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Everything posted by Elric Galad
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Don't tempt me into nerfing hemoraging abuses. It least I won't balance other abilities to compete it The answer is simple : Don't pick elec Wildstrike. So you can cast your Elec spells while bearing your Elec/Storm panoply, and Spiritshift to use Moonwell + Water/Ice Wildstrike or Rusted Armor + Corrode/Decay Wildstrike, or whatever. Ah and Water/Ice Wildstrike is +4PL to Maelstrom due to double KW (from CP). That's quite close for avoiding +55% Recovery. Then play with a Cipher buddy so you could cast more than most of your spells. No idea what AA stands for here. Boar is indeed great. That doesn't discard Fury being the only ranged Spirishift with fairly good damages (most likely more than boar, instant but splitted). By the way Elec is a far better damage type than pierce.
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The main interest of any Spiritshift form is the 0% recovery armor with a base AR 8. That's 5 points of AR above standard clothes. BPM added bonus PL to the corresponding elements to all 4 wildstrikes, so your weapons always act as a caster stick. You have 2 nice small abilities. And Fury Spiritshift weapons are actually very good : they do a good portion of other forms weapon damages while being ranged and hitting 2 targets. SC has Spirit Frenzy, which is basically better with that form since you hit more targets (so more crits). Spirit Frenzy is really nice with BPM Entropy. So basically, I think is form is a bit above the other ones, so I don't see the necessity of boosting it. Good idea in general, but the damage shield is currently specific to Llegrath own special unique shield spell, so I'm a bit reluctant to give it to another ability.
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About the Blights : well, Fury does get extra range. Not a big bonus, but still nice little perk when you're trying to summon behind the ennemy line. Other than that, about the only thing that can boost Summon is bonus PL. I won't give Fury bonus PL to all Elements spells, but there could be a new bonus to give PL to Blight spells specifically (using a new Keyword). But I think the extra range is enough for a subclass that is not intended as a summoner specialist. Also Fury naturally tries to stack items that give bonus to elemental Keyword, so you'll usually have better synergies by picking Blights as summons (since as stated above, I would add corresponding KW). About Weather the Storm : my idea was more to change it so it fits Fury playstyle more than giving Fury a specific bonus to it. Fury does get the spell for free, and gets most of Storm spells for free, so it synergizes quite well with the subclass. The issue I'm trying to address is that there is no Tier 7 spells that currently fits Fury playstyle. There could be an argument to give Weather the Storm +3 PL to all Elements spells instead of Wind and Storm, so that it fits perfectly Fury playstyle. (+3 PL is meant to be above Potion of Ascension, but not too much above). EDIT : a positive effect of setting it to all Elements spells is that the bonus AR to teams synergizes well with better elemental spells, so you can use elemental AoE where your party member stands with relatively low damages. Storms (especially Avenging, Relentless, Returning) on the other side tend to be more party friendly. I could consider reducing duration a bit (20s) to balance things.
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Ok, so about Druids, I think creating new abilities might not be the simplest way to go. 1) I think Weather the Storm is a rather meh ability for Tier 7. Not that much because it is situational but because it compare not favorably with Woodskin and Form of the Delemgan, which comes with about as much Armor bonuses (and Pierce Armor is much more useful), and Form of th Delemgan also add additional bonuses. Even if it can have its use, Weather the Storm feels sad in comparison. That's why I'm planning to add a new bonus : a self only +3 PL to Wind and Storm spell for the duration. This bonus is non stacking with other Active bonuses (such as the one from Acute or Potion of Ascension). Even if this bonus is great to charge up, it must be emphasized that it is not ideal for action economy since Weather the Storm has a long casting time. Also Druid would finally become better than scroll users at using their own spells The idea is to protect your crew so they can stand in the Storm you're preparing. I also think it is nice to use Storm and Wind KW which only benefit from items otherwise. 2) Conjure Blight line of spells is a bit of an issue. Random summons are annoying IMHO. Summoning a Flame Blight in front of a Fire Naga pack is always unfortunate. That's why a radical decision (in a separate deletable file) would be to change all three Conjure Blights to a set type of Blight : - Conjure Minor Storm Blight (KW Storm and Electricity, no other Electricity spell on Tier 2) - Conjure Flame Blight (KW Fire, no other Fire spell on Tier 4) - Conjure Greater Ice Blight (KW Frost, no other Frost spell on Tier 6, can be cast vs Fire foes immune to Sunlance) I avoided Earth Blight because a predictable Slashing Immunity could be a bit OP. Blights have their own abilities, but are often obscure to use especially when you don't know what to expect, so I think it will do good to Druid summoning capabilities.
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I get the point, but if we start revamping the spell, everything becomes possible. It could even be an actual bounce spell. This won't help my modditisis (temptation to mod everything) Does it even end on Death ? EDIT : but you're probably right. This would make sense by just transfering immediately the secondary effects. I'll keep the small miasma nerf and reduction of castion time (to make it a really a good opener)
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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.