-
Posts
4003 -
Joined
-
Last visited
-
Days Won
7
Content Type
Profiles
Forums
Blogs
Everything posted by Elric Galad
-
But this is what I wanted to do I tried it 2 different ways : - Adding a similar effect to the ranger, but the game counts the number of Attack roll to prevent invisibility breaking. Which means it breaks on Blunderbuss or similar Attack. Pets don't have this problem because its Attack is set in stone. - Making Shadowed Hunters an Attack that proc invisibility such as vanishing strike. But it ended triggering invisibility on the target... All this took too much time tbh. I won't change the ability again only for a slightly better fluff, even if I agree with your idea. Honnestly the result in-game would be more or less the same anyway. This is a good idea, but adding Keywords is more in the scope of Community Patch and its add-on. You should ask @Phenomenum
-
I think I agree, but it is also one of the reason why I wasn't too affraid to buff it. Also consider that casting it before Tier 3 Perception makes Tier 1 Perception redundant, but also makes Tier 3 Per last longer, so the anti-synergy is not so bad. At least it works as backup Inspiration. Also : my aim is not to change all abilities, by the way, unless they really don't have a purpose (such as Healing chain). So for now, I won't change this but I keep your ideas in mind. Same as above : I don't want to change completely Inspired Discipline, but if I was "designing the ability from scratch", I would agree with you. But maybe I can leave the inspirations as they are in official version and indeed buff the damages to something like 300+%. This would reduce redundancy with Inspired Discipline too. Great ! Consider that Paladins have Divine Retribution passive that works on summon. Burst Healing (even if costly) + this is very very very strong. LoPZ is a kind of Deluxe panic button and has a clear identity as single best Burst Healing of the game. Thanks ! This is arguably one of my small but favorite changes. I really like what Obsidian did with Paladins because I truly dislike them in DnD (Cliché Lore + basically Cleric/Fighter). Commands really feels like the uncomplete piece of their Battle Commander identity, so it was important for me to make it more viable. Me neither. It is simply a situational ability, but it probably worths 3 zeal when used in the right conditions. Maybe a bit silly indeed, but I still see it as the only way to work around randomness of the jumps. To make it simple : it's very annoying to change it to a mere upgrade. Like very very annoying. The code would be extremely ugly and fat with potential conflict with other mods. If I change this to 1 zeal, this would enable to have 2 abilities with same cost with one being strictly better. ANd this is ugly like ugliness. So I preferred keeping it like this (and buffing them a bit). Copyright @Boeroer. My idea was to increase +1 phrase malus to +2 but this one was better. -10 Deflection feels bad even if it feels like specialization. And the subclass felt a bit bland for my own taste. I wanted to add Something cool, but not just another ranged damages bonus. I keep your point in mind though. Oh yes, I should have thought about this ! Maybe unecessary change ? For some reasons, I'm fond of infinite duration inspirations (well, at least I like them on foes). Just side message : I have not abandonned the project. It's simply that I have few time to do it IRL (because baby, work and now freaking quarantine - that doesn't even prevent me to work ) and I admit I used it to... well... play a bit. Small update by the way : I finally ended with Something clean about Shadowed Hunters : I simply added an effect that cause the first pet Attack (which doesnt' break invisibility for some reasons even in the normal game !!!) to cause 16 raw damages per 3s tick for 30s. So you hide while your target bleeds, which sounds very Shadowed Hunters for me (and very Komodo Dragon too, which I like). I did like this because it is mostly unique, doesn't feellike another backstab and also solves the current "first Attack doesn't break pet invisibility" issue. There might have been other ways to rework the ability, but it has already many effects (including untargetability, effects that break on Attack...) so it quickly degenerates into weirdness when you add Something (and I really tried). I honnestly prefer to stop wasting more time on it, but I'm still open about changing the numbers (but no new effects, please ) And thank you very much for your review !!
-
Well, Smoke Veil is still quite expensive for 2 Guiles. For 2 Guiles, a Trickster can cast Gaze of the Adragan and petrify a group of (Dex Resistant) foes. Or one can just spam 2 Full Attacks for the same price that would provide more DPS. Shadowing Beyong being even more horribly expensive is not an excuse for Smoke Veil being expensive too. However, requiring positionning and waiting to assassinate is... well... the usual definition of an assassin. Killing stuff quickly is the basic of Rogue class, not the speciality of thye subclass, except for the part below. Single Class Assassin + Vanishing Strike is where the subclass shines though. With High INT, you can basically get 30s of god mode per encounter (50s when using Empower for guile refill). If it is Main Character, be sure to pick Ooblit pet so the unbreakable invisibility from Vanshing Strike lasts longer.
-
15% Speed up isn't exactly cheating, especially for 2 Zeal and 6s duration. It is roughly equivalent to Quick inspiration and DEX isn't even the most prioritarized stat. How many absurd stuff can be done with 2 spell restorations using brillant ? 2 Zeals is also more or less equivalent to a Tier IV - VII Spells (based on what I call the "Trickster ressource equivalence table", which can be various stuff from a party-wide Aware (this one is even Tier III) to DftF or +20 party Wide deflection.
-
For 2 Zeal, 50% Lash, +2PN compared to FoD and 6s Recovery seems fine for 2 zeals. 2 Times per encounter would not prevent SoT exploit. What do you call Brillant Exploit if it is not with SoT ? Just spamming Brillant ? This is not an exploit for me. How spamming this ability would be an exploit compared to spamming Maelstorm ?
-
It's not about modding, it is about how the data of this very game is structured. Changing an ability is easy, adding an ability too, but removing an ability or changing it's place in the ability tree is a mess. You have to copy and override the whole tree of a given class which will mess with any other mod doing so... There might be some ways but I don't know them.
-
You're right, Shadowed Hunter triggers an "attack" to activate the effect on the pet. The status on the ranger should indeed break on the next (2nd) attack launched by the ranger. However, the status on the pet is identical to the one on the ranger, and the pet itself never had to lauch an "attack". That's probably why the invisbility seems consistently persisting on the pet while it is not the case on the ranger. Cleaning the ability could require duplicating the Ranger status into Pet status, and lowering "MaxTriggerCount" to 1 on the pet status only.
-
While I was trying to improve and debug Shadowed Hunters, I found something strange (that also apply to the base game version) : The pet was able to stay invisible after his first attack and the Shadowed Hunter status was still active. The second attack dispell the status. The same is partially true for the ranger, unless a Multi-Hit weapon is used (because the cancellation is based on the second attack roll). For some reason the ranger was visible after the initial attack, but the status effect still displayed. Then I checked the gamedata files and spotted this : "TriggerAdjustment": { "TriggerOnEvent": "OnPostAttackRollCalculated", "TriggerOffEvent": "None", "ValidateWithAttackFilter": "false", "ParamValue": 0, "ValueAdjustment": 0, "DurationAdjustment": 0, "ResetTriggerOnEffectTimeout": "false", "MaxTriggerCount": 2, "IgnoreMaxTriggerCount": "false", "RemoveEffectAtMax": "true", "ChanceToTrigger": 1 The most curious is that this "MaxTriggerCount": 2 seems to be there for every invisible effect of the gamedata file. Did anyone notice that invisibility (or part of their related ability) don't break on first attack ? It seems weird that it is coded this way. But there might be some reasons. It makes Shadowed Hunters tweak a bit more complicated to balanced, given it could apply an attack bonus twice... or not.
-
That's an interesting statement, because if we have different expectations about class balance, it's pretty hard to find a consensus. First, for me, it depends on the level of Fire-Pokemoness. Mage Slayer is a problem (and Debonnaire a bit too) because all of his subclass feat are dedicated to well... mageslaying. In my version, I want to keep spell disruption which is all about mage slaying, and gives Hostile effect resistance to open up the class. So eventually, it will be a Fire-Pokemon-with-generic-feats type. Then there is the occurrence and level of risk of Spellcaster. BG2's Inquisitor was great because the mages were really a critical danger (and a major headache). Crowd fighting is great because there's Crowds in like 80% of the fights. In PoE2, spellcasters are a small part of foes and a medium level of dangers IMHO. Auranic, Maerwald'SSS party and a few others still matter. That leads to Mageslayer being not so great IMHO, because Mageslaying is important, but not so critical. Finally, I don't consider my planned change as a strict buff, so I will include it in the "second package" of my mod, along with nerfs. So easier to remove if you don't like it. Anyway, I would like to know if your opinion is shared by other players. (By the way I plan to buff corpse eater kith meals too)
-
Yeah, that's the point, giving Mage Slayer an advantage that works even when not fighting Mage (but still works well vs them) Barbarian already have what they need vs damage spell : an enormous pool of HP. I don't think it's critical for this reason. What @UltimaLuminaire seems to be saying is that Spell Resistance isn't that helpfull cause they're simply not so many spells. We're not in DnD where Magic Resistance apply to various effects. Well, a possibility would be to filter this so it doesn't apply to Barbarian Self-Buffs. It will make some multiclassing meh (especially Wizard, but I guess it's normal), but that still leaves many build possibilities. Yurk, the bonus are still a bit situational and the penalties very heavy. It sounds like a nerf IMHO.
-
About Mage Slayer : First I have a problem with Fire Pokemon subclasses : a Fire Pokemon subclass is a subclass that is good at killing Ice Pokemon, just because of the Fire and Ice Keyword. Debonaires are a bit this way vs Kith (even if they have some bonuses that work vs everything), but that's the reason why I'm suggestion to make their Charm universal (at the cost of half duration). Mage Slayers are really a Fire Pokemon subclass : they are good vs Spell casters and... that's it. Furthermore, their Resistance make friendly fail randomly... and to be honnest, most people don't like random abilities, especially when it could block Healing spells. What I have in mind is simply replacing their resistance by : -25% Hostile effects duration (so it would be useful in much more situation, including Forbidden Fist buildsfor example) -25% Beneficial effects duration. This lower many effects, but is at least predictable. They would still have their signature spell disruption. Maybe it could be added to the effect of barbarian abilities (Leap, Shouts, etc... ) ?
-
Consider that I was desperately looking for an idea for Bell Strikes, and I think that Interrupt over time is perfectly suited. Well, I feel it would sort of remove Debonnaire uniqueness. (Side note : I would consider lowering Roguish Charm Duration and have it affect all targets.) Raising the cost for the upgrade only is against my principles (well my design principles). It could be a different ability like Greater Lay on Hand though. Still thinking about the perfect idea for Sap, but I'm not discarding Charm. The base Sap also needs some care.
-
Dazed is quite strong on its own due to -4 Penetration. It's a low Tier spell so you can get a lot of bonus from PL. With high INT, the total duration could be higher than 15s. But this is not my main point : Dazed also nullifies Engagement, even vs Might Resistant foe. So it is still usable to reposition your glass cannons. Finally, for low Tier spells, I'm usually more in favor of lowering their cast time/recovery than increasing their effect. They don't use critical ressources so weak effect is okay, but the main reason not to use them is usually that you have something better to do.
-
Honnestly I don't know Spells have different recovery, so why not potions ? Invisibility seems the biggest exception and I can understand why it is like this (even if it could be unintended). It doens't strike me as something especially important to change. There might be balance changes to make about Consumables, but more about specific potions. Well, not sure either. I would be tempted to add +5 Acc to all consumables to compensate for absence of Perception, but the fact that Poison and Arcana gets only half of the bonus could be because they are stronger and/or more versatile. It's not like if everybody used explosives because they are OP...
-
There is a (simple) change I plan which may be better suited for CP (or its add-on) : Adding Fire Keyword to Instruments of Boundless Rage. Indeed, Bell branch is an useless mess. I have no clear idea what to do with it. 1 Guile would make it strictly better than Concussive Shot. I would like to limit 1-ressource ranged interrupt on graze to ranger. The problem is that current effects are not worth 2 Guiles and are also pretty redundant and boring (except maybe the Dazed from 2H upgrade). So... what to do ? Maybe add a short Stun that goes well with the "Bell Theme" ? Even with that, it will be complicated this ability that is basically 3 abilities in 1, with none of them very exciting at the moment. Well, it applies 2 30s affliction, which is useful to enable deathblow (see side note below about Hobbled affliction). Perplexing Sap is a serious candidate for worst ability of the game, though. My plan is to remove the weird additional effect and to have it inflict 4 Tier 1 Afflictions : Hobbled, Staggered, Confusion, Shaken, each for 30s This would be sort of ultimate Affliction debuffer (and Deathblow enabler) without removing the usefulness of other strikes that provides higher tier affliction. Going the Health drain route is basically trying to implement a new ability. So... why not create a new ability ? Well, there's 3. Not more than Distracted. Flurry of Blades do it in an AoE and is limited to Single Class Rogues who don't pick Shadowing Beyond, so it's not a big pb for me Redundancy between Crippling Strike and Sap could be a problem. What I could do is swapping the Staggered effect I want to add to Perplexing Sap and Hobbling. So basic Sap would cause Confusion and Staggered, and upgrade would add Shaken and Hobbled. That would make Hobbled redundant only a problem for Single Class, who may basically ignore Crippling Strike or use it for Arterial Strikes.