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Everything posted by Elric Galad
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It is known, yes, and I addressed it by my Balance Polishing Mod Deadfire Balance Polishing Mod at Pillars of Eternity 2: Deadfire Nexus - Mods and Community (nexusmods.com) Unfortunately, I couldn't find a better solution than replacing the second priest by a copy of the first one. I don't remember if I made a separable file for this particular change.
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I'm currently thinking about removing the Potion ban from Mage Slayer (but keeping Scroll Ban). BPM Mage Slayer has -25% Hostile and Beneficial effects duration (instead of Spell resistance). Therefore, Buffing potions are already suboptimal for them. Barring access to Healing Potion is harsh especially Luminous Adra because there are no renewable ways to remove injuries in combat. And of course Potion of Enlightenment (BPM ressource renewing potion for long boss fights). Granted that Beneficial Effect malus is probably more annoying than Hostile effect barring is useful, I would say that the Subclass would still be balanced overall. Also, I think it would be fair to add to Auranic the effects of Potion of Enlightenment. Just because your whole party could use this while Auranic will ultimately run out of spells, and it isn't very fair.
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Nice to hear ! I even wonder a bit if I've buffed Barbarians a bit too much, but I don't feel they are especially broken when compared to Battlemage, Spellblade or Sage in comparable situation. I just tried to make Barbarians more defined (and Corpse Eater). In this partcular case, Immune to engagement is neat but you had other means to get it for Barbarians. It won't save you life and you have to manage your health (and/or to put a couple points in CON ?) to keep it above 75%. Lions Sprint isn't super optimal for Warlock/Corpse Eater because Wiz has plenty of access to Dex Inspirations and Corpse Eater pays this 2 Rages. But sometimes, +15 Acc on a CC spell is precious. Interrupting Carnage is possibly the boldest change I've made, but I think Barbs really needed that to feel like the martial Crowd Controllers they are supposed to be. When compared to the virtual immortality of Fighters, Damages bonus Galore from Rogue or Monkness of Monks I think it fits the class quite well without making them broken.
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Another idea, a nerf this time. I tend to consider Mercy and Kindness a no brainer for Chanter builds. +50% healing is massive, equivalent of 16,67 points of Might when healing is considered. You can read it as basically 50% more survivability for your party on the long run, provided you can manage spike damages etc... I almost always pick it as a late game chant (which in addition to be OP in its own, make cause other chants look meh in comparison...). Even for a Tier 7 chant, I believe this is too much and should be lowered to a more reasonable value. I propose +30% healing done (twice the value of Practiced healer, party wide). And it would still be an excellent Chant.
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In addition 2 changes for next version : Stag Companion : The AoE damages now also affects main target. I've changed this because it required having foes close to main target AND high crit chances (which is not obvious for the pet). This was quite annoying to get both conditional, especially with an 1.5m AoE and 5 INT. Now this version only require high crit chances. Having foes very close will make it better but is not necessary. This is still more conditional, but more rewarding than the 2 other "offensive" pets (lion and wolf) Protective Companion : +1 Engagement -> +2 I made this change to address 2 problems : - First, Ranger requires a lot of Talents to get their perks. Protective Companion is needed to get the Stalker's Link perk that is one of the main interest of ranger (stacking accuracy). And Protective Companion is really meh. I though that if a ranger has to spend so much points to get their prime speciality working, they deserve Abilities that are at least a bit good. - Second, multiclassing. Rangers aren't so good at multiclassing with casters because their main perk (Accuracy bonuses) only work vs single targets (that's why Seer is a good MC). With this change, it mitigates a bit this issue, granting Ranger a bit more interest for AoE users.
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Boar regen scales as an active HoT : its healing value and duration (Spiritshift duration) both get a multiplicative bonus from PL. It starts above fighter's, even with rapid recovery and ends up around the same level for SC druid with some PL bonuses. So I think it is already good enough. I could tweak again to harmonize with Bloodmage and Fighter regen, but current version is harmonized with standard HoT instead.
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Hi everyone ! BPM Version 2.0 is being uploaded. Deadfire Balance Polishing Mod at Pillars of Eternity 2: Deadfire Nexus - Mods and Community (nexusmods.com) This new version is actually quite big (as usual, use the <Version 2.0> tag to check everything). That's why I call it 2.0. What I can say in a nutshell : 1) I've tried to be as paranoid as I could about scaling, so you guys don't have to worry about it. Trust me, now everything should scale pretty well, and no ability including from items should become obsolete because of poor scaling (but of course, some day some guy will point me exceptions...) 2) I've wondered a lot about the signature abilities of each class. This led to various changes. Spiritshift, Holy Radiance and Constant Recovery have all been made more central to the design of their respective class. I think Carnage has been restored as the backbone of Barbarian class, with a chance to interrupt with Crits that would remind people about good old Tall Grass builds from PoE1 (but still prevent degenerated combos with specific weapons or multiclasses). 3) I've evaluated the theoritical values of Monk wounds compared to other class ressources. This led to high level abilities costing more... and Shattered Pillars getting more. 4) Some subclasses tweak to make subclass more about doing their stuff. Better Imbued attacks vs worse Auto Attacks for Arcan Archer, more Corpse Eating for Corpse Eater. 5) BuGFixEs (including my own bugs)
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As long as you don't play Devoted, switching to a backup weapon is always possible. Pierce is resisted often by high level skeletons and a few Blights, but as long as your whole playstyle doesn't rely on a particular weapon, it is not that bad. Pierce Immune are still a limited fraction of the fights. Compared to Greatsword, it doesn't make a big difference, since some fights do require crush damages anyway. You always need a backup weapon anyway, unless maybe when using a crush/x dual type.
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So, about this part, I ultimately decided... not to do much. The intrinsic ability tier level scaling can't be changed apart by faking the ability level down to 1, which is not something I want to do. I don't think these abilities are too broken overall (Whisper of the Wind is going to be nerfed by next BPM version but don't need this specific nerf). So : 1) For active abilities, I will just edit them to add a not that will explicitly state their Acc and PEN scale with PL : - Heart of Fury - Whirling Strikes - Whispers of the Winds - Swift Flurry - Cleaving Stance 2) For CP version of forbidden fist, I won't do anything. It's not a "real" weapon attack, so having unique scaling rules isn't an issue. 3) For Riposte, Heartbeat Drumming and Barbaric Retaliations, I will add a not explicitly stating that these abilities get a special +4 Acc / + 12 Acc / +16 Acc and +1 PEN / +3 PEN / + 4 PEN respectively. Since they are on Odd PL, they get an entire PEN bonus, so it's not too ugly. I could have made them scaling to harmonize rules further, but I don't want to overbuff them too much (Riposte is already quite buffed by CP). 4) Vengeful Defeat is on an Even PL, so it gets a weird +3.5 PEN. I don't mind adding an Acc / PEN / Damages scaling for each PL beyond 8 as for Active Ability so PEN ends up more rounded sometimes. A note will explictly state it. Vengeful defeat is already high tier so won't scale too much and is situational enough not to be broken by this change. Also it is basically a copy of Heart of Fury, so having the same properties make sense.
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Because I think I already covered this part with some variety by the Kith Food rework. Damage resistance, regen, fortitude, mind affliction resistance (to complete unflitching), Resolve buff... BPM Corpse Eater really has two advantages : eating corpse to regen health and rage AND special food (that provides increased PL for additional short term effect and various defensive buffs - although everybody can benefit from them, Corpse Eater will get more benefits from Kith food overall).