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Everything posted by Elric Galad
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+1 ressource point per 6s for martial classes (+1 wound/mortification for monk), +1 phrase per 6s fbenefipr chanter, + 10 focus per 6s for cipher as in Vanilla. Only difference is that first tick happens at 3s, not immediately (but ancient memory duration has been increased by 3s) Which makes Cipher benefitting the least. Note that it has been left this way intentionnally, to mitigate the risk of having a couple of Cipher casting Ancestor Memory infinitely at each other.
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First, Summons (Ancient Weapons especially) do a freaking lots of damages. You need a very well built fighter to beat that. Unbending does not make you resistant to Dorudugan status that reduces max health. Summons, who cares ? They will be gone soon. At some point, this becomes annoying. But the issue for a fighter is to NOT RUN OUT of Discipline. Tactician works, vs Doru at least. Chanters (and monks) basically an get infinite ressources to power their summoning. That's quite a big deal. Ancient Memory will help, but then it becomes the work of 2 characters, not one.
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I stated it above. Because the tier list vary a lots whether you consider a class for Single Class build or as a part of a Multi Class combination. You have many more details about the reasons why under the link above. Feel free to dig it. I don't get it. You plan a Tier list for the 55 multiclass and 11 single class combinations ?
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I did commit a tier list a while ago (but that was after the last official balancing patch). As you can read, there were some feedbacks (It was an important step before starting my balancing mod) Note that many things in the list are debatable, but one thing isn't IMHO : you have to consider separately multi class and single class. Some classes just mix way better than others. Some Single Class are also niche or lacking. Ranking the Class Tiers - A difficult task - Pillars of Eternity II: Deadfire Characters Builds, Strategies & the Unity Engine (Spoiler Warning!) - Obsidian Forum Community
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Which might be... better ? Priests in PoE1 were absolutely dominating. Having a priest in your party was like lowering difficulty by a couple of Tiers (granted priests could rise party Deflection by +65 and accuracy by +46, it is even a bit underselling them). The biggest issues in PoE2 design were : - not getting all spells make you pick the most universally good ones per tier, often reducing variety, - priest main feat when compared to other casters was that subclasses basically gain abilities from other classes. But variety depends on subclass and you still get a lot of generic stiff (which should be fixed by Priest Subclasses Rebalanced at Pillars of Eternity 2: Deadfire Nexus - Mods and Community (nexusmods.com) I hope BPM reduced a bit the issues though. I would not say that they are weak (except maybe at low levels), but sometimes they feel a bit bland.
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OK, I will make an update with that and the Binding Block fixing. Thx Well, this change was to make these abilities more manageable for super long fights. Basically Holy Radiance being used once per normal fight and occasionally twice is fine. It just helps making Holy Radiance and Spiritshift relevant for these few super boss fights/solo play. It is the target of BPM design. But feel free to tweak. Adjusting duration should be super easy. For Spiri****, consider I also added PL scaling to the duration, so with a few INT and various bonuses, it should be manageable to spend up to 33% (normal druid) to 66% (shifter) of your time shifted, even with these cooldown. These numbers are quite sensitive since even a cooldown of 60s would enable staying shifted most of the time (which isn't my target). SC Druid shall also remain relevant due to Wildtrike Frenzy (BPM exends duration on Crit).
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Okay, I wasn't able to identify the root cause, so I made what could be called a "hard correct". I just re-created a copy of the rotten part of the ability and I use it to replace the failing one. Wael knows what happened, but at least it works now. You can use the file before I include it in next release. gn.binding_block.zip
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BPM changes to Binding block are limited to value tweaking. So it's not that. And suppressing the file so it is a second reason for not being related to this particular file. Another BPM change could cause this effect. But please be aware that Binding block is an active ability (modal stacks as active) so maybe it got suppressed by something else. Maybe another active ability buffing accuracy that was tweaked by BPM could suppress it ? Even in this case, it won't be technically a bug.
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Minor update, This is just to upload @SenSx updated translation and Forbidden Fist scaling nerf suggested by @yorname that I have agreed before. These were not super priority changes, but I have to do the queued updates once in a while. Deadfire Balance Polishing Mod at Pillars of Eternity 2: Deadfire Nexus - Mods and Community (nexusmods.com)
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Technically, no, it isn't possible. I tried. It failed. That's why it is the way it is. Why would have done such a weird design if there were an alternative ? Edit : to be more specific, it is because Spiritshift is a modal that it works. Holy Radiance is the holy class bound ability that isn't a modal and should be given infinite use : this specifically doesn't work, hence the x999 uses per encounter which mimics its gameplay.
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BG1 feels way more dated than BG2 somehow. Encounter design is the most dated thing in BG1, with a lot of dumb foes and is overall quite repetitive. That being said, BG1 still has a few unique perks : - It's a low level experience. You have no money, overlevelled foes and even your weapons sometimes break. - You will free to explore, more than many game of the sub-genre, comparable to an Elder Scrolls. These area are reallistically depiscted as pretty empty from interesting stuff. The game is quite immersive because the city of Baldur's Gate is literally fully included which is quite rare for a city of this size in a videogame. Even the Witcher series won't let you enter most buildings. That makes a lot of these area not so interesting, but there are still surprises here and there if you search everything. So you're more likely to reject BG1 than PoE1&2 or BG2. But I still cherish it.
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New biting Whip compared to Draining Whip : +20% raw lash damages Only 62,5% of focus per damages compared to DW. But since you do ~120% damages, you generate 75% focus. Soul annihilation bonus damages get x1.33 special multiplicator. Which compensate lower focus generation. So in a nutshell BW vs DW : x1.2 weapon damages x0.75 focus x1 soul annihilation bonus damages. I your case, BW feels the better choices, but DW would give you more versatility.
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It doesnt' take Dual Wield into account, so PL compensate for that. Favors Sword & Boards but that's FF concept to be more defensive anyway. It has a pseudo cooldown which limits its use but rewards High RES. I won't nerf something that favors RES. Honnestly, I think it is fine granted how harder it is to generate wounds with FF (not that hard, just harder).