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Everything posted by Elric Galad
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I also like Whispers of the Endless Paths. One of its upgrade as a per encounter single target damage ability. It's also good to have an AoE weapons to apply afflictions from Attack abilities on several targets. I also like having street sweeper on a black jacket build for an on-demand buff remover. Modwyr has a per encounter special attack and Immunity Vs Int afflictions is handy. Morningstar/club/flail are nice to quickswitch into.
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For the next version of the patch, I'm planning to rework a bit Unbending (Unless CP does it first, since I know they planned to do it anyway ; CP has priority over this kind of stuff) so it provides a fixed % of damages received, most likely only buffed by Healing Received bonuses. Currently Unbending has an easy time healing for about 150% damages due to incoming attacks triggering additional ticks (and Unbending Trunk feels redundant). I'm aiming for 40% for Unbending/Shield and 60% for Unbending Trunk (so 60%/90% with Mercy Chant). I have to check how it works exactly. As a consequence, I felt that Fighters could get a buff. MC Fighters will be fine anyway so I'm mostly concerned about SC. Toughened Fury has a really weird design. Receiving Crit is not the way of a class with such high defenses. So instead of 25% +1 discipline on Crit, I plan to go with 10% +1 discipline on damaged. EDIT : I will tune it down to 8% +1 discipline on damaged. 10% feels a bit too strong. Critical Defenses had a poor synergy with it. Even with the change above, I plan to adjust it to 50% Crit to Hit. Why ? To give SC fighter a distinct edge for defense. Crit resistance is critical with high AR cause Crit PEN bonuses basically make them ignore AR. This passive will probably be "above the curve" but I think it's nice for a class to have a few ability above the curve. This has to be limited to SC though. These are the main "generalist" buff, but I also think SC fighter needs a buff to their Tanking features. Take the Hit is meh. Even with my change which makes it almost instant, I fear that spending ressources just to redirect damages isn't going to be good, especially for a Tier 9. Therefore I plan to make it free. You won't use it every time but it will be there when you need to protect your allies. Unrelentless could be buffed to +5 discipline. Yes, this is huge but the ability is Tier 9 and situational (you'll need to get a wound to get back ressources). The 2 latest changes would work well together to make SC Unbroken nice to play. With these changes, I hope fighters could be the enduring tanks they are meant to be. But tell me if something feels really broken. Edit : also since I have already made many changes and points for tiers 8-9 abilities are limited, picking high tier abilities will require even more careful choices (toughened Fury will probably stay a must pick though). And I think this is good !
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Interesting, I will check this. I doubt the shield would prevent death, but it would be easy to add something like "heal 1 hp" so you can't be one shotted. Another good think with Shield is that even if it can't be monitored, when it cracks you're still left with any healing that has happened for the shield duration. You're less naked than when a Prevent Death effect cracks.
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Hi, I'm planning to rework BDD for next version of the Balance Polishing Mod. Given what was discussed above in this thread, my favorite solution for the moment is the following for technical feasibility and mechanic simplicity, but it is relatively far from the original : Replacing prevent death by an infinite duration beneficial effect that triggers once a 200pts (+10/PL) damages shield for 12s (longer than current duration) when Near Death (sort of single target Watchful Presence with a much higher "protection value" but that won't actually heal ; numbers can be discussed of course). Thanks @Powerotti for coming up with the shield idea, even if his suggestion was a bit different. It could be cast preventively and protect for a longer duration but isn't a 100% guaranteed immortality for a duration anymore. BDD in its current form isn't overpowered on its own, but is basically God mode when cast repeatedly. That's why this is a tweak, not a strict nerf. I plan something similar for Shieldbearer's Lay on Hand. That said I'm open to suggestions. JUST BEWARE THAT TECHNICAL FEASIBILITY IS A HUGE CONCERN. So if you make suggestion, try to : - Make precise suggestions about the mechanics - Try to reuse mechanics from existing abilities - Try to check the list below about what is feasible or not. If you have questions about the feasibility of a given mechanics, let me know, I'll update the list. - Try not to make a suggestion that is not too complicated or rely on obscure mechanics for the player. - Try to read what has been already discussed, since some solutions' drawbacks/advantages were already discussed. Things technically possible : Resurrect when knockdown (but with a wound) Resurrect when knockdown and remove all wounds (but this would be Overpowered ) Add x pts of damages shield Condition “under x% of health” for a trigger Prevent death for the next n times damaged Prevent death for the next n Graze/Hit/Crit Prevent death for a duration (of course) Fixed duration (INT and PL not applying), but it will still be prolonged by re-applying Apply an effect a fixed duration (INT and PL not applying) after cast Apply an effect when the duration elapsed (but re-applying will prevent it) Things technically not possible (unless I'm proven wrong by some modder ) : Prevent death for the next n times fatal damages Resurrect when knockdown and remove exactly 1 wound (so +1-1 wound = zero wound) Condition “under x health” for a trigger where x is a specific number (such as exactly 1 health that one reaches with prevent death) Cheers !
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If you're open about mods but are affraid of running something that could break the game, I would suggest to have a look at the changes from my Balance Polishing Mod. It is more conservative (and with less creative feature) than the mods quoted above : https://www.nexusmods.com/pillarsofeternity2/mods/438?tab=description I had quite positive feedback from @Jayd (if I remind well) specifically about how the Shifter feels with it. Specifically : - Shifting duration scaling with PL - Animal forms slight rework (Wolf & Stag especially, since they felt a bit meh) - Wildstrike Frenzy procs on Crit instead of Kills, which makes it more usable - Some high level spell rework, especially Entropy which greatly help Wildstrike Frenzy getting some crits.
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Leaving apart the fact that many people don't like Ranger as the "pet class", the issue is that their ability tree is mostly about "various little perks" (such as Binding Root or beneficial effect purge) and pet abilities rather than raw power abilities to focus on. Pet abilities aren't bad, but that's usually something you want to do in parallel of a build "main focus". That's why Multciclass often use the other class as "main focus" and the ranger part as "support" rather than the other way around, outside of the obvious ranged attack part. That said, Rangers do have a few synergetic perks (takedown combo and the various acc buff) which makes MC interesting. Also Single Class Rangers have a couple of "raw power" abilities able to be the focus of a build.
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Also good with Predatory senses. +50% damages for the pet is neat. Scordeo's Edge is good to stack accuracy too. I don't think another weapon can go that high. A secondary reason to use Scordeo's Edge on SC Ranger is Stunning Shot. Once you have accumulated accuracy from whirling strikes with Scordeao's Edge (and possibly Blade Cascade if you're lucky), you have up to +40 acc (+50 vs foes under 50% health) and interrupt on Crit. With Dual Wielding you attack fast and can poke a lot. And now I learn that you can easily stack additional accuracy with Hunter's Claw for those boss fights... !
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I will only give my personal opinion : I tend to value the most simple design, even if it changes a bit the initial intention (as long as it keeps the spirit). I have bad experience with combining sub effects, and even if the (hardcoded) programming (behind the gamedata files) works, sometimes the combination of the effects lead to unexpected consequences. And I somewhat distrust pull effects. I would probably have gone for applying secondary hit to every target (including friendly, but excluding wielder and main target) in the 1,5m AoE and would not have bothered with bounces and max number of targets. Damages could be tweaked accordingly. Extending the AoE because of INT (and Shared Nightmare) would lead to something a bit different from original design, but is in line with how WotEP currently works. The AoE is more convenient than WotEP, but friendly fire matters and damages can be tweaked down. Also it would be similar to hand mortars. Something to consider is the ability to all targets special effects such as Gouging Strike with the secondary AoE. Latest minor remark for benchmarking with WotEP : Pollaxes do less damages than Greatsword in general, because of their higher PEN.
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I haven't found yet. I haven't modified item mod description, the automatic description update was enough for my mod. Sure, I was just trying to identify what are favorable vs unfavorable scenarios. Hitting main target + another one was sort of balanced one vs normal Pollaxe. Yes, no contest about that. I'm just thinking about it for now, I haven't made up my opinion. Eventually finalization can go through a round of discussion about number tweaks. But I trust you about the general solution
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Also the Item Mod is called "Reckless Cyclone" So now there are 3 separate attacks (just to summarize and think about the numbers) : - 9-13 with "9 PEN dual types" main attack (11 on average compared to 18 from a regular Pollaxe) - 1,5m² square Pull 1,5m effect (friendly fire) - 5-9 with "9 PEN dual types" 3 bounces with bounce distance 0,5 meters (friendly fire) => Is 0,5m enough to reach most targets (I know it is a compromise to be sure it doesn't hit something further than 1,5m) ? Hitting 1 target is exactly enough to match the damages from a regular Pollaxe. Spread damages aren't the best, but it allows spreading special attack effects (does it ?).