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Everything posted by Elric Galad
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OK, it works now. Each Vessels/Spirits in the 5m AoE generates its own raw damages scream. Now we can discuss further about balancing the ability. Note that a creature can affect itself with the scream. I'm not 100% sure it was the case previously, but anyway it can be tweaked. I'm still with the opinion that foe-only might be too good, but the 1.5m radius suggestion from @thelee makes sense, so I'm going to think about it. Also reducing the initial AoE so it could be a bit more controllable is an option. It shall be centered on a spirit / vessel though.
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Anyway, just wanted to confirm it is a bit pointless to address my modding. Overall it's fun, only Withdraw (+Beetle Shell ?) is a bit broken and it comes with some drawbacks : bad INT, usual Zerks' penalty, confusion on a priest (quite annoying) and ressource renewal a bit tedious since Brilliant interract poorly with Confusion. You might prefer your usual Devil of Caroc Breastplate. Also if you don't like it, don't use it on foes. It's different from some OP combos that could be interesting if they weren't broken (so you basically stop using Blunderbuss Modal with Streetfighter since it would lead to a pseudo-exploit). Of course, Strand of Favor was also a case of "if you don't like it ignore it", but Strand of Favor breaks the game in much more epic proportion.
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Stasis shell (and temporal cocoon) are good on their own. Especially because there are so many hard foes immune to INT and RES hard CC afflictions, and MIG/DEX hard CC don't have comparable durations. Withdraw + Self confused is kind of half- Broken indeed (without any clean way to "fix" it), but at least require a precise set up. Still removing 2+ target from fight right at the beginning of a fight, without any roll involved is... Well... Combo go brrrr
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I feel slightly targetted by this post OK, so basically we have a spell : A) That targets specific foes B) That is VERY unconvenient to use C) When A+B are fullfilled, deals tremendous damages (including to foes excluded from A) And then we have an alternate way to use it : A') That can use a not so complicated to fullfilled condition (pretty trivial in the right party) B') That not very convenient to use, but without risk to wipe your own party. C') When A' + B' are fullfilled, deals fairly good damages, but honnestly nothing that special for 70 focus. So, if the spell is set to foe-only : the second case would work fairly well, but it will IMHO trivialize certain encounters (Splintered Reef comes to my mind). Especially because, as a Cipher spell, you would be able to spam it when optimal. The root of the issue is that this ability sort of have 2 modes with disproportioned risks and consequences. I feel that foe-only and multiple AoE cannot coeists within this abilities. Alternate ideas (I'm set on nothing) : 1) We could imagine a pseudo-mindwave that only release 1 AoE, centered on a spirit/vessel target. This one could be foe-only. With appropriate summons, it won't be such much of a specialized spell. This would solve both A+B conditionality issue, but the spell would loose a bit of personnality. 2) We could also have the ability procs on EVERY spirit/vessel, including all allies, not only the initial target. This variant shall not be foe only. It won't be much better than the existing one vs vessels/spirits (but still incredibly good when you manage to set it up). But it would also have other use case with the right party. Granted this would basically rip your own summons (so not exactly a free cast) and possibly your own party, but I feel the risk/reward would be more balanced. 2b) Same but limitating the spell to spirit only. Why ? Because Chanters have a too easy time spamming vessel summons. Spirits leave a lot of possibilities (Wisps, Blights, Ghostheart pet, wizard's phantoms, monk's twins). I think 2 and 2b would also be an indirect buff to 1000 cuts, which sometimes feels a bit lacking when you need it (cough cough Dorudugan).
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Technically I think all pellets should carry special attack effects. That is what makes multi hits weapons so great for such attacks. Getting several rolls is ideal to increase the chances of getting at least 1 graze/hit/crit. Only 1 effect applies but you still keep the best roll. Except for Tranquilizing shot that substract 30s for each graze+ And interrupts that can remove several layers of Concentration. Scourge of Bezzello is especially great cause you don't even need a special attack to remove several layers of Concentration. Of course Scourge of Bezzello + Tranquilizing Shot will basically interrupt everything that can be interrupted...
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Good Yeah, at low level, it would have probably been better to have better benefit from PL. At higher level, when you're tanking the Ooze Megaboss Vulnerable to elemental damages while your Cipher cast Ancestors Memory, I think the stacking would be much more precious. I'm usually not taking the Lay on Hand upgrades, but for Darcozzini, I would consider them must pick from now. However, being an ability from a Higher native level also grants some benefits : +2Accuracy and +0.5 PEN for each native level beyond 1. This is better than what you gain from PL scaling for both Acc and PEN. That should partially mitigate it (even if it does nothing for duration and damages).
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Yeah the fact that they are implemented as 2 different abilities is a bit weird, but the results are consistent with the rulset. I've never realized about the stacking. Honestly, this is great. Stacking is more important than 2PL, especially when you need emergency healing but also for your specific retaliation build. I would have been happy if I were you. If you can just confirm me that MIG, INT and PL beyond 3 applies normally.
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Lay on Hands "upgrades" are not technically upgrades but new abilities, as explained by Boeroer above. Hence, they count as PL 3 for the purpose of scaling. Therefore at PL 3, you won't receive any PL bonus for them. With higher PL, then indeed something may not be working. Also if it doesn't scale with MIG or INT. Edit : I think there could be something that mess up Darcozzini LoH. Sometimes secondary effects scale weirdly (spotted it on Whirling Strikes). But it's most likely not BPM related, since BPM only changes upgrades Inspiration duration. If you spot something weird, please consider checking without BPM, since it is probably something I can fix for everybody.
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You should test it Vs spell damages anyway. That being said, I'm not a big fan of Bloodied myself. It's certainly not bad but it doesn't fit my playstyle. It has a specially bad synergy with one of my favourite Barbarian talent : Unflinching. Now that I'm thinking about this kind of stuff, I wonder whether I shouldn't change Death Godlike bonus Vs Near Death to an accuracy one (about 5 +1 / level up to +25) instead of damages. It would have a much much better interaction with all these insta-kill spells that would totally fit Berath.
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I think the ability is fair. I expect a passive to give around 10% bonus damages to be balanced (weapon mastery is balanced for me). Which divine retribution provides on average, as long as your are on the front row tanking several foes and attacking slowly in your shining armour. You can probably build around this to get a bit more than 10% on average. Also it is a Tier 1 ability, overall quite balanced for this level. The description could be changed (but see below about my doubts). But changing a description means loosing the local translation. So it's a trade off, which is the reason why I don't systematically do it. Then you should (I can't do it for now). Self damages and DoT ticks tend to be exceptions. Pulsating spells should not be. Sometimes, taking damages actually means taking an actual hit. And "On Damaged" effects usually don't proc on self damages such as barbarian rage. Fortunately for stuff like Dance of the Death...
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Vielo Vidorio was added by CP, not BPM, and I know nothing about IA, so... Nice I wasn't meant to make BDD bad, just less abusable. The fact that it works slowly isn't only a drawback. It's more long term regenreation than an actual heal. LoH is meant to remain the main "quick healing effect", and Light of Pure Zeal the "heal party" one. Healing Chain has an enormous advantage though : it can be cast repeatedly, which even few other Heal over Time can do (you can't cast 2 Moonwells and get double benefits). With the right build (Divine Retribution...) it can literally make the group invincible. Also, it does not require Intellect (which can be an advantages for lowish Int builds), and is better for action economy than LoH (does more with similar cast time). It is not a must have for SC Paladins, neither it is useful in every cases, but it has situations where it likely to be the better spell. No problem, I used Great Soul for balancing a bit SC (that's why benefit for Chanters feels comparatively much stronger). Ciphers (and traditional casters) didn't need something more. I just wanted them to have a small per encounter benefit for taking an additional Empower Point. These are situational abilities indeed. That's why I wanted to make sure they are at least decent when actually useful. But situational abilities does not mean bad. Providence can be an infinite self rez (or almost, with Adra Potions). This is extremely potent BUT indeed will be useful very rarely. That's why I added this bonus for very long fight. However, spending 1 ability point for this "oh sh*t" situation feels worthy to me. Vengeful defeat synergizes extremely well with a high Consitution Barbarian build and the "new" Reviving Exhortation which grants full life ALSO for High CON Barbarian. Still a bit specific, but SC barbarians have other nice tools anyway. Thanks !