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Elric Galad

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Everything posted by Elric Galad

  1. Gotcha, the tool to make Cooldown : { "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName": "Blinded_SE_DisableGazeAbilities", "ID": "1dbeff21-d432-477a-a946-86a3127bf262", "Components": [{ "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "StatusEffectType": "DisableKeywordAbilities",
  2. I did mean to address you because you already told your hate of Cooldoown previously. Good to see a more in depth analysis about the reason why. FF has no real cooldoown, but if you want to use FF ability as a wound generator, you have to wait for the expiration of the curse. Basically it is a soft cooldoown And cast spells. Shifter can't cast spell while shifted. So it would be a significant nerf. Shifter would be hurt but I usually consider Shifter as slightly OP since they don't have a real drawback (want to cast a spell ? Cancel your form). They would still get increased duration, versatility of forms and a good healing. They could choose twice the same form. They could use +1 Tier 1 items and effect to get more shifts, and Brilliant/Potion of Enlightenment of course. So they would be fine. Good point. FotFB could get a little rework once a solution has been found for Spiritshift. So basically I consider Tier 1 cast and Cooldoown both acceptable (minor adjustments could be needed). But now I will have to check if this can be implemented.
  3. I honestly believe that we should keep Lifegiver adjustment for later, when we already have a solution for all other classes. The reason why it is a modal is that it is cancellable. That's a significant change to have Forms not cancellable anymore, esp for Shifters. I have no specific issue with it being a funky modal. And what about making Spiritshift a Tier 1 Spell ? Without any other changes, although I wonder what happen when one puts a modal in a spell slot. There are already Attack Abilities as spells. This would give a couple more cast with potential access to ressources regen, Shifter would keep the versatile form aspect + longer duration + healing (tuned down ??). A true cooldoown could also work (Spiritshift deactivated for n seconds after it stops). It would work for Per encounter abilities of the Forms. It would even work for Holy Radiance by the way. Youhou, introducing cooldowns ! (Although Forbidden Fist is already in the game...). Edit : something like : - Spiritshift : fixed 30s cooldoown after it ends - Shifter : fixed 15s cooldoown after it ends - Cat flurry : fixed 60s cooldoown - Boar Roar : fixed 60s cooldoown - Wof Knockdown : fixed 12s cooldoown (fixed time have to be multiple of 6s because TB - this Ability might be weak then, but another way of buffing could work) Forms cooldoown could be rebooted by new shift. Bonus : Holy Radiance fixed 90s cooldoown EDIT : I would have to check if it works. I think it is possible to enable/disable an ability based on a status (that's how Spiritshift activable abilities such as Cat Flurry work)
  4. I don't know. It is a big drawback, but it could have been cool for a "wound spender" subclass. Accumulate less, get wound easy, spend more, would have feel more as a martial artist and less of a general self-buffer. Even with this limit, the subclass used to be broken OP. The current version just don't get wound that easily. Anyway CP changed the limit, and I feel some abilities just need to cost more than 5 rounds.
  5. To be honest the Bear Form due to AR and Boar Form due to 40% lash are about as good. BPM Stag Form has the same carnage as Barbs and +10 all def. All are pretty good (BPM Wolf is meant to spam some knockdown and would fit much less for perma form). But I see your point. Spiritshift may feel a bit too good to get an infinite duration. And not impactful enough to just be 1/ encounter.
  6. Or Lifegiver with a Cipher friend, or with a Potion of Enlightenment... Healing is incredibly powerful in deadfire. It's a matter of playstyle, but I personally consider it a key to victory. That's why I would consider giving Lifegiver -50% healing received while Shifted (And maybe limit the penalty to 180 fixed seconds as I did for Furyshaper)
  7. But if you don't die and the enemy can't regenerate the damages you do, you win. Even more safely.
  8. BPM Wolf Knockdown is 3x encounter Ha ! But in a nutshell, that's also part of the reason why I think keeping the modal 1x encounter isn't too bad. In its current state, a Lifegiver gets +2 Rejuvenation PL, +5 while shifted +2 Water PL if taking the Water/Ice BPM Greater Wildstrike when casting Moonwell. So the most well rounded MC HoT gets +9 PL. It requires a downside
  9. To be honest, my main concern at low level was not Wildstrike. Yup, it's pretty powerful, but it costs an ability point when those are scarce. 15% lash is good but not that much. The "+5 AR + scaling Cloth armor" is much more concerning. That and the 2 "abilities" per form which are noticeable. Side note : BPM added a +1 PL/+2PL to the corresponding element to Wildstrike/Greater Wildstrike. The bonus isn't that big and add more option to druids. Especially because it is the only way to get +2 PL to Decay/Acid spells. But Deltro's Cage + Lord Dalryn's Voulge is still vastly superior if one wants to buff Relentless Storms & its friends. The 1/encounter modal feels necessary in order to avoid reworking completely the subclasses. It could be limited to Shifter. But that would be a bit harsh for poor shifter. And Lifegiver would require an even bigger rework. Somehow I like the committing aspect of 1/encounter shifting.
  10. But getting reliable Crits with a SC Druid without even specific weapon isn't easy. You have to use BPM entropy, that lasts 12s in latest version. I mean, it works, but that's a lot of set up. Meanwhile you can cast Great Maelstorm... Or Blunderbuss + Avenging storm (28-40 base additional elemental damages per Hit, not Crit. But yeah, it single target). That said, in case of easy way to lenghten Spiritshift, I would indeed consider it a bit strong. The fundamental question is : how strong is Spiritshift on its own (+ lash) compared to unique weapons + armor ? How does it compare to the arsenal of self buff a Wiz can get, or minor Avatar, etc... Because if it is comparable to a couple of buff, then there is no big issue in making it lasts infinitely. Low levels might be an issue though.
  11. As far as I know, modal cooldown isn't a parameter. But there's a simple thing to do if we decide to go this way : set all spiritshift to Infinite duration, but leaving them to once per encounter. Basically as it was in BG. I think it would perfectly balance Shifter vs other Subclasses (leaving Livegiver apart for the moment). Shifter would be able to use the most appropriate Shift, but spell ban would hurt relatively more. Lifegiver could also get a specific penalty when Shifted. Take more damages, receive much less healing, do less damages, whatever (LifeGIVER). Then, yeah, Spiritshift Frenzy might have been a bit overbuffed. It might be due that it gets intrinsic ability scaling as if Tier 8 and PL scaling as if Tier 2 (because it is a Wildstrike upgrade). I don't believe it was OP because it costs 3 Talents to get there and is available only for a short duration. I can still tune it down if I go with Infinite duration shift.
  12. My main question at the moment is how would you value a powerful or encounterchanging wound-based ability. I get the intuition that a powerful wound-based ability could cost up to 6 wounds and an encounterchanging up to 9 wounds. It requires CP removal of Shattered Pillar wound limit though. The twins are undervalued in my book. They are a powerful ability and could cost 6 wounds. Double summons are rare (out of chanters) even if the twins have a relatively short duration. Resonant Touch is basically a better version of Avenging Storm. 7 wounds wouldn't be too much. WotW is equivalent (and even arguably better) to Heart of Fury (which BPM sets to 3 Rages) and Whirling Strikes. 9 wounds would fit (and it could still be nerfed a bit).
  13. For a long time I've been scratching my head about druid's Spiritshift. The idea that such a key feature of the class could be 1/encounter for a limited without any possibility to get it back felt a bit weird. And you even have to spend 2 talent points to get your weapon competitive with normal ones. It was ok for PoE1 where combat were much less long. Currently, only Druid/Wizard can hope to maintain spiritshift. Now I come with following proposal : What about making (Greater) WIldstrike add 2s (4s for Greater Wildstrike) of Spiritshift for each weapon hits or crits ? This would basically make Spiritshift able to be prolonged as long as needed as long as you keep attacking. Wildstrike Frenzy would simply emphasize this effect while adding a very powerful On Crit effect (with BPM). Notes about subclasses : - It makes Shifter Drawback much more significant. That being said, it also emphasizes their flexbility : you can be Boar or Bear for as long as needed and pick the right Shift for the right situation. I would almost say it fixes the subclass. - It benefits more Fury because of possible double Hit. I think it is neat, but given that Fury looses a lot from loosing Rejuvenation spell, so I think it is OK. - For Lifegiver, it is arguably a big buff. But you have to attack to get it. So while you're casting healing spell, you're not extending duration. Also, Lifegiver Form is basically a Spell Stick. Lifegivers arguably don't have to pick Wildstrike since you're probably won't be using your form for attacking. Also BPM buffs summons, so Livegiver becomes comparatively weaker. In a nutshell, I don't think it is too broken for them (and they could already benefit for long Spiritshift with a Wizard multiclass anyway).
  14. But not all of them do damages to you during a duration that scales with PL (and decreases with Resolve TBH)
  15. Gamedata files confirm that there are no filters for both of these weapons. However, Scordeo's Double Strike set recovery to zero while Return Orbit instantly negates next recovery. This is NOT the same implementation. I have no clear idea why the effect is different but I suspect that Return Orbit doesn't work if the Recovery doesn't start exactly when the attack is rolled. So probably NO to all ranged weapon (because projectile travel time). Should work if paired with a melee weapon and for CERTAIN spells. This is the most likely hypothesis. Anyway I nerfed them both for my mod
  16. And remember Disco Elysium also got a lot of spotlight with good looking isometric 2D. 3D artistic costs are superior, it's not only the engine. So if it has no gameplay interest, you're better making better looking 2D.
  17. Kaylon speaks about Blunderbuss and you about spells. I will check the gamedata files. It often helps a lot. Additional guess : it might work with blunderbuss, but not for each pellet. This would explain why Kaylon haven't seen any instant recovery on an unlucky small sample.
  18. [5.0.1] Amulet Orishia doesn't work as intented - Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!) - Obsidian Forum Community For the second one
  19. Now I have a small doubt : maybe the Auto-Hit attack AoE also carries the property of the initial attack. It isn't even displayed in the logs, so maybe no. False alert (I remember Power Strike raw damages cones does benefit from power Strike +200% damages, so I had a doubt.) Don't hesitate to experiment a bit yourself
  20. The funny thing is that for ability that are Weapon Attacks (such as Clear Out), the additional attacks use the properties of the initial attack. So you can have the secondary attacks also target Fortitude, Push, Interrupt (and have -25% damages). It isn't even tedious to implement. I'm not even sure the devs knew it. That would explain the weird implementation.
  21. Yeah, I don't want to use your experimentations as pointers for BPM nerfs in general, but I do think these 2 should go (also Scordeo's is unconsitent). They don't even need specific combos. I will spare the -1AR crush on Crit though. And BPM nerfs are individually easy to remove anyway. Funny thing that you're conctantly trying to break the game while I'm trying to unbreak it We really sound like cosmologic opponents.
  22. Indeed. That's why I removed the Interrupt (and the push) from it Only the Weapon attacks carry the Push and Interrupt effect now (it is redundant between the AoE and weapon attack in the unmodded game).
  23. GREAT POST !!! Is there any of them that sounds broken in your opinion ? Maybe these ones, especially with pulstating spells : Sungrazer : Return Orbit (10% chance to recover instantly on scoring hit) is universal Scordeo Edge : Double Strike (5% chance to recover instantly on scoring hit) is universal The later is also a bit weird if it doesn't apply to upgraded versions. Other than that, I would say "Shut up it's magic" (Except Crossbows but BPM and maybe CP already corrected it)
  24. Thank you for your sharing. The mere knowledge that you can mod an ability type is worthy. Now the issue is it would be impossible to make the actual weapon attack roll Vs fortitude. One can either make an additional roll Vs fortitude as you did (that I want to avoid) or make a normal attack vs deflection and a parallel roll Vs fortitude for the interruption an push. This would be an issue for builds that specifically debuff Fortitude (Morningstar mostly). Now don't get me wrong your solution is great especially because of the AoE display. I could even say that it is better. But BPM objective is to remain close to the original. So I can't use this one. I went with the following changes : - changed the AoE hit to auto hit. So you only get the weapon attack roll for secondary attacks. - applied -25% damages. This reduces a bit damages Vs single target (since Clear Out shall not be a Single Target damages dealing attack). Vs other targets, the elimination of misses to the first fortitude roll does compensate. - Clear the Path push distance rised to 6m to compensate for the risk of initial roll missing. This would be the "more specialised upgrade" of the 2.
  25. 5) Attack Weapon Abilities with side non-weapon attacks don't get Acc / PEN scaling on the side non-weapon attacks This is about Torment Reach and Power Strike, their respective upgrades and maybe some other abiities. Maybe others if one finds. Main attack get scaling A from Weapon and B for Weapon attack abilities. Side attacks (Torment Reach and Power Strike cones) only get B. This makes their Accuracy and PEN a bit subpar than if the cone would have been spell effects.
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