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Everything posted by Elric Galad
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Granted that all these spells are situational anyway, how do you feel they are balanced ? It is hard to evaluate before different spells use different pools of ressources, but it seems to me that the higher level ones don't grant much extra benefits. This is especially meh for Llengrath Reflection : I don't think there is much point to waste your highest tier spell for such a spell. DnD Equivalent also enables to reflect higher spell levels, but here it doesn't seem to be the case. (Yes, I'm wondering about tweaking them)
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As pointed by @Testlum, Thick Skinned bonus engagement works ONLY if above 50% health (its is confirmed both by Gamedata and tested in-game) This is a bit annoying since it is not documented in the description. It only applies to bonus engagement, not AR Bonuses. Thick Skinned is a bit "above the curve" as an ability, even considering this. However, I think the minor annoyance of buffing an already decent ability is counterbalanced by having an ability matching its description (and matching what everyone expected until now... that's why I prefer this change rather than chaning the description). Therefore, I'm probably going to take this into account in next BPM version. I don't think it would be too powerful anyway.
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Yes, it is definitely a feature. A fight with the Tyrant of Decay would conflict with the nature of the mod, which is meant to help you build a full custom party and experience it in battle. And even with a way to recruit before this battle, you won't be able to buy equipment, so you'll still be gimped. Even by nerfing the Tyrant, it would still be a pseudo naked Solo experience, and that is not how the mod is meant to be played, as it will put a specific constraint on your MC build (and my secret intent is of course to enable all styles of play, so people can get wild with my Balance Polishing Mod ahahahahahahahaha). I'll avoid this battle entirely and go to point 3-4, whichever feels the less awkward. Anyway, the mod users will know this is a only mod made by players and that the dialogue won't match exactly. Point 3 feels fine to get a proper introduction even if there are a couple of weird sentences about your "previous encounter". There might be a clever way to add back the Tyrant battle in a further version of the mod, but I won't go this way for the default/initial version. Level 16 feels sweet. Especially because it is a new Tier for everyone and Single Class even starts start getting their unique stuff at this point. Though I'll have the main character start at level 17 so hirelings will actually be 16. Then the experience gain shall be adjusted so your hirelings will be level 20 about 3/4 of content of the DLC (MC will be 20 sooner, and everyone will get their ultimate Tier unlocked before this point when reaching lvl 19). I'll go with 100k initial gold + amount necessary to get 4 hirelings, as well as a couple of weapons/armors of each kind in exceptional quality. I think the amount of gain shall be adjusted so you end up with several 100k gold (minus what spent). But I have no clear idea about the sweet spot. Adjusting the Gold Gain to the right amount will probably require a bit of testing, cause I can't figure the right theoritical answer for it. I think you can repeatly gain gold when farming the same battle several times in current SSS version. But I'm not sure. Anyway, I think this should be enabled (it was possible in black pit). Farming shall not be necessary (just a possibility when you really want to buy something before a specific battle). I'll unlock ALL equipment* and consumables, except the ones that can be unlocked through battle. You should already have a functional full list from you previous mod. If it is not too difficult, you can allocate items to the various vendors by category. *I would honnestly skip the Soulbounds with impossible conditionals for the version 1.0 of the mod. There shouldn't be too many of them. I guess it is not that complicated to edit the property of items to change the conditionals for something that can be fullfilled for a further version of the mod. It doesn't have to be very original. For the Voulge Tier 2, you can go with 750 shock damages (x3 Tier 1 condition). I'll go with the first. Getting experience is satisfying in general (that's a bit the tradmark of RPG after all) and Lvl 16 (17 for MC) is a point where you have already unlocked most of the stuff anyway, so you're already wild enough. 2. might be an option, if it's not too complicated, it might even work when combined with your other mod, nay ? Yeah, I think it is worth sharing there. I admit I forgot about this thread myself and only remarked you were working on it when you named me. My apologies for forgetting about it.
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I'm using Stalker's Patience as main weapon with my SC Stalker and her Skill point are optimized for Arcana. Granted, she is the main Arcana user of the party. It was the character that needed the most ability variety from her consumables. Even with this, she has around 3-5 stealth (I like having a bit on all character), so it's still something. If I had another Arcana user, I could have made her my sleath/sleight of weight specialist of course (with a bit of Arcana for variety - even a modest 5 points give access to Tier 1-4 scrolls).
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I don't feel Might critical for weapon attack in general, cause it is additive with all these weapon quality mod. It is neat for healing, but practiced healer or Chanter bonus healing done chant makes it also a bit less important later. PER can be abused in various way to get more Graze/Hit/Crit, which helps from getting more Interrupt to Weapon special effect procs. Your character is optimized for this, so certainly not stricly inferior to 15 MIG / 20 PER (and such a small variation has a low impact anyway)
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Also another possibility : You can use Whirling Strikes with a melee&ranged weapon combo. Driving Flight even applies to such ranged attacks to proc more hit. It's quite fun with either one of the Mortars in left hand. Or Scordeo's Trophy (with Strategic Blitz) to get stacks or melee weapon recovery reduction. Fast melee Attacks + Stunning Shots is quite nice.
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So, base game has strengthened bond working correctly. First version of yours made double strengthened bond on the pet. Or adds a new strengthened bond that stacked with defensive bond maybe ? New version let the old strengthened bond but have a new item that only exists to remove defensive bond. Just to be sure I got it. Edit : anyway, it works. Version 1.5.0 is on the way. Edit edit : Version 1.5.0 is live. It only merges the content of Highest priority package into Buffs package, which removes the special loading instructions. Deadfire Balance Polishing Mod at Pillars of Eternity 2: Deadfire Nexus - Mods and Community (nexusmods.com) Thanks @Noqn
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Hi, thank you for making suggestions, but this is not in line with my plan. 1) technically, this is indeed annoying. The biggest factor here is that it isn't possible to remove 1 injury or prevent 1. You can only remove them all as part of an effect. 2) The changes I've made are BECAUSE these abilities are situational. This is the reason I buffed them in the first place. Unrelenting adds +5 Discipline because it is annoying to use. Providence provides an effect that lasts to the whole battle in order to avoid making it more useful when you only procs once (which is already situational). On the other hand, Providence provides Pals an almost absurd resilience in the right situation. I've kept Resurrection Prevent Death for a similar reason : contrary to BDD, it is impossible to spam. 3) I usually don't change the philosophy of an ability, unless it is redundant with some others. Vengeful defeat would be a little too close from barbaric retaliations if I changed it. 4) There are plenty of ability choices, and none of the said abilities are meant to be corn stone of their respective single class. If you really don't like the concept, just pass :-), you have many viable choices now 5) Potion of Luminous Adra. If you still want to use these abilities for specific encounters, you still have them. You usually want some of these potions in your quickslots for megabosses. This is especially critical for Vengeful Defeat because these are the battles where you will want more Rage. But yeah, these abilities are not meant to be spammed.
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Yup. Keep in mind BPM Unbending % rate only benefits from Healing Received (not Healing Done, not Might, not Int, not PL, albeit the later two influence the main effect duration. It is also a bit better when taking damages repeatedly, but much less so than the original one. With fresh fruits and a single foe attacking you, you can expect around 2/3 health back. You need Unbending Trunk to hope full regen.
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Loosing enchanting means loosing a lots of small buff, especially DAoM which basically allows you to do MORE STUFF. Loosing conjuration means loosing summon. Loosing evocation means loosing the ultimate Tier 9 AoEs... etc... It's not just about loosing a couple of cheese, I think. In addition there is this slight recovery penalty... Not much but adds up. That's why having bad special abilities feel wrong. But here we face a very subjective line between what is good, what could have been better and what is meh (and my perception is very influenced by what I've modded...), so... Ancestor's Memory from a Cipher buddy is the key here. Restoring a spell up to Tier 9 every 6s is kind of broken but it is the strongest uses of pure casters for long battles. But yes, it requires party support, from a class specialized in long battles. The key issue there is that (Mega)bosses battles are just poorly balanced compared to the rest of the game, in that they heavily favor a couple of classes (Chanters, support Ciphers) or subclasses (Blood Mage and Tactician) with infinite ressource.