-
Posts
4039 -
Joined
-
Last visited
-
Days Won
8
Content Type
Profiles
Forums
Blogs
Everything posted by Elric Galad
-
Only minor stuff for me : - No planned respec. - No stat dump (not below 6, rarely below - My own mod Nerfs (it kills all gamebreaking combos) I would also like to define some home rules to prevent myself from fully minmaxing companion. (Such as "rolling" semi-random stats and imposing one of the class)
-
Berath : not much changes and Plague of Insects is a little out of Berath version of death, but not much more that Speading Plague (but better than other alternative I guess) Overall it's okay. Berath's Symbol and Incarnate are great. Magran : I like the replacement by Combusting wounds, great utility. Too much flame overall. Offensive priest already have a weak spot vs fire immune... I would argue that Iron Skin would be better than another Flame Wall on Tier IV. Magran is also about Iron and Weapons and this would help diversfying what she provides. For the same reason, I would go with Minoletta's Precise Bursting on Tier VII. It's close enough enough from a Goddess of War spirit and would provide at least 1 non-fire based offensive spell. Ryrmgrand : I can't say I'm a big fan of replacing Corrode based Noxious burst by another Ice spell. This one is a bit unecessary and focus the subclass too much toward Ice. But otherwise I like it. Sidekicks need unique advantages. Skaen : makes sense thematically and not so much power creep Wael : makes sense thematically and not so much power creep Eothas : good. Makes him a better healer (and fire damager) without providing too much added utility. Eothas has arguably the best symbol and Incarnate, so buffing him too much could have been a prblem. But Moonwell on Tier III is a big NO. Too strong. It's already very strong on Tier IV for druids. Watchful presence was okay. Gaun : Okay for Garden. This spell IS Gaun in a nutshell. Vile Thorn being Druid Tier I and Autumn Decay being Druid Tier II, I would swap them in your list (Vile Thorn on Tier II and Autumns' Decay on Tier III) Good improvement overall. Companions need unique advantages. Woedica : Fealty would be okay on Tier IV, I think. Still higher than Tier III from Cipher. Tier VI is a bit too high. Or it should be improved compared to Cipher's Version (that would also scale more with PL). Pillars of Fire on Tier VI didn't make much sense anyway. Maybe Ring Leader on Tier VI and no Puppetmaster ? I can't say I'm a big fan of adding a Symbol to Woedica. It contributes to the subclass uniqueness that it doesn't have a symbol (but other unique spells to balance it). About including it in my own mod : I feel that I have to test myself all that I provide just to make sure it works. And honnestly, I have done my share of testing (Unbending and all those freaking summons), so I think it's better as a separate mod. Also consider if I suddenly disappear from the Internet for a time (I'm not refferring to anybody specifically...), you won't be able to update your content. But what I can do is adding a link to your mod in my mod description.
-
Please find below the description Version 1.3 that I'm going to upload on Nexus : https://www.nexusmods.com/pillarsofeternity2/mods/438 Changes on the Nerf (and complete rework) Package are in red. Passive damage ability scaling : There is a couple of passive abilities that deal damages, but contrary to Active ones, they don't scale which make them supbar on endgame. I added standard scaling to these abilities (+1 Acc, +0.25PEN and +5% multiplicative damages per PL) Rooting Pain : Added scaling (+0.25 PEN per PL was already implemented in version 1.2 of the mod) Wildstrikes Frenzy : Added scaling Brutal Backlash : Added scaling Base damages : 20 raw -> 40 raw (conditional 20 raw damages once per encounter wasn't worth an ability point) Racial Tweaks : Beware that the racial tweak might only apply to newly created characters. Island Aumaua : Added +10 vs Ground Based attack (small buff to a race with a very situationnal passive, suggested by @SArgentus ) Godlikes : The general idea is to give all Godlikes something worth of losing the helmet slot. I gave all of them 2 abilities, at least one being not (too) conditional, and one of them shall also scale (to match the progression of headgear). Moon Godlike : Silver Tide : set to 10 + 1/level (to avoid weirdness of non class PL scaling à la monastic unarmed training from version 1.2 of the mod) Added passive Crescent Purity : 25% resistance to raw damages +4 Corrode AR The general idea is to give Moon Godlike good interaction with self-damaging abilities. Even without using such abilities, Corrode AR is there to give a critical edge against a certain Megaboss. Death Godlike : Death Usher : set to 20% + 2% level. +60% in late game feels nice enough to consider the rae oustide of Barring Death Door combo, but considering that there are insta Death effects when a foe is near Death, I don't think it would be too strong. It would have good synergy with On Kill effects though. Nature Godlike : Added passive Evergreen Vigor : 10% + 0,5% per level healing received while ABOVE 50% health. This will mostly help regeneration abilities, not critical healing. Their +1PL is very strong but felt a bit dry compared to what a helmet can provide. Fire Godlike : (I kept the +4 fire AR and +2 AR under 50% health from version 1.2) Their Fire shield is now unconditional and has 2-4 damages, +20% damages per PL, 7 PEN + 0,5 per PL and +2 Acc per PL. Fire Godlike getting all their bonus under 50% health felt too narrow. With this new tweak, their fire shield damages is comparable to Darcozzi fire shield at high level (but with more reliable PEN). Miscellanous Change : Their Companion Braved the Horde Alone : Cast time/Recovery : 4,5s/3s -> 0,5s/3s Far from Defeated, His Heart Filled with Joy : Cast time/Recovery : 3s/4s -> 0,5s/3s This invocation has a huge cost for a single self-target Inspiration. It has its niches but I think reduced cast time would make it more competitive compared to other high Tier Invocation. Corrected a mod display bug that caused Their Companion Braved the Horde Alone to be displayed with the upgrade description. Unbending (and upgrades) : PL Scaling as a Tier IV ability -> PL Scaling as a Tier V ability This is a small bug that caused it to get +1 PL. Nature's Terror : Set to foe only. Boeroer suggested to buff this spell. Previously, I only decreased its casting time because I was unaware it wasn't foe-only. I think it will be more balanced (compared to relentless storm) without friendly fire. Dragon Trashed : 7 PEN -> 9 PEN Cancelled part of Community Patch buff to 5+5 damages per tick (set back to 4+4 damages per tick) Due to weird scaling mechanics for chants, Dragon Trashed doesn't get the +2 PEN it should get as a Tier V spells. That's why I buffed its PEN but tuned done CP bonus to its damages. I think it's fine now (it also gets +0.25 PEN per PL as if it was a PL 1 ability). Soft Winds of Death : 2 damages and healing per tick -> 3 Buffed to be more in line with CP buff to Dragon Trashed. It deals 3 damages instead of 8, but this damage is raw and comes with self regen. Constant Recovery (And Rapid Recovery) : 45s Duration -> Infinite 3s ticks -> 6s I found annoying that this ability auto-trigger at the beginning of a battle, and not when one needs it. It is also annoying that Fighters defenses are so sensitive to dispell. 45s limitation comes from a PoE1 nerf when infinite healing was far more rare than in PoE2. I think this limitation is obsolete when one sees all that infinite healing that Paladins and Chanters get. The healing rate is halved to compensate. Dorudugan : 35 RES -> 30 RES -15 Base Deflection -1000 Base HP Base AR -> 14 Slash AR -> 16 Due to the nerf of most cheese of the game, Dorudugan has become harder to beat with my mod. It was anyway to tedious to beat based on most people feedback. It still hits as hard as before, but should be a bit quicker to deal with. See discussion thread : https://forums.obsidian.net/topic/115388-should-megabosses-be-tweaked-if-yes-how/ (This change is include in the nerf package because it is meant to compensate for the removal of most cheesy combos from this package) Shadowed Hunters : Corrected a bug that caused the pet raw damages to be applied on each attacks until end of battle.
-
Wow Such Garden Very Gaun => Maybe Wicked Briar Tier V and Garden of Life Tier VI. Remember that Haunting Chain is buffed to 40s in my mod if you plan to use it. That's very Tier IX. In general comparing Spell Tier between "normal" spellcasters is legit. Between Cipher and other spell casters, it is already tedious cause the ressource system is quite different, but I would say that they are similar level of powers. BUT Cipher has an edge on single target crowd control and even single target DPS (but that's the point of priest subclass to provide edges priests aren't suppose to have...). For Chanters, it's a whole different story. Invocation are superior on equivalent Tiers. Summons are crazy strong (though they have an opportunity cost : only 1 summon spell per chanter), offensive spells are usually super convenient and even damaging for their level. You also get a Triple Party Tier I Inspiration on Tier VI-VII (Each Kill, Set to Their Purpose) instead of VIII (Crown). 2 Fingers of daylight clearly isn't the most powerful Invocation, but still this immunity to Resolve Afflictions could be very convenient, especially when coupled with Brilliant. And instant 60 heal on a given party member if you aim right isn't bad either. I would say it is okay on your list but I just wanted to add a bit of my "theory" in case you would like to change the lists again.
-
I think he meant buff that "covers what Devotion for the Faiful should do in the perspective of not picking a priest" DftF brings +10 non stackable Acc for everybody so I think he is specifically looking for non stackable pure Acc buff. Cause, you know, Accuracy is good. If you plan to use DftF all the time, Conqueror Stance and or Dance of the Death become partially redundant, and the contrary is true. With a party with several Fighters and ranged Monks, DftF matter much less. I would say that Priest feels much much less mandatory than in PoE1. The only reason why Priest would feel mandatory is for cheesing Dorudugan, Belranga & Friends with Barring Death Door + Salvation of Time and a Source of Brilliant. That said, DftF is still the best way to fullfill Acc boosting.
-
If one goes the route of increasing the number of non-priest spells among the free spells, I would tend to think that all subclasses should have 0 priest free spells (except possibly on Tier IX). Woedica could be given Bigby Concelhaut crushing doom on Tier VIII (with a rename ?). I don't know what to think about removing the deity Tier IX for other priests since priests wouldn't get many abilities on this tier. Barring "rival gods" spells could be a compromise.
-
First of all, thank you for your support to the mod ! One thing to consider is that... my second child is half her way to this earth, so I've only a couple of months left before my free time get super crunched for a handful of years (yup, I sleep more than 5 hours a night). That is to explain I won't have too ambitious goals about the mod. I'm currently working again (well since yesterday) on version 1.3 about a couple of changes (passive abilities scaling - especially their PEN because it's currently a pain , making godlike race fully satisfying and a couple of bugfixes). I would also like to... well... play a little. 1) To be exact, it's 2 priests with sickles. The priest with staff does not work properly in the game, so I had to replace her bya second priest with sickle I guess it would make sense to give this option to Xoti, but Xoti gets lashing vine as a replacement. It's not ideal, but I think it's enough. At least the Vine is controllable, does not penalize Power Level and has beautiful 14 PEN attacks. The reason why I don't think it's too much necessary for her is that priests have good tier IX options anyway (at least since I've tweaked most of them). 2) Yup, slightly beyond what I defined as the mod's scope. Also take into account that I basically balanced the strength of Incarnates around the quality of Free spells. (Wael ~ Skaen > Berath ~ Magran > Eoatas, reversed for Incarnates) So changing the auto-spells would also require me to rethink about Incarnates, which were possibly the most complicated ability to balance of them all. But there's mods around that probably do this, and if they only change Progression Tables, they should be fully compatible with my mod. I avoid touching Progression Tables.
-
Apparently, @MaxQuest has sneakily updated a 1.02 version on Nexus with a couple of changes. I had contact with him on reddit a couple of weeks ago, so I was aware he didn't completely disapppeared .
-
That's a good question. I did not plan to update non-godlike racials cause they are overall quite weak and mostly here for fluff. Still Island Aumaua felt a tad weak albeit unique and and I wondered about it a couple of times. I discarded changing it because of conservative approach until now. I like the idea of Ground Attack resistance cause it is thematically consistent with Slog Zone resistance and still make Island Aumaua racial a bit less situational. Won't be OP I presume. I think it would worth including. How much is the bonus exactly ?