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Everything posted by Elric Galad
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Minor udpate : - Flagellent Path upgrades will have their damages buffed from 5-7 to 5-10... as Flagellent Path itself. It was probably an oversight. - Shared Pain currently adds 12 raw damages +1 per wound. Which is... pretty unsignificant for a Tier 8 upgrade. I plan to rise it to 12 raw damages +3 per wound. (Launching kick is fine but the minor correction above) Other topic : I always felt like Druids have an issue with their Tier 6 to 8 spell selection. Few possible picks, many situational. Tier 6 is a bit plagued by Poison/Disease/Fire Immunities (Venombloom would be great otherwise). A few foes are Immune to all 3 ! The spell selection feels thin, especially with Subclasses getting restrictions. Fury in particular feels like missing something as a nuker on the road to Greater Maelstorm. I am usually reluctant to the idea of creating new abilities, but I feel like adding 1 (Element) AoE attack spell per Tier would help matching their identity. Historically Druids Tier 1-5 and maybe 6 (befoe the introduction of immunities) were so great in PoE1 that the devs suddenly stopped creating new AoE damage spells for druids. Now it feels like their Tier 6-8 identity is not matching their Tier 1-5+9 identity. That would require reusing some animation, but still. What do you think ? Note the issue is a bit less significant for priests because subclasses add spells rather than bar them. Wizards get more spells and even unique Grimoires.
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Yes, I agree with this change. I think it is a good idea to reduce casting time, especially because it is a nice opener for Reflex or Will based attacks (as borrowed instinct). But Miasma does derserve a little nerf, especially to make the difference even more clear (and even in this case, it is arguably the better spell). The problem is this category of hard CC that bypasses every possible Resistance and Immunity (Statis Field and Temporal Cocoon) is very high level without restriction. Form is even a bit better since it still allows you to attack. As it is, it is a bit of a Grimoire spell (the ones you don't learn, but switch if necessary) but there are a couple of type-specific spells anyway.
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Balances of the day : Miasma of Dull Mindness : makes Arkemyr Wondrous Torment so obsolete that I'm planning to lower it from -10 to INT/PER/RES to -8 to INT/PER/RES. Still plenty good enough IMHO. Circle of Protection : suffers immensely from being on the same tier as Devotion for the Faithful. Which basically doubles the effect by buffing you and debuffing foes. Circle of Protection may have a biffer AoE but also 10s duration instead of 30s for Devotion for the Faithful. So putting it to 20s* instead of 10s would make sense. Its main benefit is the possible stacking with Deflection buff. *Circle of Protection is an area based effect. Duration isn't extended by PL (only by INT) Screaming Soul : latest version ovrnerfed a bit (this spell honnestly requires long game testing) by setting initial AoE to 2.5m and secondary AoE to 1.5m. Now I'm planning to set initial AoE to 2.5m and secondary AoE to 2.5m too. Seems fine now (good Type-Specific damages + combos with your own summon) Noticeable bug that you should know about : Wildstrike applies during Spiritshift cooldown. It is addressed for next version.
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Yeah, untrained fists as monk fists but at Penetration 0, that's what I plan. I'm mefiant about haymaker modal. Slapping people should work only vs clothes (and even then, not much) Thanks @Testlum I have spotted what was wrong in my implementation. Missed an occurence of fists that happened to be the one behind monk fists. I should not have tried programming it while keeping my one year old
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It is well known that Fire and Water/Ice negate each other. What I didn't realize is that you can use a Fire or Water/Ice Keyworded buff to negate a Water/Ice or Fire Keyworded hostile AoE attack that YOU cast. A good example is using Aefyllath Ues Mith Fyr to negate a Water/Ice Keyworded attack such as Overwhelming Wave (which is usually super tedious to aim without harming your party). Shared Flame or Darcozzi LoH shouldn't be too bad at this either. On the other side, I can think about the +10 All defenses buff from Moonwell that is Water Keyworded. The healing is area based and won't be negates. But if you have a "cheapest" Water/Ice Keyworded effect, don't hesitate to share. A possible application that I haven't checked yet is to use Moonwell to negate Sacred Immolation, Divine Immolation and BPM Sacred Sacrifice self-damages since they are hostile fire keyworded statuses.
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What I meant (plus minor adjusyement) : Unarmed attack without talent : 10-14 damages, 6 PEN Unarmed attack with talent : 14-19 damages, 7 PEN + (+2 Acc, +1 PEN, +5% damages)* + scaling (* the level 0 transcendant suffering/Monastic training bonus) As a consequences, foe fists would be : 10-14 damages, 6 PEN + (+2 Acc, +1 PEN, +5% damages + scaling) So it makes unarmed attacks : - a bit worse than other fast weapon on early game. Just incitative enough to make them avoided. - not changed with talent - about as good as a normal fast weapon for foes : 10-14 damages, 7 PEN +2 Acc, +5% damages (basically a club with -3 Acc and +5% damages), with transcending suffering scaling replacing quality enchant. Of course, if someone has a more direct fix for the bug, I'll take it.
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Other cheap solution : give everyone's unarmed attack the same base stats as monk fists (or something closer, maybe fast weapon damages +1 min damages like monk's 10-13). So enemy monks won't suffer that much. Monk class / unarmed would be necessary to get the scaling. It even sort of makes sense balance wise since foes don't have easy access to unique weapons like you do, so fists are comparatively more interesting for them.
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The ability works with your Spirit / Vessel summons. Noticeably Spirit Ally, Phantoms, Dichotomous Clones, Ancestral Weapons and Skellies from Chant. That's a lot to work with. It also procs Death of 1000 Cuts (should be one proc per Spirit / Vessel, which is better than most spells). But you indeed have to build around in order to use it as something else than a type specific spell. The ability doesn't jump, I can't see how to decrease damage per jump.
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Hotfix for Persistent Distraction and a couple of minor changes. Deadfire Balance Polishing Mod at Pillars of Eternity 2: Deadfire Nexus - Mods and Community (nexusmods.com) Mostly slight number tweaks. Among changes : - Reduced Screaming Souls AoE as it was a bit broken vs Vessel and Spirit groups. - Rusted Armor (Druid, Berath and scroll) targets Reflex now. It was barely possible to hit Fortitude on those targets requiring an armor debuff. - Uncanny Luck reworked from CP version : this version is 5% resistance, 5% Hit to Crit, 5% Graze to Hit, 5% Miss to Graze. I kind of agree that the base game required a small buff, but 10% Hit to Crit from CP basically made it a no-brainer talent IMHO. It overshadowed Rogue Hit to Crit talent, Cipher's high level 15% Hit to Crit talent (Limited to Cipher's Spell vs Will !) and Wizard 15% Hit to Crit spell. Of course, this component is in the nerf package and can be deleted.
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The difference is that for Steel Garrote, you probably never want to spend 2 Zeals on it if you don't get the paralysis effect, and the prone would seem to come out of nowhere. Meanwhile Disoriented + Deflection debuff is steel good enough for 2 Guiles. Also from a balance standpoint, Confounding Blind comes as an alternative to the very very handy Gouging Strike. So if it doesn't even work vs all foes, it would be a very very mediocre alternative. As I said, it's literally said in the description, so you're right about it being probably intentional.
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OK, so after investigating : - The bug does not seem to be systematically reproducible. Knocking out the rogue won't systematically leave the Persistent Distraction debuff. Something weird happened in your case. - In the case it happens, the issue is that this new condition isn't purged after battle. I will change it in next version (I will release it quickly since it may happen to others), so it will be robust to bizarre persistence. - The known antidote in your case is annoying but doable : face another foe with Persistent Distraction, engage, disengage. The disengagement should purge the persisting status. In the worst case, console The Messenger again
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Confouding Blind deflection malus is actually a sub effect of the blind condition. This means contrary to other Affliction + other effect attacks, it doesn't apply the deflection debuff vs PER resistant or Immune foes. EDIT : note that it is technically said in the description... Of course, I will change this for BPM (too annoying compared to alternative Gouging strike)