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Everything posted by Elric Galad
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What would you think about adding Adra Ban to a merchant inventory ? I think it is the only non-buyable component.
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OK, it's up to you whether you want to keep your party as it is and give it a try or not. If you don't, a Multiclassed Chanter / Druid / Paladin (2 out of these 3) instead of one of your wizard would be my advice. And feel free to replace Fighter with another class (or a Fighter Multiclass) if you're not satisfied by its late game.
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Then it is hard to tell whether you'll have troubles later on. As I said, the relative weakness of Priest and maybe Barbarian may explain why you have trouble now. But this will change. I'm a bit more concerned about the lack of constant party healing I suppose you have Serafen, Eder, Xoti, Aloth and youself as a wizard ?
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T:ToN is a category by itself. I played it, I'll remember it, I didn't regret buying it but I won't play it again and I would have troubles giving it a grade. It was really a one-time experience, unique enough to worth it. There were so many mistakes made with this game. The 2 main battles were some of the most horrible experiences in my Gaming Life, and the simultanneous console port was beyond idiotic (=>lamest interface ever). So many time, money and hopes wasted with this game... The old Planescape had kind of "good" combat. It wasn't very interesting but it was nice changes of pace with AWESOME MUSIC and it made you feel powerful thanks to all the experience you gathered from dialogues.
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Single Class Priest are weak in the early game due to meh Tier II spells, but they eventually becomes good AoE damage dealers. SIngle Class Barbarian started to pay off when I got Spirit Tornado and ultimately shined with Driving Roar. Single Class Wizard are good too, but overall your party relies quite a lot on on spells, and you don't have that much resssources in the early game. Single Class Fighters are good early game, but you have to know what you're doing at higher level to optimize it. High level single class fighters are mostly about abusing weapon effects with upgraded Clear Out AoE. Your party seems a bit weak on early level, but all classes except maybe fighter are considered very good in the late game. What you will miss the most is constant regeneration from Paladin, Druid or Chanter. Priest are okay healer but not very good at that. You don't have many party buff, but your priest can do it by itself. You don't have Multiclassed characters, which makes it more difficult to have characters for each role and a bit of redundancy. What difficulty do you play ?
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Sicken and Shaken are easy to avoid. Resistance and Inspiration would remove them permanently. In addition, adding a Positive effect (corpse eater only) or negative effect (non corpse eater only) would be about the same for modding effort.
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@Boeroer Buffs : 1) Transmuter : I wasn’t specifically referring to giving Form of the Reckless Brute 0% Recovery, but to have its overall level of power close to Spiritshift. However, I checked a bit Fearsome Brute stats : - 7 base armor, +100% recovery, +2 vs crush, -2 vs slash (Better than a Medium armor, except for Recovery of course) - +4 MIG, +2 CON, -4 INT, -2 DEX, +1 Engagement- + - 13-25 base damages, 6 PEN crush/pierce, attack/recovery 1.0/4.0, no Modal, 1-handed. It's basically comparable to a sword, a tad bit slower with higher base damages. Overall it's only 12% more DPS than a sword. Even with 0% Recovery, Form of the Fearsome Brute would not be better than Spiritshift (a bit more DPS except vs cat Form, a bit less armor). My proposition is the following : - Set PEN to 7 and attack speed to 0.7s/4.0s, so it would do around 19% more base DPS than a sword with +1PEN but no modal. - Set Recovery to +20%. Ogre wears an armor so 0% recovery won't be suitable. - Set to +3 Engagement limit. This is the trick : better to give Ogre something Unique than raw power. That much Engagements is hard to get for non-fighters and non-barbarians. Overall this would give Form a level of Power comparable to Spiritshift without Wildstrike and the various Forms bonus, but with a lots of Engagement, spell casting disabled and long duration. So it would be nice early game and situationally useful later. Conjurer : Familiar gives a +1 stackable general PL as well as other random bonuses, which is great enough IMHO. However, I would advocate giving familiar nearly insta-cast (as Ghostheart pet) or fast cast (3s, no recovery ?) so it would be more easy to use. 2) The reason why I was specifically advocating for Corpse Eater PL bonus is because it was the easiest change. Everybody can eat Kith meat. If you give a generic PL bonus (or any other bonus except Corpse Eater PL), you have to find a way to prevent its application on other classes, which I thought would add some difficulty to the actual modding. It would also give a “Bellower feeling” to Corpse Eater, which sounded good IMHO. 3) What I like about Debonaire is that even if the class is designed for Kith encounters, it still has some feats (especially hit to graze conversion) against non-Kiths. Debonaire is arguably worse against non kiths, but not strictly worse. (I remember you even pointed it in another thread) For me, it is a good design to have this kind of minor advantage that applies, so you don’t feel totally gimped for half of the encounter. You still get this little something Also I admit I don’t like the randomness of spell resistance, especially with beneficial effect . Nobody liked it for BG1’s Viconia. Side-note about randomness : What if Wild Mind became a Modal ? AoE Spell Disruption : why not, but spellcasters don’t usually clump in tiny packs so I don’t really know if the buff would be so great. I have also seen a Carnage-applied beneficial effect reduction from another mod proposal about Mage Slayer which I also found very tempting (especially because it would apply to non-spellcasters… cough cough fighters). 4) Yeah, I think that +1 PEN is good enough to justify the subclass, but still feel a bit limited compared to… let’s say Devoted. That’s why my suggestion was more about unique “tactical” advantage than raw power. Raw power is currently... Okayish ? Nerf : 1) Not sure about the precise way to nerf Troub. I only suggested the easiest one for modders. Just a comment : More starting phrases isn’t actually more ressources since all invocations cost more. The “+1 Phrase trick” is mostly applicable to Skald and Beckoner whose penalty doesn’t apply to all Invocations. “+1 Phrase” SC lvl 20 Troubadour is able to cast 1 Dragon or 2 Shield Cracks “+2 Phrases” SC lvl 20 Troubadour woud be able cast 1 Dragon or 1,8 Shield Cracks But 4s Brisk Recitation may be better indeed. It is probably the most OP of the 2 modes of the troubadour. Even with this, I feel that both modes could have been passive effects for 2 different chanter subclasses. The free switchability makes Troubadour even better. I wouldn’t mind a small passive Recovery penalty (10% ?) for the troubadour to compensate for the added flexibility. This would reflect that Troubadour is a Chanter "more dedicated to chanting" than other chanters. => So for me it would be : 4s Brisk Recitation, +10% passive universal recovery EDIT : Thinking twice, this recovery penalty feels a bit unnecessary. 2) Agreed 3) Agreed
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Missing Ectopsychic Echo, great with Ghostheart. Biting Whip is bad unless using Community Patch Mod. Draining Whip doubles focus generation. I would go Mental Binding instead of Phantom foes, especially if you go Eyestrike. Maybe pet damage buff if you like them ? Predator Sense is tempting with Recall agony and Disintegrate. Not 100% about the rest, but it sounds good.
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I have just realized Balance Nerfs are great with this community patch because specific changes can be removed as described in the Community Patch description. Feel free to nerf everything then
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After your Community Patch, there are only a couple of subclasses that I still feel unbalanced or unattractive (and that are considered as such by the community, as far as I know). Once again, you've done a great job. I would like to submit a proposal of changes about them. I don't want to be "that guy" who comes after all the job has been done and says "hey, I have some ideas" but... Well, I'm a bit him actually, so sorry for that I) Subclasses requiring a buff/change : 1) Transmuter : I think Specialist wizard are mostly OK now. Even if they are not as great as Evoker, there PL bonus is good enough to build around and their bonus abilities are usually at least nice. Except Form of the Fearsome Brute, and its infamous amor with +100% recovery time. I am not sure how much its stats should be modded, but I suppose something close to Spirit**** (without Wilstrikes) should be OK. 2) Corpse Eater : The penalty for Corpse Eater is HUGE and his ability... well not very convenient. There is another thing I don't like with Corpse Eater : he is strictly Worse than Standard Barbarian when not facing Kiths, Wilder or Beasts, or against small group of foes. My proposal would be to buff Corpse Eater special food (which is already quite good, but arguably not as good as best food such as Captain Banquet). I think Forbidden Pie should be better than top food by a small but significant margin so Corpse Eaters under its effect would have a systematic edge over Barbarian with best food. Forbidden Pie might provide +5/+6 Corpse eater PL and minor effects (so that other classes won't benefit much for it). +5PL sounds huge but I don't think that Barbarian abilities benefit that much from PL. It sounds powerful with Heart of Fury, but not that much for Frenzy (which 2 Rage for Corpse Eater). It is also good with Carnage though. It also has to be compared with what top tier food provides (PR, Action Speed, Immunities). However, Forbidden Pie is rather cheap, so maybe the best solution would be to create a new supreme receipe for Corpse Eaters ? Other Corpse Eater consumables should also be scaled accordingly. 3) Mage Slayer : IMHO, Mage Slayer has major 2 flaws : - Strictly worse than Barbarian against non-spellcasters - Unreliable for emergency healing due to Potion Ban AND Beneficial Spell resistance. When Mage Slayer is on the brink of death, only Lay on Hands and Athletic can save it reliably. I feel this is too harsh and I don't like the randomness of it (and I don't think I am the only one). My proposal would be to : - remove Spell Resistance entirely - Add a passive -25% Beneficial/Hostile effects duration instead. That would fix the 2 issues above without changing too much the theme of the subclass. 4) Sharpshooter : I've always found him a bit bland. The penalty is severe and the advantages minimal. Still +1 PR or Hit to Crit can be convenient so the subclass is not entirely bad, but I can't prevent myself from thinking he is a bit meh. I think that a +20% Range with ranged weapons (similar to Gunhawk trait for guns) would be very nice. It would fit the theme of the class and provide a tangible benefit without making the subclass much stronger. II) Subclasses that may require a nerf : I don't know how you feel about nerfs, but I can't prevent myself from thinking that the game would feel a bit more "Polished" with it. 1) Troubadour : It has been said for long that Troubadour is better at everything than base chanter, and arguably better than other subclasses at their specialty. Increasing the Troubadour penalty to +2 Phrases per invocation would make them a bit less OP IMHO. A Troubadour using Brisk Recitation would still be able to cast even 3 base Phrases Invocation faster (3+2 x 3 = 15s vs 3 x 6 = 18s), but the gap would be thiner. 2) Trickster : Trickster suffers a very minor Penalty and get 7-9 abilities for free, which makes base Rogue obsolete. I would simply revert its Sneak Attack to what is used to be. Trickster has now much more options than what it had in v1.0 and its ability costs have also been reduced. -20% penalty to sneak attack isn't that huge when the versatility that this sublclass brings is considered. 3) Streetfighter : Streetfighter is not OP by itself, but we all know how stupid he is with blunderbuss modal. Yes, it is fun, but it kind of betrays the original spirit of the subclass and turns it into pure powergaming. I think the Blunderbuss modal should be changed to -10 Accuracy/-10 Deflection/-10 Deflection. There would be other ways to activate Streefighter, but that would require a bit more work that simply actvating a modal.
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Seer is the class with the most accuracy of the game vs single target, as it combine the stacking bonus from ranger with Borrowed instinct. It helps landing the powerful single target crowd control and damages effect of the Cipher such as whispers of treason, puppet master, and disintegrate. Takedown Combo and driving flight will help generate more focus. Ghost heart helps summoning your pet behind ennemy lines, which is quite fun with Ectopsychic Echo (and Echo powers in general). I think it's a multiclass with a lot of potential.
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Ok, I think I can agree with this. Also I can see the purpose of trinkets for some situational spells such as antidote. I also agree with your previous comment that a trinket with a bonus needs a malus too (such as +1 Inspiration/-1 Punishment). In a nutshell : Wiz Pro : better trinket swapping (but with a lesser margin than before), wider spell selection. Druid/Priest pro : more HP, holy radiance/spiritshift Sounds good ! Still I think it would be good if other classes could put an item in their trinket slot other than endgame items.
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Some questions and comments : 1) What do you mean by 1s prone ? I thought prone was 3s animation in parallel with recovery Time from interrupt (source : Thelee Gamefaq). Prone is basically 1s additional Time from interrupt. Is it that duration that you set to 1,5s, for a total 3,5 animation ? 2) While I agree that grimoires are strong, I am not sure Priest and Druid as a whole need a specific buff. First because they have roughly 20% more HP than wiz which is not major but still significant. In addition, even if they have less spells, they have party buff and/or heals. IMHO, they are arguably more versatile spellcasters than wiz even with less spells (self buffs being less significant). So yup, trinkets feel a bit powercreeping. I like the idea if +2 ressources trinkets for everyclasses (martial single class would like it) but I have some doubts about where all this would end... 3) I get you are thinking about nerfing Scordeo's Edge and Brillant. Still it feels a bit like killing the fun and may make the mod less popular. 12s spell restoration with Brillant might be enough to prevent the full synergy with SoT. Without SoT/Brillant, Scordeo's would still be great but not that easy to maintain. Brillant sources might even get a bit more duration to compensate (would be slightly better for martial classes as a result). HOWEVER Brillant + SoT is one of the tool to win the War of Attrition against Megabosses. So be careful before removing it (as you removed resonant touch trick), which leads to comment #4. 4) Megabosses encounter design is an issue in my opinion, especially Dorudugan. Dorudugan basically denies the player most of his abilities AND removes the interest of ALL NON RENEWABLE RESSOURCES due to his HP pool. This leads to a situation where builds have to be balanced not only for 99,9% of the game AND against a single ennemy which favors totally different setup (invalidating 8 classes ressources out of 11 does not feel like a good design). I thing altering Megabosses might make overall balance easier to reach. Sorry for editing my post several times but I am writing on a smartphone I was afraid to loose my text with a misclick.
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Thank you very much for all the work ! This is wonderful ! In the current list, there is not a single change that I don't agree with (only a couple are neutral to me). I especially like Arcane Archer PR correction and godlike buff cause it makes basically all classes and races viable (SC Arcane Archer being the safest pick for SC Ranger powerbuild). SC Fighter and Rogue are better too, Psion feels good enough (good for Cipher/caster MC) and shattered pillar comes back from the dead. This is the true Power of consensus ! (Which also makes playing with the patch feeling legit, not like all these powercreep Mods )
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I have trouble to justify Savage/Stalwart Defiance. It's very expensive. Even with the cost reduction from upgrade, it's still meh for 2 ability points. It also stacks poorly with Frenzy CON inspiration. Only upside is instant cast, but Barbs have good Rage point instant sink if needed (Spirit Tornado). I can see some people may want it for their build, I suppose it can save a couple of lives, but it is better to leave Healing to the pros (aka priest, druid, chanter and pal... even Cipher) IMHO.
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I think MIG isn't very good for barbs. PER is similar as a DPS stat. MIG helps healing, but Barbs isn't great at it. PER helps Debuff which is far more useful for a Barb. For Berzeker, MIG is even detrimental due to self damages. CON is good for barbs cause it provides a (nearly) bottomless pool of HP. I would say PER then INT/CON then DEX/MIG and then dump RES. For Single Class Barbs, I think Spirit upgrades are superior for Frenzy. Spirit Tornado really does a fair amount of damages with high PL given it has 0.8s cast time and 0 recovery. It's crazy DPS when you think about it. Terrify effect is neat too. I'm playing Serafen as SC barbs and I'm basically only using Driving Roar, Spirit Tornado and a few Panther Leaps when needed. Other abilities are not that great IMHO, but these 3 are enough to make him awesome.
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In the latest version of PoE1, Rangers were a powerful class because : - Pet was quite strong - Twin Arrows bascially doubled their DPS with bows - Driving Flight added a bit of AoE as a damage multiplicator - Stunning Shots provided recursive CC. Stormcaller was incredibly convenient (acquired relatively early, not requiring rare components for upgrade), but was arguably not even the best weapon for Ranger (Pesistence for example was the best for pure DPS).
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Ok, so let's recap what could be a Themed Party : Same Race : but that doesn't play a big role in gameplay. Maybe godlikes ? Same Class, with possibly different multiclass Similarly themed class : the most interesting option : - A cult of the bear could mix either Bear Ranger or Bear Druid - Sneaky party could have Rogues, Beguilers, Priest of Skaen - God themed party : Woedica cult can have Priest of Woedica, Steel garrote Pally Themed with different roles but united by a common patern : - 5 men party based on Magic the Gathering 5 colors ? - 5 men party based on 4 elements +... shadow ?
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Also PL II has no great spell, which may lead to the feeling that priest are weak in the early to mid game, especially if multiclassing.