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Everything posted by Elric Galad
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A talent would be closer to the original and avoid power creep to some extant (just an option, arguably not a very strong talent). The thing is that 2.5m radius is incitative to go in the middle of melee. The current range is already greater than LoH and Wayfarer alread works perfectly fine as healer in my experience. I strongly suggest to get other people opinion. The thing is range is a bit the signature of the subclass, and taking it away does not really solve the issue as according to this thread Non Elements spells can also be exploited by ALL subclasses (and possibly elements spells can be exploited by other subclass too). https://forums.obsidian.net/topic/124903-furious-cheese-with-a-solo-fury/ Another route could be to limit all spells to a lower range. There are not tons of concerned spells. We even have a list in the above thread. Taking into account earlier monk ability I estimated 3 wounds ~ 1 martial ressource, and according to my own benchmark, WotW was closer to a 3 martial ressource ability (such as Whirling Strikes). Good point, but may I point some of your most recent suggestion aren't that conservative ? I admit a new CP package for less conservative stuff would help me keeping BPM consistent with CP.Basic and Extra Yeah, that's good principles.
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I get that. In absence of consensus, I would say it is better to either pick the closest from the original or from previous CP version. Or just do as YOU please (as long as consistent) Just curious about why you want to buff this one. I usually consider White Flames to be great, my favorite Paladin's subclass power and borderline OP with dual wielding. Also synchro with BPM by the way. There a bunch of this (and missing Acid too) in BPM. I really like the +20 range. I would advocate that there's more broken things in the game. I can see the point, even if I wonder if it is kind of CP purpose. +1 PL would be a bit close from specialist wiz maybe. Yeah, BPM went for 9(!) wounds (6 for dichotomous soul and resonant touch). Worths it in my opinion. Just don't go for 10 wounds or Xoti won't be pleased. No idea... bar everything you can sync and pick from BPM.
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Sounds weird honestly. I haven't spotted yet a filter that applies to weapon attacks but not natural weapons. If it exists there are a bunch of effects that could get weird properties when applying to beasts claws etc...Sounds weird honestly. I haven't spotted yet a filter that applies to weapon attacks but not natural weapons. If it exists there are a bunch of effects that could get weird properties when applying to beasts claws etc... Edit : ok, Fury claws are a good example, and after quickly checking gamefiles, it seems a general rule that natural weapons miss the weapon tag. In my opinion they should be. Possible to mod that (it would be legit I think), although it would require scripting (help from @Noqn? I would require some training to do this myself) to pick the right attack. I think every attack coming from an item attack from the items.gamedatabundle would be a legit candidate to be treated as a weapon.
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Yeah, Prostitute bonuses stack with everything. Also Inn Resting bonuses stack with everything too. Which is weird because I don't see why Room bonus should stack and food should not. Maybe an oversight ? Anyway, next BPM version will include full food stacking, which makes even more sense now that I've discovered Inn resting bonuses stack. EDIT : next BPM version is about ready, unless something else comes to my mind, or if I have to do something about elemental weapons (but it should stay in CP scope)
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OK, bug confirmed. However, since there are no ways to fix it easily, I will probably pass and add a warning on mod page. Now that the mod has been released for a fair time (and a fair amount of work), I think it's time for me to let go the non game-breaking issues. This one only requires you to avoid a particular upgrade of a specific magic item in combination with a specific class (although it probably triggers with some other form). (or remove the Strand of Favor fix files and swear to Woedica that you're not going to use the exploit ) Thank you for pointing it anyway.
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OK, here we go then. It will apply to : - All food including Hylea's Boon - All resting place at inns - Prostitute Bonus I'm not going to track down every unique one-time Bonuses until next rest, but feel free to complete the list above if I'm missing something important (repeatable) and relevant. OK so after my testing it seems that there's something intresically degenerate with using several abilities that grant + duration. After 1 kill while in Fury form, every single BPM version Salvation of Time tick (which grant +0,5s every 1s) granted about +4-5s duration. I've not spotted anything weird when a single effect is used. It seems to apply to everything using + duration (BPM Bloodstorm, which has a different coding as Fury bonus duration on Kill). Ahem Impossible to correct something broken by hardcode apart by removing the +duration effects... So my point of view is to fix the most degenerate cases. 1) I won't change BPM SoT because it is nice. I would recommand not abusing it with abilities with +Duration effect. BPM SoT and Wall of Draining seem to interact fine. 2) I want to keep Wildstrike Frenzy as it is. It is the corner stone of SC Druid balance. 3) There's a couple of self-prolonging abilities around : Blood Storm, Pain Persists, Each Kills fed his Fury. Honnestly, I don't believe they would be "too broken" if a glitch allows them to prolonge indefinitely. 4) Fury is the main issue IMHO. - BPM added a +10% damages on Kill in Blight Form until the end of the Shift (stackable 3 times). This one would be broken to prolonge indefinitely. - SC Fury intresically gets an ability (the shift) that has 2 means of prolonging. This is the only case (I think) when an ability is broken on its own, without any combo. Since it is hard coded, there is basically no way to fix it (unless I'm missing something). => My proposal is to cut Fury duration extension on Kill. Because of point 2), it would affect less the game than cutting Wildstrike Frenzy duration extension. => I will also change the +10% damages on Kill in Blight Form until the end of the Shift to +10% damages on Kill in Blight Form for 30s (INT and PL apply). The effect will be limited in time independantly from Shifting duration BUT will last after the shift. This will keep the spirit of "Fury getting additional benefits from Kills in Blight form" even if I have to abandon the virtuous circle of getting more damages and duration per Kill (so more duration of more damages etc...). I haven't been able to reproduce this on my game (tested with melee and ranged weapons), and I haven't spotten anything weird in the code either. So I have no mean to address this. If it really fails on your PC, just check the load order as BPM should be loaded after CP. And if it fails, then sorry, but I'll recommand to delete this particular change and go back to CP version of backstab (which is quite fine too).
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Requires at least fixing the couple of Elemental bonuses that don't apply to them. A tiny bit unclear, but thanks for the effort. EDIT : I mean, your post is clear, but I fear the rule will not be, in terms of gameplay. Elemental KW Immunity only then. Damages Immunity shall be kept. And add +2 PEN to weapons changed to single type damages from dual type. There's also 6. Changing elemental weapons to at least partly-damage when not already present. Such as changing Dragon's Dowry to Pierce/Burn This requires -1 PEN to weapons changed to dual type damages from single type. Weapons will suffer from immune, but it is closer from the original and at least the weapon will be at least partially elemental.
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A small note about Lay on Hand is that Courageous includes the effect of Tier 2 Resolve Inspiration. Tier 3 makes you immune to interrupt while Tier 2 periodically gives you back 1 Concentration (non stacking). Why does it matter since you are Immune to Interrupt anyway ? Because when Hands of Light ends, your target keeps this 1 Concentration without duration limit. But I agree with the crowd. In general Base Lay on Hand > Greater one > Hands of Light. So you can skip the "upgrade" (which is not technically one) or pick whichever you prefer as a backup, GLoH being the most useful in general, but Hands of Light having its use. If you have a fighter, Unbending Shield does the Concentration job for the party though, while being arguaby the best fighter ability.
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Yeah, that's the first thing I tried. The issue is that it makes any correction about untestable. If the bonus doesn't stack, it could mean either that the mod worked OR that for some reason you're not in a situation where stacking would work. I'm not at ease at releasing some untestable feature, so I'm probably going to abandon the idea, and let the game be as it is. The only possible alternative would be "Oh well, let's make all food bonuses stacking". If you guys ask for it. This would be a buff, but at least it would have clear rules. This one is testable I won't nerf food effect to make it more balanced, though. Just too much headache
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Attack animation can't be drastically reduced without drastically reducing recovery too. I don't know a way to do that apart for Riposte attack. Consider that Evasive Fire is fluff-wise meant to do that, but implemented it in a way decorrelated from your actual weapon. I guess you can't do otherwise with the hard-code. Also I don't want to do something too original (That's not BPM intent ) or too complicated to program (so potentially buggy). Current Shot on the Run isn't that far from being ok.
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I think it makes so little sense that I'm considering addressing it by mod, so the bonus exactly compensate for the penalty instead. Since it would be a nerf to what could be considered as a mehish talent, I might consider adding extra properties to the ability. Bonus movement speed, bonus defenses vs disengagement... or maybe simply making the No Recovery Penalty universal rather than only for ranged weapons ? It would favor Ranger Multiclass such as the Kitting Mage builds (DAoM...), or basically anything with Disengagement resistance (being able to change target freely between melee swings isn't bad, and can be exploited by Riposte Disengagement builds).
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Clarity I guess. E.g. no surprise for the player to not be able to damage fire immune with a pure fire weapon. Also if you change dual damage types for single type, one should add about +2 PEN to compensate (+1 PEN would be a bit mehish). Overall, the weapon would be better at its specialty (doing elemental damages) and not that much worse for versatily since elemental immune couldn't take physical damages from that weapon anyway. Note that I'm not necessarily advocating for this solution, I'm just trying to figure what advantage it could have.