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Elric Galad

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Everything posted by Elric Galad

  1. BPM Brilliant does not give back a symbol every 6s if you use the nerf package. It cycles regeneration of spells up to tier 3, 6, 9. First tick happens after 3s, so you have to wait for 15s for getting back a symbol. Over 15s, it's 3 spells at random of level up to 3,6,9 Vs 3 non random ressources for martial classes. The gap isn't that big anymore and one need to use spell slot with caution to control the randomness. It's really a trade off between raw power (in favour of casters) Vs predictability (in favour of martials - you know for sure that you will get enough ressources to cast your Heart of Fury or 3 Driving Roar). Chanters and even more Ciphers do get the shorter stick though. But that's fair cause they are already regenerating classes. I've seen Gambit builds working nice on a Kaylon video. But I'm using a SC Assassin right now and he's doing well by using... various abilities. His main focus is vanishing strike (disgusting with backstab, assassin passive and Ajamuut cloak) but I alternate with Gambit with a pair of blunderbusses when I want more Sustainability (more rolls, more crits, requires less accuracy over specialization). Dual standard blunderbusses is very nice to destroy one's deflection through Confounding Blind (not SC specific). BPM SC adds a couple of unique tools such as +1 guile through Great Soul, ressources regen through Wall of Flashing Steel and Concentration Removal (and long Frightened affliction) using Perplexing Sap. So Gambit is nice but I think it's better not to focus on it for every fight.
  2. It also enables various funky tricks such as Shadowed Hunters + Whirling Strikes. Nothing especially powerful but BPM Shadowed Hunters is good on its own and using it to optimize Whirling Strikes positioning was already an option, so that's just icing.
  3. It is designed as a boss fight ability. The relevant part is that even Vs Res resistant it still cuts the target from its offensive abilities (as well as res and PL malus). With BPM the duration is super long, by far the longest hard cc of the game. Also worth mentioning that cipher isn't the "Terrify specialist" class. Terrify affliction is still limited to this spell for him. But Cipher is extremely flexible with what he can cast, especially as an Ascendant, while Wiz Tier 5 is kind of crowded (Llengrath Safeguard, Spiritlance, etc...). Edit : it also helps that cipher has a fair number of passive abilities to support such kind of spell. +10 accuracy to spell Vs will, +15% affliction duration, etc...
  4. Just ajdusted Ajamuut's Stalking Cloak, so now it applies its effect from any Invisibility effect and Stealth (and for 1s fixed after invisbility breaks up) Will be included in next version.
  5. The entire cave usually pulls in my experience. Sometimes you can kill a couple of Darguls before it happens, but no more.
  6. Just for note : I will only make it 60s, not infinite duration. So it will be kind of broken with Weyc's Items, but only on a comparable level as a pollen patch. Yes, but I don't want to over-buff providence. Also Courage untill end of combat kind of make Hands of Light a bit redundant, and it's already a relatively narrow ability so... Yeah, many thanks ! I mean, I usually take my time before coming with sort of half stabilized solutions. Since I've been working on the mod, I have kept in mind a lots of implications of certain abilities, classes and builds. Such as "vanilla game" Sacred Sacrifice being one of the few ability benefitting from super high Constitution... That's why I hope my ideas make some sense. I try to avoid changing completely the design of an ability except in case of redundancy. Often a simple change can really make a difference about how a class feel. The best example is the cost reduction of Paladin Exhortations, which was paramount for making Paladin feels like a battle command.
  7. Cipher passive Echoing Horror is... errr... a passive, so its Frightened affliction stacks with everything. Of course, it will get replaced or will replace other RES affliction, but a pure RES debuff (such as Psychovampiric Shield) will stack for a total of -15 Resolve debuff. Note : I don't think it makes the ability broken because of its marginal use, but BPM will make it never stacks for the sake of consistency. In exchange, I will buff it to 20s duration. It is a Tier 7 so hard to pick for MC anyway (Ancestor Memory being so juicy, few room for it). And its random targetting deserves a bit of reward. In addition, as a passive, its duration isn't affected by Power Level... Also worths noticing that about all On Kill effects works on friendly targets in spite of their description. This is well known for barbarian's but it also applies to Echoing Horror and Inspiring Triumph. (Community Patch Virtuous Triumph does not but it is explicit in the mod notes - and probably justified) Finally, Echoing Horror and Evasive Fire basically applies their effect to a random target within 10m radius (probably buffed by INT) of the caster.
  8. These little skellies truly have a Magic the Gathering Token combo feeling.
  9. I do not intend to purely nerf it, but switching to -25% recovery time will harmonize weapon with reload and without reload.
  10. First, I plan to update the description of Blood Lust and Blood Thirst to inform that it works on killed friendly target too. I think Blood Surge should work on the same targets. Paladin equivalent can stay "foe only", especially because it is accessible for multiclass and could degenerate with MC combos. Blood Surge does not have the same issue. From Boeroer post, I deduce Blood Surge is powerful enough as it is and buffing it would result into a "must pick" which is especially bad for a Tier 9 ability could it narrows the builds. Adding health on Kill was IHMO a nice way to buff it without making it into a must pick. I also try to avoid an ability to have an ability strictly superior to an other, so giving barbs a 50% Rage on any kills (making it superior to CP Paladin equivalent) feels ugly to my game designer sensitivy. All in all, a compromise I could propose is : - 33% Rage on any kill - +15 health on any kill. It worths a tier 9 without being a "must pick" (especially with BPM Potion of Illumination for long fights), has combo potential without absolutely require killing poor skeletons. It is about/almost as strong as current BPM version without summons, and is quite different from Virtuous Triumph (which is always good for the sake of variety).
  11. Previously I modded Blood Surge to 50% Rage on kills, but not from killed allies. This change was similar to what CP did to Virtuous Triump, its Paladin equivalent. But now, I was pointed that Blood Surge synergizes well with Berzeker's confusion to enable killing your own summons, and it really sounds something a Barbarian could do. Plus I don't like having 2 identical abilities (esp. when one is Tier 9...). So I will revert back blood surge to 25% Rage on any kills. But since it sounds a bit meh without summon trick, I will add a (100% chance) +15 Health on Kills secondary effect.
  12. Well, I grinded just a bit and maybe because I had a party of 3 single classes (so quite focus) falling in front of a fight that wasn't the best for one of my character. With level 16 for henchmen, no big issue. Difficulty has been fine since then. I don't get it. Current starting money without blessing is fine. You should not change it. Then if players use a blessing... well, they should get the corresponding additional money. I don't see the issue...
  13. Thanks OK, after a first round of reflection, here are my (sometimes radical) proposed changes for SC Paladin : 1. Divine Retribution : 2 Zeal per downed ally -> 1 Zeal What I'm trying to address : Divine Retribution being so brokenly strong that you have kind of an infinite pool of ressource. Now, I'm not trying to destroy builds relying on infinite summons, but to mitigate how easy they are to spam just about anything. 1 Zeal per downed ally is also enough for an ability point when not relying too much on summons, it still helps for drown out battle. Also as stated above it is mitigated by how BPM reduced various zeal costs. Further tweaks are also more lining toward buff direction. 2. Healing Chain (from current BPM version with 51+ random bounces of 10 health in about 30s) : - 2 Zeals -> 1 Zeal - Adding a 30s cooldown What I'm trying to address : - Cheaper zeal costs to make SC Paladin less reliant on Divine Retribution - Healing Chain being so dirt cheap for its power that it feels almost always cool to cast, while not replacing other heal. Basically it acts like a tweaked Healing over Time, halfway between an active ability with a very little cost and a sort of passive working in the background. - Avoid spamming abuse (spamming Healing Chain like crazy could basically make your party feel immortal). Other HoT do not stack with themselves. 3. (the most radical one, feel free to comment) Sacred Sacrifice : - Remove the reviving effect - Infinite duration for both the pulse and the self damages (so not reduced by RES) until knockdown or end of battle EDIT : probably leaning toward a very long duration, probably 60s. Infinite duration breaks the game with robe of the Weyc, least unstable coil and similar items. You'll be actually burning yourself to sacrifice. Note that Sacred Immolation and upgrades disable themselves while active. What I'm trying to address : - Redundancy between Sacred Sacrifice and Providence. Actually this one synergizes with providence. - less reliability on zeal/divine retribution (lots of damages for zeal spend). Dirt cheap in term of zeal compared to potential damages. Health management (your teammates can help) instead of zeal management... - Boost action economy since not having to cast it again helps you to do other things. - Provide something fun/fluff to do with your SC Paladin that feels quite different from the more "default" Divine Immolation upgrade Sacred Sacrifice + Providence will cost 5 Zeal, so with a high health pool and some health regeneration, you'll be able to do a lots of damages for the cost. 4. Providence : - Heal to full health (was quite reachable before with low CON, high MIG, Practiced healer and... fruits). THis is meant to favor high CON build as a replacement from removing similar effect from Sacred Sacrifice. - Remove BPM Courage until end of battle that felt a bit Random.
  14. Yeah, now I remind that I've harmonized BPM Blood Surge with what CP did to its paladin equivalent : boosted on-kill proc to 50% but does not work on allies Mmmm could have tweaked it differently. Barbs killing his own allies could have remained an option (that sort of make sense lore-wise compared to paladin)
  15. Yeah I'm testing a SC Paladin build with Slayer Seeker Survivor standalone. And I'm not completely sure of Chain Healing use either. Also I'm a bit concerned that SC Paladin is SO reliant on Divine Retribution and summons. Divine Retribution could eat a nerf (something like 1 zeal per downed ally would still be good, especially with BPM general nerf of Zeal cost). Of course it would require other buff, the general idea is that you shouldn't have to design your party around SC Paladin, or at least not on a single ability. I have some absolutely not finalized ideas such as extendid the benefit from self-rez (sacred sacrifice and providence - which already provides encounter long Courage) and/or making Sacred Immolation free but with a cooldown (how it would buff Multiclassed Pal could be an issue). I'll keep you informed as Paladin consultant
  16. I would pick both in most case. They are the 2 main reason to pick SC Barbarian. Retaliation is excellent complement to Driving Roar for the battle with big boss where Driving Roar doesn't excel. I'm not sure Blood Surge is mandatory. 25% Rage on Kill (I think it's 50% with CP or BPM as its Paladin equivalent) isn't bad, but I will prefer picking Shout upgrade, Prestige and Retaliations in most case (unless probably playing solo). SC Barbarian doesn't have a big issue with ressources cause shout upgrade is so cheap, and On Kill effect isn't very reliable anyway. If you really need more Rage, your Cipher buddy should help, or Empower refund.
  17. A minor osbcure thing I'm thinking about is that getting one of Sacred Immolation upgrade gives you a net +4 Accuracy and +1 PEN. Why ? Because of obscure scaling rules that gives an ability a "native scaling" based on its level (here Tier 7 -> Tier 9) while the PL scaling remains based on original level.
  18. Community Patch and Standalone Slayer Seeker Survivor mods
  19. I'm considering going dual blunderbusses (not necessarily mortars, although they are sweet vs crowds) for Confounding Blind into Gambit. Foe's deflection will be going down so fast that getting 2 crits on your 8 attack rolls should be easy. As Boeroer, you should probably pick both, but probably specialize into one. Max PER in any case, then it is a choice between max INT and DEX, granted you can go reasonably high for both.
  20. Ok, so I swallowed my honor and repeated the first fight (which isn't hard, obelisks can be destroyed while stealthed, and that Void Blight can be more or less tanked while the rest of the party poke it with bows) Now my henchmen are lvl 16. Say hello to Gambit, Disintigrate and various stat boost. EDIT : so I have finally beaten those snakes. Now my party is level 17 and next fights I will be able to spam more symbols of Berath and Priest Fire spells Probably the difficulty doesn't need adjustment that much. People can farm a bit if their characters have trouble vs a specific fight. No-repeat run would be challenging, but that's something players are sometimes looking for. It is fortunate that this first fight hasn't been removed as Noqn feared it at some point.
  21. Every 4secs with BPM Nerfs Basically I agree with Boeroer. The key to SC Paladin is dying summon. BPM tried to reduce this necessity a bit by buffing Hastening Exhortations upgrades, so you'll probably be fine with a party with occasionally dying summon. But anyway, you can spam Exhortations like crazy, Brand every none fire absorbant foe and spam BPM Healing Chain (if you have a decent PC ) and/or Light of Pure Zeal. Sacred Immolation (and its upgrades if your build has the ability point to get it). I'm also testing S4 + BPM + CP with a Fire Godlike SC Paladin and... well at lvl 15 vs Fire resistant nagas, it wasn't ideal. Lvl 19 is when you get the critical payback (though early Stoic Steel is nice). I would also recommand Inspired Beacon so you have something sort of offensive to do vs fire Immune.
  22. Well, litteral translation from French failure. <Setting the curseur too high> is a synonymous to setting the bar too high Or setting the limbo bar too low, I guess. I'm sure it can work. But also I went with a party of SC Berath Priest, SC Paladin, SC Rogue (a bit waiting for Gambit/Vanishing Strike), Psion/Troubador, and a melee Ranger/Rogue. This party might have too much support, even if it is probably not THAT poorly designed. Berath Priest is annoyed by this particular fight because it deals damage sthrough Fire and Acid, and each half of the naga force is immune to one of this element.... That's a bit the point. It's not only about having troubles, but evaluating how much I have compared to standard play. I have rarely felt so powerless than yesterday from a certain time. I mean, challenge is a good thing. But it's also about evaluating how much other player could feel. The mod should not be too frustrating. But you know what is said about difficulty in CRPG... I guess after a few fights and a bit of money, one can feel very comfortable because of the access to all equipment indeed.
  23. Yes, maybe. I don't even think 15s would be a problem. It's an ability that costs 2 ressources and 2 ability point and does not bring anything more than a Full Attack with minor bonus. Not something you can spam easily anyway. BPM Fractured Volition is 12s Enfeeble and Hobbled, but without damages. It costs 30 Focus which is about 1+ ressource (less than 2 Guiles by my standard). I'm just affraid of spreading Enfeeble even more. Another option would be a conditional effect : - 30s Weakened vs target >50% Health for long health decrease, and long term Tier 2 Affliction (robust to resistance) to enable sneak attack/Deathblow - 15s Enfeeble vs target <50% Health for quicker kill
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