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Elric Galad

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Everything posted by Elric Galad

  1. While we are here. I feel that Nature and Death Godlike are fine. And you ?
  2. That's a fair consideration. The problem is that a Tier IX spell that feels redundant needs a bit more than just extra duration to be right (except INFINTE duration, but I start abusing it a bit too much). Even a 10m radius AoE would still feel a bit lacking... There would still be a lower level spell that does the same job even if less conveniently. For now, I'm leaving it as it is. I'm just going to pretend that is another manifestation of Skaen treacherous nature (you though you were protected, my fellow priest ? uhh no). But don't hesitate to suggest alternate ideas, because you're right about the slightly sad flavour of this issue.
  3. OK, I'll consider looking at it. Do you think Moon Godlike are OK after CP buff ?
  4. Does going Fire Godlike worth it though ? Even with CP added scaling, it has a weak base of 2-4 damages and I'm not even sure PR scales...
  5. Well, it's not worse than the other focus talent. Free focus is still free focus. Granting +5 focus here and there is still giving you free casts. You can't really compare an ability with a subclass feat that comes along drawbacks. Low priority, not mandatory, but probably good enough.
  6. I'll be tempted to go Ranger/Priest of Skaen. Pile up accuracy vs Single Target, add Divine Mark or Barbs of Condemnation on top of that and go for weapons that benefit from high accuracy (such Aldris blade or Thundercrack pistols). Minor Avatar is nice on Tier VII too. Skaen is not even mandatory but bring along a nice set of abilities, especially if you don't want to go support. All ranger subclasses should work, except Sharpshooter. I won't go Arcane Archer for such build.
  7. I think it's technically categorized as "Weapon" Attack, so everything applying to weapon should apply to it. That was my impression when modding it with the help of Noqn. I guess it generates Focus.
  8. OK, here's what I implemented for 1.1 : Nerfs & tweaks : Refer this link for the reason and debates about these changes : https://forums.obsidian.net/topic/114874-op-classes/ Brilliant : Now only restore spell Slot up to Tier 3 for Priests, Wizards and Druids. His Heart Did Fill with the Light of the Dawn : Removed the buff from 1.0. Since I initially wanted to make it more comparable to Ancestor's Memory and I've nerfed Brilliant in 1.1. Now it is the only ability in the game (apart Blood Sacrifice) able to restore Spell Slots above Tier 4. Blood Mage : Blood Sacrifice Recovery to 3s Added a -100% healing received for base 6s when using Blood Sacrifice, to make it more tricky to use. Minor/Medium/Major blood sacrifice now restore spell Tier up to Tier 3/6/9 as intended (and not 4/7/9, thanks @Noqn for pointing it) Tactician : Tactical Dilemna now activates on Flanked or Hurt or Below (less than 75% health) and gives +50% recovery malus. I wanted Tactician to have a big drawback for all the goodies it gets. This one sort of Mirrors Streetfighter. Wall of Draining : Now only add 0.25s to beneficial effects per ennemy hit every second. That is equivalent to +33%/+100%/+300%/Infinite Duration bonus when hitting 1/2/3/4 foes. You really need to hit much more foes reliably to get infinite duration. That doesn't prevent completely OP combs, but makes them more situational and more tricky to get. To compensate, it now removes 2s from their beneficial effects instead of -1s. Now correctly displayed as foe-only (it was incorrectly displayed as hitting allies when casting). Buffs (Mostly to address the general problem of Single Class Martial ressources) : Stunning Shot : add 10% chance Bond on Crit Heart Piercer : back to 4 bonds (1.0 tuned it to 3), but Enfeebled set to infinite duration (I wanted it to be a sort of passive) Distracting Training : in addition to my previous duration buff to 15s, it is now allowed it to work on any Attack (not just melee), which is very good with Bonded Fury. Wall of Flashing Steel : add 10% chance Guile on Crit Vengeful Defeat : add 2 Rages on Unconscious Wall of Force : Now correctly displayed as foe-only (it was incorrectly displayed as hitting allies when casting). Here are the files below : BalancePolishingModBuffs 1.1.zip BalancePolishingModNerfs 1.1.zip BalancePolishingSummonRebalance 1.1.zip
  9. 3-1 It was actually simple. It's already coded and working.
  10. That is a bit the reason why I modded Adra Ban to be in Una's Shop (for 10 000 gold each) : there are enough Adra Bans (with other alternate ingredients) for you optimal party set up. So the only thing it does is forcing player to use meta knowledge and party planning. This is more annoying than actually limitating.
  11. Ouch, my attempt of implementing the principles I had in mind has resulted in a total failure this week-end. Might be due to my own errors, or simply that the code behind the gamedata files isn't robust enough. I'm probably going to take a break about modding until my holidays, second half of June. I'm a bit pissed off now I might consider using a more radical approach (also more simple, and with less side-effects) : simply make Brilliant never regenerated spells above Tier III. This would make it a bit less good for casters (but still enough IMHO), but Chanter Tier IX "His Heart did Fill..." would then have a more distinctive purpose. I'll keep anyway the idea above for Tactician Dilemma, which is similar enough to Streetfighter to be guaranteed to work... eventually
  12. Yup, I wasn't convinced myself either. Now I think I'm going to try implementing a 15% chance +1 ressource every 3s. It's closer to the current effect but much less strong I'm going to try adding a filter so it deosn't work under invisibility (so it doesn't cancel it). This should be silent enough, even if not 100% clean. The % chance is better than longer ticks because even with 30s tick you'll get instant +1 ressource each time you cancel+reapply the effect The thing is I want to give Tactician a real drawback that you can't run easily away from with Squid's Grasp (ad this would basically make some equipment too obvious choices). Tactician has exceptional advantages so I think it deserves at least a hard penalty. I'm not set on "Afflicted" though. I think you're right when you say it is too chaotic. What would you think about "Flanked, or Hurt or Below" ? "When things go wrong, Tactician starts acting overcautiously". This one is still very hard to avoid, but I feel it is less chaotic than eating a random affliction. You can avoid it with proper control of combat, and it rewards Constitution a bit which is a good thing I think. "Flanked, or Bloodied or Below" would feel a bit too easy to avoid too.
  13. OK, so I've come up with a Solution for tactician that I feel satisfying (but not tried implementing, so I guess I might still face surprise). First I don't plan to change Brilliant anymore. The only thing I will change is implementing random spell tier regeneration, as Blood Mage gets. This would cause Brilliant to dispell invisibility on initial caster which isn't ideal, but more than changing the rules too much or regenerating Maeltstorm every 6s. There's other pulsating spells that cancel invisibility anyway. My plans are : - Brilliant Tactician : Replace Brilliant by Acute and an effect that provides 1 Ressource (for both class) on 10% Graze/Hit/Crit from weapons. Ability should be renamed "Clever Tactician". This should provide much less ressource back than Brilliant, but should still work during long fights. If tactician is used as a tank, it will still provide significant benefit, provided you can get the condition for "Clever Tactician" (which aren't that hard to get, as pointed). The 10% Graze/Hit/Crit from weapons is not 100% set in my mind, but I need a trigger that does not conflict with invisibility. - Tactician Dilemna : Change the conditions to Flanked OR Afflicted. Change the effect to +50% Recovery. This is a Huge penalty but given the benefit you can get from the class (and Fighter's ability to mitigate it through passive), I would say that it is suitable. The idea is to let the subclass be what it is meant to be : a subclass with huge advantages that you have to work a bit to get, which usually revolve around getting more ressources. However, I wanted to nerf the following aspects : - Ressources every 6s from Brilliant was just too much. - The subclass needed a significant drawback for those incredible goodies it gets (Acute + Discipline on Interrupt + Ressource back from Attacks is an incredible set of abilities).
  14. It's not +3PL for Lightning but Storm spells though, which incluse some but not all Druid Lightning spells and also some other spells. Even Weather the Storm is a Storm spell, which adds a bit of utility to the stick.
  15. Always funny when people Say Wizard was best class (But solid second one)
  16. I didn't say he should use NPC Priest. I said he should have 2 Priests to really be able to use his MC offensively.
  17. Priest is arguably the strongest class in PoE1. Only issue is that its support spells are so strong that you ususally don't even have time to deal damages. If you want to enjoy priest main character in PoE1, bring another Priest in your party. It's a spell caster though, so you'll have to micromanage spell casting. For PoE2, I've already told you what you want to do. Just be advised that Priest aren't top tier at low level. In both games, they become beasty with levels.
  18. Complicated to explain because I'm a bit swimming in the technical possibilities of the Gamedata file. #1 Basically, in order to implement Bloodmage randomness I have to use a mechanic that cancel invisibility on the caster. #2 I also want to keep ressource regen on ancestor's memory, so I had to code an instant effect instead of per ticks. #3 Brilliant is no instant so I had to decorrelate it from ressource regen. Because of #1, it would also avoird weird effects on Brilliant from items. #4 If Brilliant on its own does not provide ressource regen, it needs something else. As you see, I'm facing intricated issues. And causes and consequences end up in a package that may not make sense as a whole. I may also don't care about the invisibility issue from #1. But I really want to keep ressource regen from Ancestor's Memory. It's too much liked and isn't much more OP than some other strong spells. +1 ressource per 6s or +3 instant ressources (with Bloodmage randomness) are my targets. I don't care about Brilliant itself though. But maybe the +3PL idea was a bit out of the place on top of it. I don't think it's a problem either. The only reason I'm considering removing it is because I may end up with 5-6 different effects from the subclass, which might be too much. And since this one has few consequences... There are ways to have cooldowns. But maybe not easy to implement on interrupt part. Honnestly, the more I work on it, the more I think that Tactician is a degenerate OP subclasses. As you mention, Brilliant part is so OP that most players don't even think the Discipline on Interupt is OP too. And penalties are not that hard to avoid (especially with a party). It's very complicated to tweak out of OPness while still keeping the feeling (not to mention the technical possibilities and risk of bugs with increased complexity). I start to feel I have to partially butcher the subclass. I don't like that, and users may not like it either. Using a global recovery penalty + limited regeneration (capped by cooldown ??) would make sense as a gameplay package. Act slower but with backup infinite ressources. That's what I aim. Now I want to do that with as few changes as possible, and that's hard to do.
  19. I didn't speak about the bugs. I was specifically referring to difficulty scaling. Granted that difficulty scaling isn't exactly Bethesda specialty. But probably matters less in Skyrim, for example, when the endgame is more about building your house anyway.
  20. 3 random PL. Implementing random PL on Ancestor's Memory is the reason for this change. Yes, I agree, but it does not work without side effects (break invisibility on initial caster... this one annoys me, I can't find a design devoid of bugs and problems. If only active status could use Random effects... I was this close ). But you might be right. Maybe that's preferable to instant refund. After all, there's a couple other spells (Magran's Might for example) that breaks initial caster invisibility on Ticks. I might even leave Brilliant as it is, simply changing the refund to Bloodmagish random. My purpose is to try to be as similar as possible from original content. I'm more annoyed by Tactician. Passive invisibility breaker is much more annoying than one from a spell. And 1 ressource per 6 second, even conditional, is far far too strong anyway. But I would need an alternate idea of ressource refund to keep the subclass vibe. EDIT : What would you think about Tactician generating ressources on being missed (by any kind of attacks) ? Something between 10% and 25% chances ? (Bloodmagish random spell tier)
  21. And not finished. Bad difficulty scaling plagued the initial release gameplay more than anything else. More than bugs. More than missing features. PoE2 is heavy combat focus, at least in terms of spent time, so what to do with an excellent class system if you meet no challenge ? The game is deep. So it's nice if it finally meets some success. Even only half success. I wish the game a Marsupilami tail !
  22. Memory slave. ROFL. Heart of Fury is 3 Rages in my mod by the way (same as whirling strikes, which is still arguably better). Does it makes Inner death preferable to disintigrate while your buddy simply poke ? Does HoF spamming sounds worse than casting Driving Roar every 6s for a single use of Ancient Memory ? Err hard to say, but it does not feel that bad. Once more, I don't think Ancient Memory Slave would be more a concern than it is now. My last playthrough was often about saving Focus for it in important battles and casting no other spells. And yup, it is not exactly like it is a design choice. It is simply the best way I have found to prevent Maelstorm spamming every 6s (with the "classic" party of 4 SC druids and their priest/ascendant "Memory slave") That's the best I can do. Of course, if another modder has an idea (which preserves the potential Infinite ressources without making it too spammy)
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