Everything posted by Elric Galad
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[5.0 class build] "Keeper" - universalist (ancient/priest of wael)
It's PL 2 (same phrase cost though). AoE is a good argument indeed. Oooh I think I didn't get what was happening with this spell when the corpse I thought I targetted didn't work. Attacks are separate items in the data so it should not be too complicated to distinguish the two. I still think the spell is not rewarding enough for how situational it is. Simple changes I think could make it good enough : - Auto-hit on the corpse (this one is mandatory I think) - Corrode alternate damages and Acid KW (This one is because Disease KW on Crush damages make no sense) - Align cast time with Thrice she was Wronged - Add Interrupt on Hit, 'cause Boom. Coupled with the previous one, I think it will ensure an utility to the spell.
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Priests and the Deadfire Balance Polishing Mod
Elric Galad replied to bell88's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Woedica : Concelhaut Crushing Doom was my idea but more on level VIII. Haunting Chain (BPM version) is a bit too much since it is meant to be the ultimate CC by the ultimate single target CC class and Woedicans would get it even sooner. You could go (renamed) Bitter Mooring on Tier VI (Woedica likes immobilizing stuff) and Crushing Doom on Tier VIII. Abydon : Unbending is the key ultimate Fighter ability. I don't think it's wise to give it to another class. You should go Sundering blow instead (even if Tier IX, it's only 2 discipline, so it makes sense on Tier VIII as a bit better Rust). I don't think it's good for 2 gods to have the same spell on different level, so maybe not Crushing Doom. Maybe Power Strike ? (faster mode) Galawain : Wild Sprint on Tier IV is too bad. Hunter's Claw is too weird mechanic to be used as a spell. Blackbow shall not be put on Tier VII ! It would be abusable by Multiclass. Panther's Leap Tier IX is a bit too high. Furious Vengeance : Invocation worth more than usual level. Swap with Panther's Leap. Still a bit generous but okay. I like Marked Prey has an unique trait. Maybe Tier IV Hylea : Avenging Storm shall not be put on Tier VII ! It would be abusable by Multiclass. Ondra : Nothing bad, but Moonwell, Relentless Storm and Avenging Storm should not be that high Tier. Maybe remove the Fragment spell and move down everything 1 less tier. No idea for Tier VII and IX for the moment. Missile Salvo ? Incarnate : Don't forget that all Incarnate joins Teams, not Party. Duration shall depend on their number (or they would be too powerful). Woedica : No idea but Skaen would feel weird. No Incarnate is an option, but you need other abilities then... Galawain : Compared to Druid Version, this one would be less good (join Team, not party, PL penalty). Suggestion : you could have this one give +1PL instead of a malus. That would be unique but consitent with Galawain fluff. Hylea : Check if this one is technically doable. And don't forget to balance it. You can go for a couple of non-upgraded Drakes if it doesn't work. (adult Dragon can be suspiciously OP) Ondra : same as Hylea. The other mod has a spell that summons ice clone. 3 of them for 20s would be a good enough incarnate. Weapons : Galawain : go for a pike. It will save you the trouble of dealing with the 1-handed thingy.
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[5.0 class build] "Keeper" - universalist (ancient/priest of wael)
My main pb with it is that Thrice she was Wronged is so much more convenient to use as a 3 phrases Invocation. It's unconditionnal, it does comparable damages (with the upgrade of course), has a near-instant cast (making it almost uninteruptible, great utility when compared with higher level offensive invocation). On the other side White Wurms upgrade has a (rather long) sickening effect... like half of the abilities of the game 🙂 Why would I bother spending ability points on Wurms ? You cannot even control which corpse will explode. The "roll-vs-corpse" thing is interesting. I might start from setting it to auto-hit. Possibly adding Corrode type alternate damage and Acid KW to support Acid Chanter (who currently only has Boil their Flesh). Then what ? Buffing damages ?
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[5.0 class build] "Keeper" - universalist (ancient/priest of wael)
OK, no change to Disease KW then. I will simply update the description of White Worms. White Worms need a buff, I think, so I seize the opportunity to change the description on the way.
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[5.0 class build] "Keeper" - universalist (ancient/priest of wael)
Nice ! Some testing that I won't have to do myself 🙂 1) Disease vs Poison : If I remember well, disease and poison do have the same keyword in the gamedata files (KW does not appear in the "ability object", that's why it does not show on the description, but in the attack and status). If this the case, I think adding Poison tag to the ability as well would make the whole stuff more consistent. They are close enough concept and ennemies are immune to both anyway. Poison tag would help identifying the ability that could be resisted. If they are different KW, I might put the disease KW to the ability and sees what happens🤔 2) I just realized that Pernicious Cloud and Toxic Strike do not have Acid KW in spit of doing Corrode damages. I should add it to them. (Toxic Strike would be Acid, Poison then, as Noxious Burst). 3) Cobra should get the Poison KW. I added Acid KW to Blackbow to align it with Firebrand which was tagged fire. No reason not to add it. 4) About removing Poison tag : the only cases where I think it would be a matter of debate are White Worms and Rot Skulls. - White Worms because it is not even hinted in the description and it causes Crush damages. I suspect the Poison could be only on the sickened component (which still prevents the whole attack from working against poison immune). The Sicken effect is vs Will, which doesn't sound too much Poison/Disease to me. Are you sure the unupgraded version has also the Poison KW ? The spell is a bit meh compared to Thrice she was wronged anyway and might use a little buff. - Rot Skull because 2 Poison-based spell on the same Tier is a bit too much (and Venombloom is too much Venom to be changed...) Hey, so Perishing Strike might be more reliable, nay ? Good point for it (Boeroer should be triggered by this one)
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Balance Polishing Mod Release 1.0
Did you really believe that something that obvious would still have been unadressed in BPM 1.3.1 😉 ?
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Balance Polishing Mod Release 1.0
Ogre's armor has already been changed for a while as part of the BPM wizard's changes, though. EDIT : Ninjaed
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Priests and the Deadfire Balance Polishing Mod
Elric Galad replied to bell88's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Yup, but that's because it saved Obsidian from having to implement the subclass I guess
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Balance Polishing Mod Release 1.0
Adding "Unarmed" type to a summoned weapon and even compatibility with Haymaker without getting the Monkish scaling is most likely doable since it is what Woedica's fists do. Adding or not adding modal for all summoned weapon is a choice. Haymakerish modals aren't good enough to cause problems IMHO. It could help consistency of ruleset to have modals for all weapons. It makes comparisons easier. Buffing a bit Spiritshift weapons wouldn't be bad. There might even be a chance that it causes Fury Weapon to work with Driving Flight 🙂 Preliminary list of weapons : - Cobras - Minor Blight - Rot Skulls - All spiritshift weapons, including fury ones - Transmuter Ogre fists EDIT : also Reaping Knives
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[5.0 class build] "Keeper" - universalist (ancient/priest of wael)
It just confirms our previous post where exactly 5 druid abilities were identified as poison/disease based. And what about other classes ? 1st step : identifying the candidates (anything with raw/corrode damages might be suspected) : Rogue : Toxic Strike but not Withering/Perishing ? Pernicious Cloud ? Wiz : Noxious Burst Malignent Cloud Cobra weapon Wilting Wind ?? Chanter : Dank Spore summon abilities Boil their flesh ??
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[5.0 class build] "Keeper" - universalist (ancient/priest of wael)
Rymrgand had a good grip on the whole 2020 to be honnest. Gotcha. Take this, Ondra !
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Balance Polishing Mod Release 1.0
Well, that would be a design change. Spiritshifted Weapons should also be covered. Ogre Form too. Might cause powercreeping. Only good reason to do that for me would be Fighter's class interaction with Proficiencies. Fist proficiency might have very weird interaction with Monk/unarmed Monastic Training. I should check how Woedica's fists work. What do the others think about this ?
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[5.0 class build] "Keeper" - universalist (ancient/priest of wael)
OK, but if my memory serves well, Wall of Thorns is somehow ineffective vs poison immune even if the Antidote KW does not appear ! Rotting skulls is similar I think. Description mentions disease, no antidote KW, but resisted by poison immune. I remember a comprehensive post about this with nice green color fonts, maybe from @Boeroer (pretty sure he was involved), maybe in the course of Community Patch design. But I can't find it. I wouldn't mind removing Poison / Antidote from a couple of abilities by the way, especially for druids.
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Priests and the Deadfire Balance Polishing Mod
Elric Galad replied to bell88's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Now an additional suggestion : If you want a mod to shine, it requires having a bit more content, especially when it comes to Priest subclasses which have been already modded a lot (but with an usual power-creeping tendancy). What is described in this thread are the most "reasonable" changes I've seen so far. The purpose is clear but may fall under the radar. My idea for (balanced) new content would be to add the 4 missing God subclasses : Galawain, Abydon, Hylea and Ondra. For consistency, it should also make Rymrgand playable. I'm not advocating for new subclasses in general, but for priest it would make so much sense ! (And to be honnest, a similar package would be great for Godlikes too, but that requires graphical models so it might be more complicated)
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[5.0 class build] "Keeper" - universalist (ancient/priest of wael)
That's a good point. If you have a list, I would consider implementing it... one day.
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[Class Build] Armorbreaker
Warning from the Stacking Rule Police ! Do not spread confusion between Active/Passive (which is based on source) and Duration/Infinite effects. Most Passive have infinite duration, but not all of them (wall of flashing steel, DIstracting training). Some Active abilities (food count as Active) have infinite duration. But they still don't stack. Arcane Dampener remove effect with a duration. Not active effects. That said, your examples are (of course correct).
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Why no Cantor builds?
There is no such thing as ineffective Chanter multiclass either 🙂
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Priests and the Deadfire Balance Polishing Mod
Elric Galad replied to bell88's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Yep but I still feel like healing would be even further from his portfolio. Fire itself may not be very Rymrgandish, but ashes might tolerably be so. I wasn't suggesting to give his priest fire spells but that healing spells should be removed in priority (which I don't think would be good balance-wise)
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Top 2her reviews
Only issue is Pierce Immune. I guess that's a case where one needs Monastic Unarmed Training.
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Priests and the Deadfire Balance Polishing Mod
Elric Galad replied to bell88's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Well, Rymrgand is not that much into that Ice vs Fire thingy. He's the god of slow destruction. Fire isn't "his stuff", but it is still about destruction after all so it's not clearly opposed to his beliefs. I think Rymrgand could be less pleased by healing spells than fire spells. Now preventing access to a whole specialty is a huge blow to the subclass balance. It can't be done without adding many more potential ability picks. I think it's not a very good idea (or you need to make much more changes, but I don't think it was your initial idea).
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Balance Polishing Mod Release 1.0
OK, so here comes Version 1.3.1 patchnotes : Added Saphires and Rubies in Una's shop. Reverted Adran Ban back to its original 850 gold cost. Added Acid Keyword to following Wizard's spells : Minoletta's Minor Missile Concelhaut's Draining Siphon (Concelhaut's Draining Touch was added by the latest version of CP. It had a bug - no KW to the spell itself, only the attack - but I fixed it) Caedebald's Blackbow (the attack had the KW, but not the spell itself : I added it to align with Firebrand Design) Minoletta's Missile Salvo Corrected Fractured Volition Display bug @Sergeant Arch Dornanmight be interested in this for his russian translation. https://www.nexusmods.com/pillarsofeternity2/mods/438
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Is there an auto-attack ranged Wizard build that does reasonable DPS?
Indeed, but Acid Immune are quite rare and wizard can always switch spell. Spirit of Decay needs a bit of support. Anyway, my main motivation is consistency of rules : spells with dual type of damages usually have tags, so I'd rather have all of them tagged (or not tagged, but I think tagged is better cause it opens build possibilities/encourages attacks diversity).
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Balance Polishing Mod Release 1.0
This is not a small request 🙂 1) Consider that the line between Bugfix and Houserule isn't that clear. Scaling for Passive abilities is consistently not applied, so it may not be seen as a bug. Is increased cost for Chanter upgraded Invocation a leftover glitch or a design ? Each Kills fed his Fury applying stat boost instead of Inspiration like its unuppragded version : glitch or design ? Eoathas 3rd Incarnate not working : this one is a bug, but replacing her by another 2nd Incaranate is basically a bug fixed by a houserule. All missing Keywords : Bugs or Design ? Perplexing Sap : Bug or Joke ? I know that there are examples that are more obvious bugfix, but I would rather let players decide : Consider that the modified abilities all have their own file, so picking you want is already relatively easy. 2) That leads me to the second point : Files are split between abilities, but there might be several changes for a single ability within a common file, and some might be bugfixes while other are Houserules. WotFS is indeed a good example. Changing the files is relatively easy, but what is more annoying is having to re-test all split abilities. Because there could be syntax error and stuff like that. This is very time consuming... and honnestly not very rewarding for me (my second child is arriving in a handful of months, so my ambitions about the polishing mod are now focused on essential/simple/rewarding stuff...). However, I think there's a handful of abilities in that case. The rest can be done by picking. 3)And there should be other mods that could do it anyway 🙂 I won't be too angry if someone "got inspired" about my bugfix to make her/his own package 🙂 (I would be more angry if the balancing stuff was copied...) On another topic : I did what I can to make Fury Weapon work with Driving Flight, I tried to code it as close as possible from Watershaper's Focus, but it didn't work. I'm afraid Fury Ranger won't have specific feat . Fury can provide an early source of bounce for an Arcane Archer, and Watershaper Focus isn't too bad for Fury either (use Arcane Archer Imbue before shifting then) so the build is still decent. Fury won't have provided something better than Watershaper Focus anyway, so the combo was more fun than unique.
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Is there an auto-attack ranged Wizard build that does reasonable DPS?
Yep it does. I checked yesterday. But the ability isn't tagged Acid, so it won't benefit from being cast with chromoprismatic staff. It would have been only duration boost from PL but still disappointing. I will add the Keyword with my balance mod (it's similar enough with Druid's Flaming sword summon which is fire keyworded). There are other acid Keyword missing here and there such as Minor Missile and Missile Salvo (does crush/corrode, so it counts) and Concelhaut Draining Siphon. Acid based (at least partially) builds would seem decent with these ones added.
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Balance Polishing Mod Release 1.0
In theory this is indeed the way most things can be modded. In practice, Progression Tables are the exception. Elements in it are within a list without Type.