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Elric Galad

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Everything posted by Elric Galad

  1. 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.
  2. 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.
  3. 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)
  4. 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.
  5. 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... ) ?
  6. 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.
  7. I love this idea. But I think Interrupt would "feel" better than Prone (would look weird to have a target falling for no reason). It feels like an echo. A persisting sound. You know what it remind me ? A freaking Bell ! I think this may be the best effect to add on Bell Strike.
  8. > 15sec confusion and 30%chance for 5sec charmed every 5sec tick. - so affected foe will be more unpredictable and chose their targets randomly. You mean like an actual DnD/PoE1 Confusion
  9. 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.
  10. 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...
  11. 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.
  12. Excellent ! If I may suggest something, I think there's a similar issue with Clear Out and its upgrades.
  13. Stupid question : I want to use 3xxxx ID for my Text Description Entries since CP used 2xxxxx. Just wanted to check you don't use these.
  14. Well, I think a Disoriented is hard to balance. When it works it is almost too strong, but you have so many ways to inflict Perception affliction that it also feels redundant. If I were you (or if you allow me to tweak your change for my mod ), I would keep the old -10 deflection debuff, but set it to base 10s (it gives another reason to cast bonded fury). 20% Melee resistance is enough. Pet also gets Superior Camouflage, so it has fairly good defenses vs every weapon attacks. Even at 15s% I would consider it enough since it is only a part of the ability. The ability should not become a must-have pick, which is a risk because it fits any ranger build. For your information, my next Steps are Barbarian then Rogue.
  15. Well, you can still override the whole Progress Table without modifying the original file, bt it is indeed ugly since you have to copy the whole table. It's ~200 ko override to change anything... Ah ah sure. My mod is indeed less conservative.
  16. Yeah, I thought about it. But the #2 is not a problem. If it applied to AoE weapons, it might be too strong. For #1, I would consider it, but the main problem is to clear the accumulated stacks when the invisibility breaks. I don't think it is that bad if you consider that the bonus comes from the target being studied rather than the ambush itself. If I find something, I'll improve it.
  17. 1) My new version of Shadowed Hunters (tested and working, I only have to change to description text) : - Stay at 3 Bonds - Healing buffed to 10hp/s - Added a new effect : while Shadowed Hunters is active Ranger and Pet stacks "Shadowed Hunters stacks" every 3s. On next weapon attack, the stacks are released to add 10 raw damages each. It is basically a backstab prepared over time for 10 raw damages/3s, for each member of the duo. Note 1 : it works even if the attack is after the breaking of invisbility (would be very complicated to code otherwise) Note 2 : Only applied once for AoE weapons and multi-hit weapons. I'm pretty happy with this idea (it really feels like Hunters now), but the numbers can be tweaked easily if it feels too weak or too strong. 2) I also changed Hastening Exhortation & Upgrades (all cost 1 zeal) : - Hastening Exhortation : Nimble for 15s - Zealous Exhortation : Swift for 15s - Hastening Command: Nimble and Strong for 15s
  18. Nay, it won't . Distracting Training applies Pet's Intellect. So unless Bonded Fury is active, 9s would be reduced by default to 6.75s. Furthermore, be aware that the -10 Deflection from Distracting Training stacks with similar effect (cause it comes from a passive). Even if on paper it looks worse than Distraction, but at high level, you'll have tons of way to inflict Perception Afflictions and many foes with Perception Immunity/Resistance. I think a "hard" -10 Deflection is better than the Distracted. EDIT : oww, it's Disoriented, not Distrated. Well that feels a bit strong too. Of course, your change makes sense because of the name of the ability (EDIT a bit less if you choose Disoriented). And the added 25% Melee Weapon resistance is strong enough on its own as a Passive Ability. It might even be a tad too strong. I would even consider decreasing it to 20%.
  19. Nice, one thing I can remove from my TO DO list I think you also cleaned the Penetration non scaling problem, aren't you ? As you know, I went further. But I didn't plan to clear restrictions for other 2 upgrades for Pallegina. WotFS adds a recovery and doubles the cost of initial effect. You really have to make it worths it if you don't plan to clean these 2. Good ! I also though that reducing a bit Doru Resolve (like minus 3) and maybe lowering his Perception Immunity to Resistance would make the fight... more interactive ? However, I don't think the fight should be easier. Maybe you could give him something to compensate such as some Fire Blight summons. At least Blights would open more possibilities to manage the fight than the current "immovible block of stats".
  20. Sure, but I'm designing and testing my mod with CP installed so it's good to know what is planned. I'll probably revert to what I initially planned for distraction training (extra duration), and I'see what I'll do after tout release
  21. Indeed, that's the Root of the problem. That means you have to bring ressource regenerating classes for such fights, which is annoying, especially for solo (but the game isn't balanced for solo anyway). I don't plan to change this for now, but I had it in mind as well. Dorudugan will be harder to beat after my planned SoT tweak...
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