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Everything posted by Elric Galad
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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 !
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No I said IF the bonus wasn't corpse eater only, then there would be no way to ensure it is restricted to Corpse Eater and his Multiclasses, since everybody can eat corpse. Bonus is corpse eater abilities only, and I won't change that That said, a character may want to use Forbidden pie for another bonus, especially because it is the highest food bonus to resolve.
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New version available on Nexus, with the changes discussed above and a few bugfixes. Deadfire Balance Polishing Mod at Pillars of Eternity 2: Deadfire Nexus - Mods and Community (nexusmods.com) I guess when I'll get back my family, I won't be updating the mod so often EDIT : I may disconnect for a while in a few days. I want to be freed from the stress of discovering yet another thing to mod I'll come back, don't worry. Just need a few days more to confirm that there isn't something gamebreaking in this version.
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No I didn't. Everybody may eat forbidden pie. So +5 all PL would benefit every case. Brrr, I'm not promoting corpse eating that much. However, all other bonuses work for other classes. Which lead to the actual point : I also changed the secondary effects of Kith food. Forbidden Pie provides +4 Resolve among other effects, which is a nice static boost to reduce the duration of Forbidden curse. And FORBIDDEN PIE for FORBIDDEN FIST sounds good. Like you do FORBIDDEN STUFF. Oh, my abilities are so FORBIDDENLY EDGY, you can't be as FORBIDDEN as ME. Of course, I wear a black cloak, black boots, and you know what ? A black and slightly red cap.
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Bug confirmed and corrected. Will be included in next version. That comes from having 2 separate files that affect the same list. Rermoving one of them will lead to strange display, but impossible to improve this. Ok, so I went for following principle, in order to make things more consistent without penalizing Fury too much : - Garden of life is a Heal over Time so Rejuvenation KW makes sense. Livegivers will get a bonus for it, and Fury won't be able to cast it. - Cleansing Wind and Nature's Bounty heal only once, so Restoration KW makes sens. Livegivers won't get a bonus, and Fury will be able to cast them as his only Restoration spell. Xoti's Lantern will provide a bonus for them.
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Yep, but this food also have effect apart PL buff. +4 RES and mind affliction resistance isn't bad. That said, yes, it is by far the most specialised barb subclass. Bigger abilities has an edge when you need t take the advantage quickly. Also it gets Carnage bonus from his PL food, as well as an extra ability when facing certain foes (infinite Rage vs Belranga). So it's normal if Corpse Eater isn't always cost efficient.
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Based on rules B and E1, it's only +1 Accuracy per PL and +5% damages per PL. So +5 accuracy and +25% for 5 PL, not +10 and +50%. The PL bonus damages is multiplicative with any additive modifier (such as MIG, weapon bonus, etc). I won't repeat for your list review below. DoT damages and duration should work. Yes, it should work. All weapon attack should get +5% multiplicative bonus per PL. Yes, it works, but +25% only. See above. Or power itself up, it depends on your perspective " but MIG also increase my helaing potential - but Jack, you're a Barbarian / Monk, you don't have a healing potential"
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I'll check this. Either it's something I forgot and I'll add it, or maybe it's intentional : changing a description has the drawback of making it English only, so if the auto-description is clear enough, I sometimes avoid messing with it. It would be a Fury nerf then. As CP adding Rejuvenation KW to Cleansing Wind / Nature's bounty was. This was one of their few changes I was not comfortable with. I might remove KW from them instead. It seems Rejuvination should only apply to Heal over Time effect. Garden of Life qualifies for it, but neither Cleansing Wind or Nature's bounty do. Fury getting access to a couple of healing spell would make the subclass better rounded. Garden of Life is basically Belranga's Kryptonite, so cutting it from Fury isn't innocent. But it's hard to justify why Pollen Patch get the tag and Garden of Life does not. I will think about it. Nope, this would change the nature of the subclass and makes Element KW useless. It could have been better this way, but I'm usually reluctant to change this. It could have worked, technically speaking. It's possible in some case to apply a single bonus to multiple KW, instead of copying them (Secrets of Rime only apply +1 PEN to Water + Ice KW). Yes, it would probably require another subclass. That said, BPM's Wildstrike Corrode and its upgrade grants PL bonus to decay, which supports Decay spells.
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Designer's note : note that Forbidden pie is designed so Corpse Eater will be resistant to all afflictions above 50% due to Unflitching (one of the best barbarian passive by the way, if not one the best defensive passive of the whole game). This isn't new, you can do it with Luminous Lobster / Wael Mojito / Captain Banquet, but yep, it's a specific synergy of the class. Now I do think that there isn't many Class Combination* / Subclass / Single Class / Abilities that still feel too bad with my mod. But you can help it to be tested and name one if you find (and I don't think there are too OP either) (I'm not saying that they aren't bad Subclass Combination. Some are dumb. Hey, Streetfighter / Tactician !)