDD to save someone). It heals in the 100ish in the scaling, which is in my experience sufficient. That said, I do understand the issue about okayish cost efficiency (although druid style - and Pain Block - healing over time with long duration are necessarily more cost efficient). It means that it translates also to the pseudo-upgrades. And since they costs 2 Zeals one can feel it even more. Hence the lack of enthusiasm for LoH pseudo-upgrades. Also something annoying about these pseudo-upgrades is that they are Tier 3 and scales as such with PL (since they are not upgrades. Upgrades would scale as the original ability). The pseudo-upgrades basically loose 2 PL for the "original Lay on Hand compoent" (20 health per 3s tick for 5s). And since Healing over Time get double benefit from PL, it is sensitive for both : GLoH isn't that much better healing and HoL heals less than LoH. That's why my proposal is the following : - Both pseudo-upgrades would be kept at 2 Zeals. Original LoH supposed to be used when "sufficient", improved version for better action economy efficiency or Courage utility. - Pseudo-upgrade base healing buffed to 30 health per 3s tick for 6s. That is 90 base healing over 53.33 for LoH (with +2 PL, so roughly in the 60ish). - Robust for 12s. I'm not trying to challenge Pain Block in its own way, but to add a layer of healing. GLoH will have great initial healing of 40 instant, 120 over 6s and 140 for total duration. - Courageous for 18s. Courageous is less good than Robust, but nice utility to support casters (especially since after Courageous, you will still have 1 Concentration with infinite duration from the Tier 2 part of Courageous, as for Resolute but guaranteed by previous Immunity). And HoL will still heals more over a short duration than any ability in the game... bar GLoH and LoPZ
  19. As you say, the average value seems balanced. As it is : "x% chances of getting 1 zeal where x is the percentage of health lost every 12s". For 3s ticks "x% divided by 4 chances of getting 1 zeal where x is the percentage of health lost every 3s". The second one simply seemed more confusing. Summon killing requires some ressource dedication. Optimally 1 Chanter summoning skellies while doing only that, and some character having a way to kill them without too much dedication. 1 zeal per downed summon does not seem too much for doing all that. Compare this with a Cipher spamming Brilliant on a Paladin. And the Zeal for low health requires a bit of management to give good result. I think the ability will be very strong (less so than vanilla), but would only give great results only if playing around the 2 sides. If you can manage the 2 sides, you deserve to be rewarded (once more, it would certainly be less than in vanilla). Making the 2 sides mutually exclusive would be an option, but it would overcomplexifies the ability IMHO. Somehow Paladin is the martial class "expected" to have the more ressources (+1 Zeal, Zeal on Kill mid game, Divine Retribution). Divine Retribution would be still a "must pick", but the summon strategy would be less necessary to get at least some decent results. If really needed, it is still possible to reduce the percentage chance of Zeal (including for downed summon).
  20. I was speaking about regular LoH. Many people do complain about the pseudo-upgrades.
  21. Concentration is much weaker than the healing from LoH. Indeed, I remember now. That said, I don't recall anyone else complaning about it for all the years on this forum. LoH is fine IMHO, but that doesn't prevent from questionning the upgrade indeed. Well, I have no passion about the current HoL and GLoH values. GLoH healing twice more than LoH + Benefits and costing twice more seemed a good basis. Anyway, I would like to hear other people opinion about this. For 2 zeals : - Is 10s Robust on top of LoH OK for the community ? - Is 15s Courageous on top of LoH OK for the community ? Weird. I vaguely remember a display bug for very encapsulated effect. I rember also an issue with PL scaling for encapsulated effect, but no MIG saling sounds extremely surprising. Anyway, I will check this. It is not intentional and does not sound legit. It's a lantern in polish. It's also what happen when you type "later" with a poorly set auto-correction a mobile phone bought in Poland. Honnestly, you're quite unique in your view as far as I remember. SC Barb are usually described as great (in Vanilla as well), mostly because of Tier 9 shout upgrade, and a couple other feat. Note that they do unexpectedly more damages than their description would make you believe cause they count as intresic Tier 9 (so +16 Acc and + 4 PEN) and scale with PL as if they were Tier 1 (so + 8 Acc, + 2 PEN, +40% multiplicative damages and duration at 9 PL, and more with bonus PL). Even Dazing Shout does ok damages this way (and decrease PEN vs your whole party, something Wiz can't do as well). Driving Roar is extremely strong, cheap, fast to cast, interrupting. Cannon SC Barb is the most commonly spoken about build. Blood Thirst and Blood Surge complete the picture. HoF with dual mortar is great vs pick packs of foes (such as Splintered Reef). I guess Dazing Shout + Instruments of Boundless Rage (mostly for fast cast, prone on graze and severe damages vs single foes) could be an alternative, but AoE Daze seems mostly interesting with a party. On a general note, MC are ususally better for long term passive + self buff because of the greater variety they get. So it's no surprise they fit better your playstyle. SC being better for initial impact because of better abilities (sort of "ultimate") and better PL. Even then, SC should get a couple of great passive (retaliation plays this role here). So ultimately it's about how you value. Other stuff : - Probably going to set Abjuration to 2 Zeals for what it worths - Thinking about tweaking Healing Chain to 2m Bounces (so you can better control where it bounces) and buff 10->12 health gain.
  22. I have a doubt how it works vs Fire absorbant foes. Fire Nagas have low Fire armor, so they might end up aborbing Fire instead of taking cold damages. I get why but this is the same question as Cipher buffs. They are somehow intended to be ally only. Note that There are mods that tweak Cipher and it should be easy to do for pal. Just not BPM purpose. Well, their ability adds up for free, dealing about as much damages as Steel Garotte can steal. Also Outworn Buckler works better on them. I think the sicken is nice. Reducing target health with a heavy hitting attack is neat. And it has great synergy with Spirit of Decay and that Void Hełm would grant them +10 acc for FoD. I think it is the strongest subclass with dual wield. 28 health Aoe on top of FoD is neat. I think pal subclasses are okay. They are not upgrades but different abilities (it can't be changed easily, so there will always be botg on the UI, which is an issue if one is strictly better). As Shadow Step for Escape. Different abilities need a drawback so extra cost is appropriate. Their power level can be questioned though (BPM already changed it) : if anything you may point that GLoH or HoL are too weak. BPM GLoH heals about twice as much as LoH, on top of +2 AR and some CON. It is worth the increase. No one complains about LoH being weak so GLoH isn't weak either IMHO. None of the abilities you de scribe here does something as strong as adding a Tier 3 inspiration on a 1 cost ability. That's why they are impossible to compare IMHO. It is Tier 7 but I agree Glorious beacon is indeed rather bad. The issue is that the upgrades are REALLY strong. I already rolled back from a 12s Glorious Beacon cause People complained the +40% damages upgrade was too strong. Upgrade might be tweaked if all other exho get better. I agree for charge upgrade (to 15%). Situational ability to pick. But can't really be better. Providence is a secret buff to Constitution. Sacred Sacrifice had a similar effect on vanilla and no one complained. 3 zeal is a lot, but appropriate for a rez and the wound drawback is still here. Anyway it is meant to be a strong advantage of SC. Not understood? +health what? Indeed, that is why I nerfed it to 1 zeal. Still work, but much less rewarding. I thought about it, but it is impossible to implement. That's why I came with health level. Sure but shining beacon is Will. Better to have different abilities target different defenses. I'll complete laterna about barb.
  23. OK, now I'm turning my attention on Minor Intervention and Light of Eoathas. I've always thought about these ones as situational but useful abilities. However, their unique trait, reducing Hostile effects duration, feels a bit weak. -5s for a Tier 6 and -10s for a Tier 9 feel too low for their levels. I'm thinking about doubling them to -10s for Minor Intervention (basically dispels nasty harcd Crowd Control) and -20s for Light of Eoathas (purge a bit everything including most of Disintigrate). This would feel right. I think the healing value can stay as instant heals are always good even if the value isn't that high. Other topic is Single Class Paladin. Previously, I heavily nerfed Divine Retribution (to +1 Zeal per downed ally instead of 2) because I felt that SC Paladin raw power relied too heavily on spamming summons to have them killed. I lowered a couple of Zeal costs (sacred immolation behind paid on health mostly), but now I feel that they lack a bit of Ooomph. I propose to add a second effect (also Zeal regen) to Divine Retribution so it helps a bit Pals when they are on their own. Currently thinking about a 12s tick that gives x% chance of +1 Zeal, where x is the % of health loss : - an almost dead Paladin would gain almost 1 Zeal every 12s - a 50% health Paladin would gain 1 Zeal every 24s on average. These values seem reasonable and emphasize SC Paladin playing with their own health (with all the self damages and self resurrecting stuff). I'm also thinking about Light of Pure Zeal. The ability feels balanced on its own, but I'm meditating on its role on SC Paladin builds. I think SC Paladins really lack ability to deal non fire damages. I think the ability could use a tweak to become Shock / Cold damages instead of Shock / Burn (it isn't even keyworded, and the damages type feel a bit "magical" at the moment). I'm also wondering about a Tier 9 ability (supposed to be the pinacle of a build) being focused on a couple of enemy types. So what about making the damages universal ? Maybe less damages vs non-spirit non vessel, with current damages vs them, or maybe just get rid of this part for the sake of simplification (also easier to balance if all targets take the same damages ; I feel it is borderline too powerful vs Vessels and Spirits at the moment, especially considering the instant cast and no friendly fire parts). Or there could be some out of the box idea such as LoPZ affecting also Sworn targets (but on a technical side, I think it would affect all Sworn targets, including Sworn by other paladin) in addition to Spirits and Vessels. I like LoPZ being so costly and devastating so I would like at least to keep this aspect.
  24. Cat is actually the lion. But yeah, it is probably the reason but... This bonus is comparable to cat's special in term of power. So it should have been listed. Or those two handed pets could have done damages more two-handedish. All their Attacks are aligned (bar Wolf who deals greater damages). So I'm pretty sure it is an oversight.
  25. Yes I found it by comparing the values on your gamefaqs and @Shai Huludtesting. Something was wrong so I checked the game files, spotted something weird, checked in game and compared the results with gamefile again. Test it for yourself to be sure. As @MaxQuestwants. It will be include in next BPM version. He can pick the file for CP.
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