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Elric Galad

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Everything posted by Elric Galad

  1. The content of the Summon packae is described in the "2)Summon Rebalance" part of the patch note. Whatever is in this chapter is in this package. Whatever is not is not in this package. I didn't use separate color for this part to avoid overloading the description with too many colors
  2. Thanks for your answer. I probably messed up with my testing. Maybe because I added Wave Walker with Console Command to Aloth... ? Anyway this is bad and shall be tweaked.
  3. I think the big difference here is that Ciphers get one single pool of ressources instead of separate ones per Tier. You can play a decent Cipher with no more than about 5 abilities provided you pick the less situational ones. Priests, druids and wizards can cast more different spells, but they also HAVE TO.
  4. Sorry for failed annoucement but I have just spotted the new Screamin Souls only work once per target. Recasting the spell has no effect. I have no idea why but I'm still working on it. It might take a while, the bug seems kind of deep.
  5. By the way, has anybody ever seen Tekehu purging himself from a fire Keyworded status (such as Brand Enemy) ? I got the impression this part of Wave Walker racial just doesn't work at all...
  6. Some notes about BPM : - exhortations are much more cost effective. Hastening exhortations upgrades are 25s Nimble+Strong or Swift for 1 zeal (this is locked behind SC wall, HExho itself is only 15s Nimble). Exhortations are a blast for action economy compared with priest buffs. And you don't have to keep your party grouped to use them. - basically all summons are good with BPM summon components. I've done an entire run with a beckoner and I used Wurms most of the time. You only need a backup for fire resistant foes. Ancient weapons are still a super well rounded pick. - I wouldn't care to much about the damages. This is indeed not your role. Sacred Immolation is a good source, but then there is fire resistant foes... I would consider picking glorious beacon damages upgrade Vs these foes (better too with BPM).
  7. Good. Don't hesitate to provide feedback, especially for SC Paladin. For next version, I also intend to : - provide Avian Godlike Immunity to PER afflictions (instead of Resistance). Resistance to INT and PER feels a bit weak, especially since you can pick them as Paladin. Not worth the Headgear slot. I will let INT resistance only - provide Marine Godlike an actual fire immunity once every 12s (through a regenerating Water Keyworded status) instead of the very obscure fire status purge they get every 6s.
  8. Not tried. New proposal : what about : - initial AoE 5m (unchanged) - secondary AoE set to base 1.5m instead of 2.5m but still affects everyone - for each scream, the screamer isn't affected. It sounds like a nerf, but setting the AoE to 1.5m would basically make the effects much more controllable (I might split the changes in 2 files : 1 to affect all targets and the other to reduce the AoE) The pros : - can be deadly Vs Spirits and Vessels but still can't be spammed mindlessly. Since the secondary AoE excludes the Spirit/Vessel, it can sometimes be worse for you than foes. But with careful positioning and reasonably tanky frontline you will still be able to deal absurd damages while taking fewer. (I suspect spirits won't be easy to maintain packed, but they are often weak to PER afflictions so it compensates a bit) - Vs every vessel/spirit free groups, reasonably good summons placement can lead to great effects and not too much hurt. Better than amplified wave at concentrating damages Vs 1 target. - benefit a lot from INT and Shared Nightmare. The secondary AoE could be made decent without hurting your party. - Can still be used to cause Street fighter flanking
  9. Is there a point to High MIG with Barbarians though ? Unless going for SC abilities, DEX is much better for auto attacking and you'll get +5 MIG from Frenzy anyway. Maybe for Frenzy upgrades damages ? I won't prioritarize it with a barbarian. Of course it depends on MC etc...
  10. 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.
  11. 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.
  12. Antipathetic Field + Party Members + Death of thousands cuts. Ok let's kill Dorudugan with this.
  13. Ok, so conditional + AoE is possible, so either the non self target of the cipher powers somehow made it fail OR there is something rotten in the attack encapsulation. Anyway, first I need to fix the spell, then we could discuss more about further tweaking it.
  14. 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
  15. I can probably make it work by copying Dismissal (Edit : if anybody can confirm Dismissal is working normally, it would save time). I will try this evening. I'll keep you updated.
  16. 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).
  17. Oh yeah, this thing is indeed very good with a Street fighter. 18s distracted without involving blunderbuss modal is very sweet.
  18. Yes, I have some cleaning to do with some added passive and status. Evergreen Vigor, Mage Slayer, Enchanter, probably Crescent Purity and extra range for Sharpshooter too.
  19. 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...
  20. Consider that the lower benefit from PL was basically one of the reasons why I set Robust inspiration from GLoH to 10s instead of 8s.
  21. 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).
  22. 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.
  23. 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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