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Everything posted by Elric Galad
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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.
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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.
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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)
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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 !
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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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Problem is that it is not doable. All you can do is recover a random used slot between Tier 1 and Tier x (you can do it on initial cast, on event, on tick...) You can also add a random effect that : - do it only with a % chance. - add a random component that restore an used slot between Tier 1 and Tier x OR Tier 1 and Tier y OR Tier 1 and Tier z (but this breaks invisibility on the initial caster, so it's a bit ugly) For class you can either : - Restore stuff for pre-defined classes (for example, all non-casters) - Restore stuff for all classes (so both in case of multiclass)
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Tweaks always lead to some benefit. It doesn't change much from before, I think, except for 2 people parties, since Ascendant can currently switch party members. Yes, that was my initial intention, I admit. But I had to face the technical possibilities of Gamedata files. If you need to code an effect into [Possibility 1; Possibility 2; Possibility 3], you need to use an object qualified as "Attack". Attack would break invisibility on the caster which would be weird. That's why I went with this twist. Without using an Attack all you can do is [% Possibility 1 ; Nothing] Cycling Tier seems impossible. Selecting Tier is also impossible, you can only use range [1 - X]. That's why I copied Blood Sacrifice way of working : because, well, it works. I don't pretend this is the best design, but it seems to be the best technically possible design Sorry, it's hard to keep people informed about the technical limitations. EDIT : I havven't been very clear that the reason behind the Brilliant change was in reality the introduction of this random Tier component. ..
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Yup, in addition to the sarcastic answer I gave (which was still true about what you needed), I would say : go Single Class. Tier VIII (Symbols or Hand of Weal and Woe) and Tier IX (Magran's Might) are a league of their own when it comes to damage dealing. I would go Berath rather than Magran. Magran offers more damage possibilities, but they are all Fire-Based. The main pb of damage priest is that they have poor Tools vs fire resistant foes. Symbol of Berath is great and deals Corrode damages. Touch of Rot is nice as a Tier I too. Rot Skulls... needs Community Patch to work properly. But Magran is great too, of course. Just be prepared to switch to Support/Healing vs Fire resistant foes.
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Okay, I'm set on the idea to change Brilliant to +5 INT, +3PL and gives Ancestor's Memory +3 ressources on cast in addition to Brilliant (+3 ressources with random Tiers for casters, as for Bloodmage). The question now is : how to rework Tactician ? I want the class to be more balanced but still provide some ressource regeneration for both Tactician and a possible multiclass. - I think I'm going to keep Brilliant Tactician with the "new" Brilliant. Still a very distinctive feature since +3PL is noticeable. - Penalty vs non-engaged target makes sense. So no change planned for this one. - Tactician Dilemna is weird. Shaken can be avoided by simply taking Fearless Feat. Confusion is avoidable too, or alternatively Flanked can be avoided completely. I am considering removing it completely : since I consider adding new feature, simplifying unecessary rules is an option. - I am considering adding a +20% recovery to the class. This is a noticeably penalty, but it would be counterbalanced by the +3 PL from Brilliant and ressource regeneration. Act less, but with improbed abilities/more abilities. I think this one would make sense. - Discipline on Interrupt could add ressource for both classes. But as Thelee pointed previously, it has gruesome interraction with things like Slicken. Maybe this combo should be limited too. I'm considering limiting it to Weapon Interrupt, but this would incitate a bit too much to go for Xbows/Arbs or certain magical weapons. - Ressource on Interrupt might not be enough to keep the old vibe of Infinite ressources (especially vs Dorudugan. I know it is 1 encounter, but I don't like to make tactician nearly useless vs this one). I'm wondering if a ressource regen on certain event could be added. But it shall not be too frequent. 1 ressources /6s was way too strong. I'm aiming Something like 1 ressource / 30s. I can't make new icons for new active abilities though. If a ressource regeneration for all classes is added, I think it would be better to go for random Tiers for casters, as for Bloodmage. Problem is that the only possible implementation of cancels invisibility (for technical reasons). Do you have any ideas about it ?
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Well, as strong as Enfeebled is (great Combo potential), I would not say it's the most powerful Affliction. It isn't even a Hard Crowd Control effect. Ciphers get Dominated on the same Tier which is arguably the strongest affliction, so I don't think Enfeebled is above the curve. Priest of Woedica can inflct it in an AoE, FF can inflict it at will, so I don't think Cipher's version is that unique. EDIT : And in mod 1.1, Heartseeker will cause Enfeebled with Infinite duration (for 4 Bonds again) (I'll keep your feedback in mind though, in case others would say the same)
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I have made futher tests on Blood Sacrifice and it appears that it doesn't regenerate ressource exactly like described in Thelee's Gamefaq. When used, it procs following effects randomly (and causes a proportional health loss : - "Minor" Blood Sacrifice : Recover a Spell Slot from Tier 1 to Tier 3, - "Medium" Blood Sacrifice : Recover a Spell Slot from Tier 1 to Tier 6, - "Major" Blood Sacrifice : Recover a Spell Slot from Tier 1 to Tier 9. But each effect will randomly select a Spell Slot from the possible range among the Spell Slots already spent. For example, Major Blood Sacrifice will randomly choose between a Tier 1 Spell Charge and Tier 9 Spell Charge if they are both available. Major Blood Sacrifice does not select the higher tier slots in priority (that's the difference with the Gamefaq description, which is still a better description than Obsidian's , hey !). It leads to interesting consequences. Using low Tier spells will give more chance te recover a charge but can decrease the chance of recovering an higher Tier. For example, if a character has only spent a Tier 9 charge, Blood Sacrifice will have 1/3 chance of regenerating it and 2/3 chances of doing nothing. However, if a character has only spent a Tier 1 charge and Tier 9 charge, Blood Sacrifice will have 1/6 chance of regenerating the Tier 9 one and 5/6 chances of regenerating the Tier 1 one. I think the optimum (in term of spell level regenerated, of course, in certain situation some lower tier spells can be better) is probably reached by only using Tier 6 and 9 (or 7 for MC). This way, you have Blood Sacrifice has 1/3 chance of doing nothing, 1/2 chance of restoring a Tier 6 spell and 1/6 chance of restoring a Tier 9 (7 for MC) spell. The overall effect is great, but not as much as what Brilliant ticks provide. I think I will still nerf Bloodmage by giving Blood Sacrifice a 3s Recovery and a 6s sef-target Hostile effect preventing any healing for its duration (the later is to avoid the Tactician Unbending + Bloodmage WoD infinite Combo which is the only Immortality Combo remaning once SoT and WoD are tweaked). This would be sufficient while not removing the subclass its access to potentially unlimited powers. I am considering using the exact mechanic for Brilliant ticks (and a couple of similar effects) for Caster Ressources. It would prevent spamming Maelstorm every 6s and mitigate spamming of Tier 6- spells (2/3 chances of getting a Tier 6+ slot back is closer to martial 1 ressource ; even if slightly better, it comes at the price of randomness and commitment to not use lower Tiers). Also this would be good for ruleset consistency since the effect does not come from nowhere. EDIT : errr, it does not seem to be possible. It seems that Status cannot be randomized unless they com from an attack. Brilliant Ticks are not attack. EDIT EDIT : might be not totally impossible with a few tweaks (I'm going to remove ressource regen from Brilliant and put it on Ancestor's Memory instead, but as a 1-time effect)
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I just provided a second mean to reach the same effect. Modals provide the effect for free and can be applied thourgh Clear Out and similar effects, while Strike the Bell makes it applicable with a wider range of weapon (and the upgrade makes it Infinite Duration). It's not like there were no other redundant effects in the game... (and it feels less redundant than the original Strike the Bell effects) No, because for some reasons, only main target get debuffed by Strike the Bell (it's the case currently). It's an exception to the normal rule of debuff applications. So it's 2 Guiles per target. You have to rely on your Fighter buddy to apply reflex debuff with Clear Out. Spirit Frenzy AoE is triggered when you kill your target with Spirishift weapon in the base game. Spirit Frenzy AoE triggered when you crit your target with Spirishift weapon in my mod.