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Everything posted by Elric Galad
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What you're asking is basically a regeneration rate with fluff. The regeneration rate is the target and the fluff is about making a mechanics designed to provide performance around this target without consequences on the class gameplay. Easier said than done, I would say, especially for 5 classes (let say Monk has his ways) and to be robust vs all focused exploit, etc... And what about casters ? Providing another class/subclass a similar effect than Ancestor's Memory is easier IMHO. It's a solution for long fight, but not solo. Yup. And this is simple solution for Solo, also very much in line with solo gameplay which is quite based on Consumables anyway.
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I don't think that even a slight regen would leave the balance unchanged. You'll get ressources back even in mid-difficulty battle, 2-3 point isn't negigeable. What I mean is it has a "cost" in term of balance. The question is : is the benefit better than the cost ? That is the reason why I added it to Single Classes that didn't have it : because they needed these 2-3 points anyway. About Solo runs, I tend to agree with Phenomenum : The game hasn't to be balanced for "Solo" (or even TB), because the initial design hasn't been made for it. More specifically, what I mean is that it shouldn't be the goal of Community Patch (but that's up to them) or Balance Polishing Mod. I think it is too difficult to balance simultanneously for every styles of plays. "Balance it too much" for Solo and you loose Party synergy and specialization. That said, another Mod dedicated to make Solo runs more viable with all classes would be great. But everybody feels forced to use it or feels suboptimal because it becomes a key feature of the class. (having to pick the talent has drawbacks too. I don't feel particularly satisfied with my modded SC Rogue and Ranger talent, especially because forced Tier IX is meh). But if it was, would you do it ? What I'm leaning to address is a possibility to replace Ancestor's Memory for party design. And it seems that Creating a Potion could be a popular part of the answer.
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In vanilla game, Single Class Fighters and Paladins are technically infinite ressource classes due to toughened Fury and Divine Retribution. (I don't count On Kill effect.) Multi Class ones are not. This was the reason why I added similar effect to Rogue, Ranger and Barbarian. But only to SC ones. I don't say one has to do the same but I would find very hard to justify to grant this possibility to MC rangers and rogues but not other martials. And that wouldn't solve casters being dead weight without a Cipher. That's why I'm suggesting to provide an ability with similar effect to some other classes.
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The thing is that these 0,5% of fights are likely to be the hardest ones, so you have to keep them in mind when building a party. Most players are completionnists, and don't like the idea of facing a brick wall at some point. There is arguably not a single ability in the game that is harder to replace than Ancestor's Memory. No class has equivalent except Tier IX "His Heart did feel..." which is a tweak away from being a good substitute. As you said, I really don't like the idea of changing the fundamentals of class balance because of 0,5% of the fights, but I think a couple more options wouldn't hurt.
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Could be with a new dedicated subclass. I'm not very fond of adding new subclasses, but it could be an option to address a very specific flaw of the overall class balance. Yet another approach could be also through "potion of mana" or whatever they could be called. Someone has opened the brainstorming window, so I run free now
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Another possible Route would be to have a couple more classes apart Cipher able to ressource ressources to others. The obvious one is SC Chanter with his Tier IX "His Heart...". It can be buffed a bit. But what about some other traditional supporting classes or subclasses such as Paladin or even Fury Shaper ? The tricky part would be : "how classes with finite ressources can help other classes with providing ressources ?" And I don't see Monk giving ressources to other from his generated wounds. It would require less changes than providing each individual class a mean to restore ressources. Just like a couple new effects. And it would favor Party Synergies.
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On the Abilities themselves (leaving apart the question of refunding ressources for martial as a general principle) : I think this one is a bit complicated, and can unplayable in the heat of battle. The fact that it can be very detrimental, especially for Death Godlikes, does worry me a bit. Basically that's the right thing to do if anything is done. You know my technical concerns about its implementation Not sure about the values, but that's easy to tune. Good complement for the first. Similarly as Ranger's one, the value is easy to tune. Restricting it to Melee is a concern, I feel it is very limitating for Ranged Rogue. Maybe require a Sniper Alternative, such as %Crit against target above 75% health. But restricting to Melee reduces my concern about multi-hit weapons. And Vanishing Strikes (especially with Assassin).
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I don't say it won't be an interesting design. But if all martials are tweaked into alternative Cipher/monk/chanter it would take the class design very far from its original form. It will reduce the uniqueness of infinite ressource classes. That said, it may be worth it. But I won't see it as a simple improvement of the current ruleset.
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Good question. RDC and Valian Republicans are pretty much 2 sides of the same coin. Valians have better animancy but RDC is more careful and willing to hire experts from anywhere if needed. If I was Obsidian it will be complicated for me to choose between the 2. RDC feels like the strongest nation during PoE2 time, the one on the rise. It would make sense and would also help having a fantasy world without humans leading. Aeldys is a big no given she leads to the only true bad ending. Furrente would tempting. He would be responsible enough to fix the wheel without leading to the interrogation "who's the best imperialist ?". I guess the Huana would feel the best default choice. But because they are so traditional, they would be the less likely to fix the wheel. That's why I rarely side with them.
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Yup, sorry about that. I gotta wait a bit and listen to what other say I will just give purely technical advice and stop talking about my version of things for a while Will be an issue with Tactician who can "reboot himself". The "Add n ressources" give back n spell from the same spell Tier. So if you add 3 ressources, you will be capped. Also I've experimentated this a bit for Ancestor's memory : I remember adding several duplicated "add 1 ressource" status, but somehow they conflicted and only added 1 ressource.
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I know it is possible. But I was following another approach. (and I answered about what I thought about your suggestions). Edit : "9s for casters wouldn't be my solution of choice. Still too strong with high level spells. And too defavorable for low level spell." Yup, I know that you edited your answer. I edited mine to give my feedback :
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9s for casters wouldn't be my solution of choice. Still too strong with high level spells. And too defavorable for low level spell. Many people, including @MaxQuesthave been thinking that having some tick capped and some other non capped, based on % chance or cycle would fit. Currently, I'm leaning to : - 6s tick +1 ressource up to Tier 3 - 18s tick +1 ressource up to Tier 9 (cumulative with previous one happening at 18s) - No effect on initial tick (which would solve Tactician rebooting Brilliant to gain ressource faster) to compensate a bit for extra ressources generated this way. This would be probably easy to implement (so more likely to be bug-free). I'm not 100% sure how the cumulative part at 18s would work. There might be other solutions, just read the technical limitations I've found (there might be work around, but they won't be trivial) : Alternative effect for "Brilliant" - Pillars of Eternity II: Deadfire Characters Builds, Strategies & the Unity Engine (Spoiler Warning!) - Obsidian Forum Community My version of SoT addresses it. The effect is basically to halve buff ellapsing speed instead of adding a flat 10s. So no effect duration can be more than doubled. I think it is quite clean. There might be other solutions, but I would probably still prefer mine, unless somebody finds an issue with it. I don't particularly like the "timer" part of your solution. But if it works, I don't see an issue with it. I just prefer mine
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My current solution is probably to be improved a bit, although I think simple impmentation should always been the way to go. There is way too much hidden consequences when using unusual ways. That said, if you really want to do such a thing, I would suggest creating a stand-alone mod with a high level new passive (or spell ???) providing this effect. It would certainly be fun to have around in the modding sphere. But it might be too much work so do as you please !
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I'm trying an honest report hereafter : I think there is a clear consensus about Brilliant being too strong for casters. 6s tick restoring tier 9 is too much. 1) I think a majority agrees that having not all ticks restoring tier 9 would be good (% chance, cycling, whatever). A minority thinks that capping it at Tier 3 would be a good solution, but I think it is a bit too harsh for a consensus (even if it is current BPM solution). Note that an actual solution would have to work around technical constraints. 2) Everyone agrees that Brilliant is significantly stronger than other Tier 3. I don't think there is a consensus to consider it as a problem. But that's why other solutions are being suggested. 3) I think there is consensus about Brilliant having OP combo with some spells : Barring Death Door, Unbending, Salvation of Time, Wall of Draining... I think this should be addressed by tweaking these spells. BPM does it for SoT and WoD. I don't think there is a consensus about nerfing Brilliant directly because of these spells.
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I guess so. At least it does not work on normal pulsating spells. Also for the named spells, the recovery is negated when the attack periodically occurs, not just after each melee attack. That's why the Avenging Storm version is so hilarious. I'm not feeling particularly guilty since Lasting Empower has been bugged from Vanilla to CP but this is something to correct. I don't think correcting the bug should be too complicated since it's only about making a passive only procs once per encounter. But I haven't made such a tweak untill now so I have to figure which parameters work and which don't. (Which involves a lot of reload and my free time has been super scarce since the birth of my second child ). That's why I prioritize uploading the version compatible with CP 2.0. If any fellow modder has a chance to figure how to do with that particular file, it would certainly hasten the process
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Yup, I'm aware of it. I tried 2 quick fixes yesterday and today but still does not work. Seems tricky. I won't correct it in next version (which main aim was to quickly bridge the gap with CP 2.0, probably released this weekend). I recommend not using this cheesy combo for now. But hey, we are all responsible adults
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Gotcha. This was the description of the bug I was looking for. Thank you sir, I have been reported something strange about Wildstrike Frenzy with my mod, and I couldn't figure what I did wrong. I will address this for the ones who care.
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