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Elric Galad

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Everything posted by Elric Galad

  1. And here it is on Nexus : https://www.nexusmods.com/pillarsofeternity2/mods/438 Feel free if you have any comments about this Nexus release !
  2. Aren't engagements Worth considering for a party tank too ? Paladins/Wizards aren't very useful for this.
  3. Well, the reasons for this are : 1) This is a balance mod. Changing Companion subclasses is not tied to balanced since Vanilla Classes are supposed to be as powerful (albeit less specialized) than subclasses. Note that I have tweaked Wildmind and Paladin of the Five Suns since they felt underpowered. 2) You don't need a mod to change subclass. A Console command is sufficient, as described in the link below : I think all mods disable achievements. EDIT : For some reason, I thought they did, but they don't. I plan to release it on Nexus the day after tomorrow. No idea for Vortex, but I think Community Patch doesn't work with Vortex, so I think my mod won't work either (and I recommend using CP anyway). Maybe @Boeroer can confirm ? The thing is, this is my first mod ever, so I'm not very experienced with such things. I have very few available time to work on Vortex compatibility (consider I've more or less sacrified actual playing while creating this mod ) Thank you ! I wasn't much into using mods either since rule changes mods tend to powercreep too much for my test. I was convinced by the CP that some mods could feel legit. I don't think there will be further patch though, that's also the reason why I felt "I had to do it myself" if you see what I mean
  4. I would say that Full Attacks are really optimal with Rogues (because their additive damages bonus pretty much negate the damage penalty), Kind Wayfarer, Skalds (1-handed style being also an option), Single Class Melee Rangers, Dual Mortars SC Barbarian or Monks... and that's about it. For other class with Full Attacks, going Dual Wield isn't that necessary (even if nice). Primary Attacks are optimal with 2-handers (Knockdown, Clear Out being the first one to come to my mind).
  5. By the way, PoE3 would probably require a canon faction controlling Ukaizo. This would have a great effect on how to choose the setting (or the contrary, the dev can do what they want).
  6. 33mn ago and still no post from Boeroer about WotEP's Offensive Parry ?
  7. Good work, Next question now : Now how many builds are theoritically possible given ability variation ? Don't forget some subclasses are forbidden specific abilities. And some abilities are common for the 2 classes from a single multiclass. Time to wish good luck then ! Edit : And now what if we add item variability ? (don't forget consumables, that counts, ahahaha some items even open additional consumable slots !)
  8. I would love Old Vailia for my part. I imagine crumbling cities with civilisation stronghold in some quarters, decadence, weird cults, buried secrets, powerful and rich families warring against each others. Well, and Ships and Firearms. Maybe we had enough of this.
  9. That's the reason why I added 10% Guile on Crit on Wall of Flasing Steel with my mod It isn't much but should help giving back a handful of useful guile points for long fights.
  10. I didn't have problem in my last playthrough with 5.0.
  11. This one is only a temporary bug though. Once you complete the Final Maneuver, Nungata is back (and Una the gem seller too).
  12. I agree this could be annoying for TB, but as stated in the initial post, the mod wasn't designed (and was absolutely not tested at all) for TB. TB is too far from being balanced anyway and I have not enough experience with this mode to commit Something about it : that's why I discarded it from my objectives. Please take into account that the Blood Mage nerf is a dedicated file that you can delete, as stated in the installation instructions : "- If you don't want a particular change, search the file with the corresponing name in the PillarsOfEternityII_Data\override\xxx\design\gamedata directory and delete it. "
  13. 1.2 Changes Greater Focus : +1 starting and max Focus per character level, up to +20 starting and max Focus Keen Mind : +1,5 starting and per character level,+30 starting Focus Complete Self : (minor buff) 50% +5 focus on Crit. This one should be enough. Brutal Takedown : Interrupt on Hit -> Interrupt on Graze (to give it more interest compared to Takedown Combo) Rooting Pain : +0.25 PEN per PL above Tier 4 (instead of nothing). The total absence of PEN scaling (passive usually does not scale) was annoying. Moon Godlike : 10 health +2/PL (I think it's pseudo-PL like Monastic Unarmed Training) so it would sit around 30 at max level. CP made it 10 health +1/PL This would be comparable to restore (except for PL scaling) but with much greater AoE. This 3x per encounter would feel enough, even if you don't control it. Maybe even a tad strong. It's around 100 party health for the price of a Helmet and Racial. Fire Godlike :(I have already set ashen skin to +4 Fire AR to match Pale Elves)+1AR under 50% -> +2Base Damages 2-4 -> 4-5Damage increase : +20%/PL ((I think it's pseudo-PL too), so ultimately close to fire shield. BalancePolishingModBuffs 1.2.zip BalancePolishingModNerfs 1.2.zip BalancePolishingSummonRebalance 1.2.zip I hope I'm done now (and I can finally release it on Nexus)
  14. So for Godlikes, what I am thinking about : I'm trying to make the effect weak at low level, since you don't get good helmets at this point. Moon Godlike : 10 health +2/PL (I think it's pseudo-PL like Monastic Unarmed Training) so it would sit around 30 at max level. CP made it 10 health +1/PL This would be comparable to restore (except for PL scaling) but with much greater AoE. This 3x per encounter would feel enough, even if you don't control it. Maybe even a tad strong. It's around 100 party health for the price of a Helmet and Racial. Fire Godlike : (I have already set ashen skin to +4 Fire AR to match Pale Elves) +1AR under 50% -> +2 Base Damages 2-4 -> 4-5 Damage increase : +20%/PL ((I think it's pseudo-PL too), so ultimately close to fire shield. PEN scaling (from base 7) : +0.5/PL (so it would be comfortable at high levels).
  15. Thanks for your feedback. However, I still feel that these abilities may be useful at low level but could be less significant later on. Do you guys think that a bonus based on class level (to end up around 20-30) could be OK ?
  16. Yup, but as you say, it changes only for a couple clevel, mostly for SC because Greatest Focus is Tier 4, and is basically the only use for it. Do you actually use or for your builds ?
  17. Also, I think that guns mechanics in PoE2 are very generous for getting starting focus. When you can double hit with Red hand or a Dual Mortars Full Attack and cast immediately after, I don't think that +10 Focus is going to make a relevant differance. Do somebody actually use these Abilities ?
  18. Now that I'm thinking about it, all Cipher Focus talents are pretty bad. Complete Self isn't even the Worse. How much focus worth ? I usually consider following equivalence : 1 ressource pool point* <-> Tier 1-3 spells 2 ressources pool point <-> Tier 4-6 spells 3 ressources pool point <-> Tier 7-9 spells *bar special cases such as Focus and Phrases So given the focus cost of Cipher spells, I'd say that 1 ressource pool point <-> 20-30 focus. There are Abilities that provide +1 ressource. So Greater Focus and Keen Mind should provide around 20-30 focus instead of 10. 10 is bad. I would consider Something like this : Greater Focus : +20 starting and max Focus Keen Mind : +30 starting Focus Complete Self : (minor buff) 50% +5 focus on Crit. This one should be enough.
  19. Well, Writ of Healing provides Enfeebled, so CON malus is redundant too. I don't say it's a bad idea, I'm just saying that for me it has the same number of problems of my current version (reduncy between 2 tier 9 spells vs redundancy between a spell and a given Equipment). I knew I had to make this spell foe-only (which would be a solution, I could even revert back to previous range) so we wouldn't be re-opening this topic
  20. Death's Usher isn't great on its own, but since you get it in addition to Pallid Fate, I like it. It helps mitigating sitiuationl issue of Pallid Fate. Moon Godlike 3 procs healas much as a Tier 1 Priest spell. Even with better PL scaling from CP, it is still not much. 10 health per proc is OK at level 1, it could get +2 per level without feeling too strong I think. Fire Godlike : I'm hesitating between rising the health threshold to 75%, adding +1AR (for total +2) below the threshold and/or simply increasing damages. I have to check the PEN too, since passive usually doesn't scale. 12 PEN at level 20 would make sense, and if it requires 12 PEN at level 1, I'll do it (low damages could compensate). I've already set Fire AR to +4 instead of +2 (this is minor but logical, so they have as much fire AR as pale elves).
  21. Don't know. I loved Skaen priest in PoE1 ("subversion, the scapegoat cousin of justice"), then I was disappointed when Skaen suddenly decided to SERVE Woedica. Yup, serving a Queen. I don't have much esteem for him since then Also, there is this description from Effigy's description : If the offering is accepted by the god - which is not guaranteed - Skaen will manifest in the effigy and become an utterly unstoppable and pitiless vessel of the god's power, immune to pain and imbued with a monstrous strength. Not very sure about reducing Healing, since it feels quite redundant with Woedica's Writ of Healing on same Tier (and taking Skaen spell as part of a Woedican priest would make sense...).
  22. Sounds a bit better fluff-wise but a bit worse mechanically. I'm going to think about it
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