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Elric Galad

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Everything posted by Elric Galad

  1. How surprising, right when I'm in holidays with no access to the game... Joke apart, Congratulations!
  2. Okay, so I guess I might have gone too far about spreading Enfeebled. I will turn back Fractured Volition to the original effect, but rise it's Duration to 30s and decrease casting time to 0.5s/3s. The fast recovery is a good way to make it still relevant at high level when you may prefer doing something else of your time than a non damaging single target debuff. Also it would compare better to Secret Horrors and Puppet master on same tier. This would provide a convenient way to apply a CON debuff and Sneak Attack condition to a priority target. People wanting the old version of Fractured Volition could still use the file from a previous BPM Version. Perishing Strike too would be reverted to its vanilla effect but with a twist. The Weakened to Enfeebled transition will also happen at any time the affected target is bloodied. So at some point the target WILL be Enfeebled, which was the main issue (target could die before Enfeebled happens). Bosses will suffer an affliction for base 30s when above 50% health, which is handy. Enfeebled will be easier to apply than in vanilla but not that conveniently as a. On demand effect. The upgrade will have no effect on CON resistant target (since Downgraded Sickened does not carry the effect of Perishing Strike Weakened) but CON isn't the most resisted affliction and Toxic Strike on the other side is useless Vs Poison Immune anyway...
  3. A good thing to point about Enfeebled is that its power can't be adjusted by adjusting it's duration, since a big part of the effect (+50% duration to all previously applied hostile effect) happens instantly. There is even an argument that the shorter is the better since it allows reapplying the initial effect faster. What about Perishing Strike then ? Changing it to immediate Enfeebled for 15s might have been a debatable choice too. You only get it on Tier 6, it costs 2 guiles (harder to spam than 30 focus) and 2 ability point. What somewhat concerns me is the possibility to apply it in an AoE. Perishing Strike isn't easy to balance since it has to be a quite significant upgrade since Withering Strike is barely okayish on its own and Toxic Strike kind of potent. I could make Enfeebled conditional (as the original but in a more convenient and less antisynergetic way) but it would require an additional change to be worth it IMHO. Rogue has plenty good stuff to spend Guile.
  4. I don't know, it is still a low tier spell after all, with a pseudo quadratic scaling with PL. It has good PEN, fast cast, and requires absolutely no conditions (except having more than 1 target) to get its max damages (which top at ~100 plus might and PL damages bonuses). Contrary to beams which require good positioning and don't do their damages instantly. The real question is why one would include a pure low level damages spell with no risk/no reward on a Cipher build, granted that they want to be auto attacking instead. It has good synergy with a Whale of a Wand, Death of 1000 cuts and a few other effects. It can act as a pseudo ranged attack for Soulblade since it is even cheaper for them.
  5. Well, there are ways to turn Enfeebled i to an infinite CC, but they are somewhat tedious to do, and works marginally better than Just reapeating the same Hard CC. How many foes need 9 mental binding? Only for toughest foes it makes a true difference and these are often CON resistant so the combo isnt that reliable. That being said, I'm not sure I would redo the same change but People using BPM have get used to it so it could be frustrating to reverse the change. And apart for very specific combos, I don't think it is even that powerful Fractured Volition was kind of bad IMHO. Weakened is relatively common so dealing it single target and without any added damages really sounded bad. Such as tenuous grasp by the way. You have much better things to do with your action time. Fractured Volition needed something anyway.
  6. Sometimes I even wonder if I haven't spread Enfeebled a bit too much. That being said, Ciphers do get something close through Psychovampiric Shield, since big Res debuff increase hostile effect duration. It does not apply to already active effects (so won't work with this particular topic) but does go through all kinds of Resistance and Immunity which is a plus. The duration extension isn't usually as big, but can actually be better in some extreme case of very high Resolve foes.
  7. Agreed. Also the PL malus applies to the summon duration, which I'm not sure was super intended. Reducing the malus reduces the gap between display summon duration and actual one. Do go for -3 PL. Annoying but not too harsh. Also I plan to add a hard -100% healing received on Writ of Mending, to bypass affliction resistance as for other Writs. I've spread a bit too much Enfeebled Affliction so I think a Tier 9 spells should keep something unique.
  8. Ok, so next proposed changes : Blessing of Wael : I might have been slightly too heavy handed with this one, resulting in a massive buff/debuff with great AoE and Duration. Currently plan to tune it down to +8 all defenses / -8 to INT/PER/RES at random on damaged. Incarnate : I turned SC priest into top tier summoner, which might not be fully appropriate. It is great that the Summon themselves feel great (they're God Incarnate after all) but the malus should have stayed so it does not render other Tier 9 useless. Currently it is a bit too incitative to keep your Tier 9 slot for Incarnate (especially since the only other Priest Summon is Spiritual Ally which is very nice but isn't in the same power league as Incarnates). I will add back the -5 PL for 35s as in vanilla (but I will keep it as a Hostile effect, so it can be reduced by high RES, so you can still build around). Death of 1000 Cuts : Simple suggestion to make it Target Deflection instead of Fortitude, so all Single Target Cipher DoT target a different defense (since I've set Soul Ignition to vs Will). I often feel that Disintigrate is sufficient (and you might want it anyway to get rid of that Megablob), so using a precious Tier 9 ability point to get a similar effect isn't very attractive. Granted that it might not need a buff but changing the defense it targets isn't a pure buff. Its main point is that it decreases its redundancy which is probably always a good idea.
  9. @Noqn's Slayer Seeker Survivor Standalone mod isn't even released on Nexus, and it already starts to have extensions
  10. That's weird. I will look into it. I don't know if it's even technically feasible. Are you using nerf package ? Because the "non pure buff reworks" are included in the nerf package. In the buff package only remain the zeal cost reduction.
  11. It is not my proposal. It would still be infinite while Near Death. It would only persist for 6 additional seconds after the character isn't near death anymore.
  12. I was not a modder either before starting BPM Most of moddable elements from PoE2 are basically text files. Yes, it's programming but with a good guide, it is easy enough to copy/paste stuff and change a couple of numbers. Having a standardized text file with generic command that you can complete with the "name of the creature" (from already known prefab list) AND coordinates (where stuff spawn on the ring) would be easy enough for many low-skilled modder to use. "Netx Level" would including adding Tomohai speech, reward items, etc... Might not be complex, and not even critical. It won't ever be a convivial UI, but I can imagine the technical part of the encounter design not to take more than 10-20mn to generate from a default file, once you have done it a couple of time. The real question is to understand if the green part is feasible.
  13. Well, I have no idea if creating custom battles is easy to do with mods. Maybe Noqn knows. It would be a great opportunity to be able to create custom battles that would become available at some point during SSS. I think it could stay independant mod but would synergize well with S4.
  14. Huh, this is annoying, but adding Proficiency has always failed for some reasons in my testing. First, Death Godlike also gets Death Usher, that BPM has tweaked to +5+1/lvl accuracy (up to +25) vs Near Death. For memory, the purposes were : 1) added damages could result in overkills, added accuracy prevents misses which is much better. 2) added damages was competiting with effect that utterly destroys Near Death, while added accuracy synergizes with it. Death Godlikes are the Best at delivering this killing blow. I think this bonus is a very good base for Death Godlikes because it will be useful for basically any fights. Having a second bonus more situational isn't that bad for this reason. You're right to say Pallid Fate is hard to balance because of its (situational occurence ; raw power) ratio. In the right circonstances, it might be broken ; in the wrong one useless. I still believe it has to be made a little less hard to trigger or at least to maintain but should remain this way because it is very unique AND is complementary with Death Usher. It couldn't have been the sole racial trait. But I want to stay faithful as much as I can to vanilla game and I want to preserve the Symetry with Death Usher. That's why I believe that giving it a persistance after recovering from Near Death is suitable. I'm not closed to changing the 6s duration proposed above. There should be a value between 0s and Infinite duration that should feel balanced.
  15. Yeah, kind of transform a CRPG into a tactical battle simulator That being said, after the nth replay, the quest & travel part can sometimes be skipped without too much remorse
  16. I thought about this one too but dismissed asking it as it somewhat encouraged going for unique equipment So OK for Ring of all defenses x10
  17. Question out of sheer laziness to check in game : have you also added Kith food for my future Corpse Eater ?
  18. OK, so for next version : I might have gone overboard with Drake, giving it 5x of each abilities to promote its AoE damages might have been a good intention, but giving it a 5x AoE Knockdown made it too close from Wisp territory. So I lowered the number of Knockdowns to 3x (breath is still 5x) but rised the damages from 15-25 to 25-35. Sorry for the iterative tweaks, but finding a purpose for each of the Chanter Summon (who share the same ressource and Summon slot) isn't that easy. Pallid Fate : With all my BDD tweaks, I feared that +3 PL while Near Death has become unplayable (the new BDD applies a shield, so when becoming Near Death healing will heal you, while damages will go to the shield ; this makes maintaining the Near Death condition less easy). I will simply add a persisting +3 PL for base 6s (passive, so modifiable only by INT) after Death Godlike goes back from Near Death. You still have to "go there" to get your bonus, but at least you won't be cancelled by an undue healing (e.g. good synergy with Watchful Presence) I really wanted to avoid applying Pallid Fate on Bloodied (even with a value nerf), but I had to find a way to make it slightly more playable.
  19. Oh that's interesting ! Another good point with this crossbow is the crossbow modal. It interrupts on Hit. But since you have three rolls, you have three chances to interrupt. It also helps digging through layers of Concentration, making it arguably the Best in Slot item for this purpose. Multi hits weapons also have many applications (avenging Storm, resonant touch, confounding blind, combusting wounds), they are not specific to this weapons, but multi hits is usually an advantage on its own.
  20. It's intended. Granted that WotW was nerfed to cost 9 Wounds, the combination is powerful, but you can't really repeat it as easily as before. Changed the mod description
  21. New version available with many changes (lots of adjustment from previously tweaked abilities...) Edit Deadfire Balance Polishing Mod at Pillars of Eternity 2: Deadfire Nexus - Mods and Community (nexusmods.com) Enjoy playing Slayer Seeker Survivor Standalone mod with these tweaks ! wOw ! LoTS oF bUiLDs !
  22. In the case of Cipher, it's a double boon. You get the +20% damages and eventually +1 PEN (plus whatever attack bonus you've vampirised) And your focus is regenated by it.
  23. I thought about that but it would destroy the animation (always unfortunate) and there are people who like using it with Driving Flight.
  24. A few planned changes : Ancient Weapons (slight) nerf : Following an idea by @Testlum, I'm going to set all weapons abilities to 3x encounter. They get so many uses that it is tiring to even think about using all charges It includes the Tier 9 Wand abilities, which I think was 2x encounter, but I don't mind a slight relative buff of the Tier 9 upgrade (SC promotion) Instrument of Boundless Rage (previously set to 2 rages) : Minor change, but I will make it target Deflection and cause Prone on Graze (instead of Hit). The idea is to make it more specialized compared to go-to-driving roar AoE damage dealing and interrupt (which target Fortitude and cause normal interrupt on Hit). Long Pain and the Pain Persists : I'm going to buff the summoned weapon to fast speed. Basically a ranged fist with +1 base damage. No change for Instruments of Pain. I feel it was a bit meh to spend time and wounds just to get a relative generic ranged weapon. It was basically a ranged version of Monk Fists, but these ones are passive and doesn't require casting. Now you will be basically increasing your fist range. Not really DPS since the additional damages will be compensated by casting time... (Pain Persists may slightly increase DPS since it reduces the need of casting) Pain Persists duration on Crit : +1 (unmodded) -> +3 (current BPM version) -> +4 (as Wildstrike Frenzy, future BPM Version)
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