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Falk Schütze

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Posts posted by Falk Schütze

  1. 1) Monk -  OP, unlimited mortification for Stunning Surge and multiple hit on crit passives

    2) Chanters - OK, Same as in PoE I, Summoning rules

    3) Rogue - OK, Streetfighter's OP (Remove +100% Crit DM modifier, make recovery buff add only +25% RS), change Criplling stike to primary attack

    4) Wizard - OK, Make Chill fog apply L1 affliction instead of L3

    5) Ciphers - OK, Beguiler under-powered

    6) Paladin - OK

    7) Figther - OK, Make charge do Primary attack

    8 ) Ranger - OK, Miss some attractive skills

    9) Druid - Bad, with current scrolls consumables and shiftier scaling

    9) Barb - Bad, miss DM and ACC buffs

    10) Priest - Bad, add real buff's instead of inspirations

     

    8 ) Ranger - OK, Miss some attractive skills

     

    ... OK

  2.  

    They should take the same patching route as in PoE when it comes to rangers: make the animal companion better. First step should be to raise the base damage. It's just too low. Then suddenly abilities like Vicious/Merciless Companion and Predator's Sense will have the impact they had in PoE (and where the animal companion could hit slowly but like a truck after some patches). I wonder why they returned to puny base damage for Deadfire in the first place? Some abilities of the animal companion are already great. Try to open combat with Takedown Combo + Ranger/Assassin from stealth. :lol: I should really do Stalker/Assassin next...

     

    I feel like they started from the PoE 1 release state rather how they ended up after balancing as a template for a number of the class powers. The ranger pets are one example of that. The paladin's reviving exhortation is another, since if I recall at release in PoE, it revived someone for a time, then killed them, then they changed the delayed damage to be more reasonable. Single weapon style was also giving graze to hit in the deadfire beta, just like PoE at release. I could be wrong about this, but development seemed pretty rushed in some areas, and it's possible obsidian just didn't really have the time to review or balance some abilities beyond the template they used to start with.

     

    Of course, it's also possible that telemetry data suggests some multiclass ranger builds deal bonkers amounts of damage (and it likely does, given frost seeker at release), and obsidian isn't sure how to balance the pet so that it's a useful and capable addition to weaker or lower damage rangers, but doesn't push very powerful ranger builds even further over the edge.

     

     

    Then it might help to restrict OP weapons like Frostseeker to single class Rangers only E.g. give it a PL requirement of 8.

  3.  

    INB4 ... Ranger is strongest class ... Ranger has best accuracy ... Evasive Fire ... never got my pet killed ... you're playing the game the wrong way ...

    There it is. :)

     

     

    Better than: INB4 ... Boeroer ... Ranger is strongest class ... Ranger has best accuracy ... Evasive Fire ... never got my pet killed ... you're playing the game the wrong way ...

  4. The animal companion is the problem. They are supposed to interfere the enemy and not tank. Yet, they cannot break engagement (only Maias bird can) and dont have an AI that breaks engagement when hurt. They have to be micromanaged in addition to the party. And because they are so squishy, they feel like a burden to the player.

     

    Therefore they should A. be made tanky enough or B. have an AI and inherent abilities to retreat when hurt. Additionally, they should have better offensive stats that allows all ability points spend by the ranger on their animal companion to have a noticeable effect on their performance. Single-class Rangers are also lacking meaningful PL 8+9 animal companion abilities. The ability to have an inherently better, exotic, animal companion (dinosaur, dragon) comes to my mind.

    • Like 1
  5.  

     

    The elephant in the room: 

     

    People would take these and ask for more dialogue choices that reflect them. 

    If fully integrated, it'd affect companion reputations. That's a lot of coding. 

     

    To make it slightly more sane, a Blessing to let us create Adventurers of these types might be possible.

     

    There are no dialogue choices regarding SUBclasses in Deadfire, only base classes.

     

    Nope.

     

     

    Valid, but most of them are Faith based. The Ghost Heart subclass is the only subclass that has more than a few responses. While not necessary, creating a few responses for the 7 companion subclasses should not pose a problem. However since Berath's Blessings are all optional alterations, the added classes should just use the main class to get the usual responses.

    • Like 1
  6. The elephant in the room: 

     

    People would take these and ask for more dialogue choices that reflect them. 

    If fully integrated, it'd affect companion reputations. That's a lot of coding. 

     

    To make it slightly more sane, a Blessing to let us create Adventurers of these types might be possible. 

     

    There are no dialogue choices regarding SUBclasses in Deadfire, only base classes.

     

     

    there is a mod that unlocks these

     

    I know of this mod, but it is sadly bugged. Once an expansion drops, savegames modded this way may be broken. Rather, Ive been thinking of a more official way to integrate these classes into the game. Berath's Blessings already hamper / interfere with the games balancing but above all they are optional. I think added options of playing the game would benefit it as a whole.

  7. Hello all,

     

    Id like to propose a new Berath's Blessing. The ability to play (single-class/multi-class) as one of the 7 companion-unique subclasses:

     

    Gunhawk (Ranger subclass)

    post-155224-0-42147800-1530339970_thumb.jpg

     

    Watershaper (Druid Subclass)

    post-155224-0-06489600-1530339990_thumb.jpg

     

    Freremas mes Canc Suolias (Paladin subclass)

     

    Wild Mind (Cipher subclass)

     

    Storm Speaker (Chanter subclass)

     

    Priestess/Priest of Gaun (Priest subclass)

     

    Sister/Brother of the Reaping Moon (Monk subclass)

    • Like 3
  8. Any patch notes anywhere?

     

    1.2 Class Changes

     

    Fighter

     

    - Power Strike and Staggered Strike AOE is now Foe Only.

    - Unbending Discipline Cost 3 -> 2.

    - Unbending Shield Discipline Cost 3 -> 2.

    - Unbending Trunk Discipline Cost 3 -> 2.

    - Refreshing Defense - Concentration bonus now also refreshes duration.

    - Refreshing Defense - No longer caps at +10 seconds (5 hits).

     

     

    Barbarian

    - Barbarian Frenzy abilities now properly check subclass for visibility, not ability ownership. (Berserkers should now be able to properly select Frenzy upgrades)

    - Leap and Panther's Leap are now Loud on impact, Dragon's Leap is now Extremely Loud on impact.

    - Heart of Fury is no longer included the default Barbarian Aggressive Behavior set.

     

    Rogue

    - Trickster Gaze of the Adragan Guile Cost 3 -> 2.

    - Trickster Wall of Many Colors Guile Cost 4 -> 3.

    - Trickster Sneak Attack penalty -20% Damage -> -10%.

    - Trickster now also acquires wizard illusion spells at PL 2, 4, 6, and 8.

    - Eliminating Blow only applies Shaken to secondary targets, as suggested by its upgrade string.

     

    Paladin

    - Shieldbearer LoH prevent death Duration 5s -> 4s.

    - Virtuous Triumph 100% Zeal on Kill -> 25% Chance on Kill.

    - Hands of Light Zeal Cost 1 -> 2.

    - Greater Lay on Hands Zeal Cost 1 -> 2.

    - Enemy Paladin AI now shares AI cooldowns between different Lay on Hands types.

     

    Ranger

    - Binding Roots now has the Plant keyword.

    - Thorny Roots now has the Plant keyword.

    - Thorny Roots Penetration 0 -> 7.

    - Master's Call and Binding Roots are no longer mutually exclusive with each other.

    - Marked Prey and Marked for the Hunt can no longer be empowered, since they gain nothing from additional PL.

    - Evasive Fire - Base damage from 20 to 36 -> 15 to 20.

     

    Monk

    - Torment's Reach no longer mentions deprecated Crush damage

    - Torment’s Reach now targets Deflection on the primary target

    - Torment’s Reach now benefits from +25% weapon damage.

    - Torment's Reach and Raised Torment no longer Stagger or Stun the primary target.

    - Rooting Pain - 100% Chance on Wound -> 25%.

    - Flagellant's Path now deals only crush damage to enemies in the path, instead of Full Attacks. Launching Kick now also deals the crush damage as well, as intended.

     

    Chanter

    - The Lights Danced Across the Moor summons now use the appropriate wisp character stats (with distract attack).

    - Seven Nights She Waited projectiles destroy after hitting a target.

    - Her Tears Fell Like Rain projectiles destroy after hitting a target.

    - Her Tears Fell Like Rain secondary damage 15 to 23 -> 6 to 12.

    - At The Sound of His Voice The Killers Froze Stiff 6s Paralyze -> 4s.

    - And Their Fear Followed 6s Paralyze -> 4s.

    - And Their Fear Followed Phrase Cost 4 -> 3.

    - Hel-Hyraf and its upgrade now target Deflection.

    - And Evil Turned Away From The Sun now properly grants immunity to resolve afflictions and properly damages Spirits and Vessels, it now also no longer gains additional projectiles from PL scaling.

     

    Priest

    - Iconic Projection now extends its attack information to the attack bar tooltip.

    - Suppress Affliction 5m Range -> 8m.

    - Barbs of Condemnation -5 Defenses -> -10.

    - Holy Meditation 10s Duration -> 15s.

    - Repulsing Seal Interrupt (Prone) on Hit -> Graze.

    - Warding Seal Penetration 7 -> 9.

    - Priest of Wael variant of "Gaze of the Adragan" is now defined as PL 7 (the same level it is acquired).

    - Barring Death's Door 10s Duration -> 8s.

    - Triumph of the Crusaders base Healing 200 -> 80.

    - Divine Terror 15s Duration Frighten -> 20s.

    - Magran's Faith Attuned Proc status effect now stacks up to 2 times to support dual wielding weapons with the exact same effect.

     

    Druid

    - Spiritshift will now continue to provide equipment bonuses while in spiritshift form (excluding armor and weapons).

    - Spiritshift no longer scales duration with Power Level (Form Weapons and Armor will still scale).

     

    Wizard

    - Citzal's Enchanted Armory no longer removes all of the Wizard's other equipment.

    - Flame Shield now extends its attack information to the attack bar tooltip.

    - Form of the Fearsome Brute will now continue to provide equipment bonuses while in ogre form (excluding armor and weapons).

    - Confusion Slow Cast -> Average Cast.

    - Confusion Fast Recovery -> Average Recovery.

    - Concelhaut's Draining Missiles now properly returns health for each missile that impacts the target.

    - Gaze of the Adragan Slow Cast -> Average.

    - Substantial Phantom unique progression table now grants the proper wizard spells and wizard AI necessary to cast Minoletta's Minor Missiles, Necrotic Lance, and Arduous Delay of Motion.

    - Essential Phantom and Substantial Phantom now receive copies of the wizard's weapons when summoned.

    - Wall of Force now uses the proper icon for its trap ability.

    - Minoletta's Concussive Missiles 5 Projectiles Base -> 3.

    - Minoletta's Concussive Missiles Base Damage 10 to 13 -> 7 to 10.

    - Minoletta's Concussive Missiles AOE Base Damage 7 to 8 -> 4 to 6.

    - Deleterious Alacrity of Motion to also grant +15% Action Speed.

    - Deleterious Alacrity of Motion effects now all have the same base duration.

    - Wizard Subclass +20% Recovery Time -> +10%.

    - Reordered Wizard Subclass effects to show bonuses before penalties.

    - Wizard Subclass +1PL -> +2 PL.

    - Kalakoth's Minor Blights +20 Accuracy removed from attack.

    - Kalakoth's Minor Blights 5 Penetration -> 7 Penetration.

    - Kalakoth's Minor Blights 10m range -> 8m.

    - Ryngrim's Enervating Terror Average Cast -> Slow Cast.

    - Ryngrim's Enervating Terror Average Recovery -> Fast Recovery.

    - Ryngrim's Enervating Terror Duration 20s -> 15s.

    - Ryngrim's Enervating Terror 2.5m Radius -> 1.5m Radius.

    - Ryngrim's Enervating Terror 20m Range -> 8m.

    - Caedebald's Blackbow Terrify on Hit now vs Will.

    - Wall of Draining's negative effects are now set to Hostile and will properly break stealth if cast on an enemy.

    - Wizard's Double is now overridden to not be able to be empowered, since it gains nothing from additional PL.

     

    Cipher

    - Mental Binding Cast Speed Average -> Fast.

    - Mental Binding Recovery Fast -> Average.

    - Mental Binding 6s Immobilize Duration -> 10s.

    - Reaping Knives Attack Speed Average -> Fast.

    - Fractured Volition 15s Duration -> 20s.

    - Body Attunement 15s Duration -> 20s.

    - The spell "Tactical Meld" is now available during cipher progression.

    - Tactical Meld +1 Engagement Limit -> +3.

    - Screaming Souls base Raw Damage 15 to 25 - > 30 to 50.

    - Screaming Souls Distract Duration 8s -> 18s. 

    - Secret Horrors Duration 12s -> 15s.

    - Defensive Mindweb Average Recovery -> Fast.

    - Pain Link Duration 12s -> 15s.

    - Echoing Horror Frighten Duration 8s -> 12s.

    - Haunting Chains Duration 18s -> 20s.

    - Tenacious Grasp 15s base duration -> 20s.

    - Eyestrike Slow Cast Speed -> Average.

    - Mind Plague 12s Duration -> 15s.

    - Whisper of Treason 20s base duration -> 15s.

    - Puppet Master 20s base duration -> 15s.

    - Ringleader 20s base durations -> 15s.

    - Whisper of Treason 10m Range -> 4m.

    - Puppetmaster 5m Range -> 8m.

    - Wild Leech Recovery Average -> Fast.

    - Wild Leech Duration 15s -> 30s.

    - Borrowed Instinct Duration 30s -> 20s.

    - Ancestor's Honor is now Ancestor's Memory and now grants the Brilliant Inspiration for 12s instead of +1 Empower Point.

    - Eyestrike AOE Size Small -> Medium.

    - Mind Wave AOE Size Medium -> Large.

    - Defensive Mindweb AOE Size Medium -> Large.

    - Detonate now checks that health is below 25% not that it is below 25 value.

    • Like 1
  9. The Patch Notes for 1.2 ...

     

    Ranger

    - Binding Roots now has the Plant keyword

    - Thorny Roots now has the Plant keyword

    - Thorny Roots Penetration 0 -> 7

    - Master's Call and Binding Roots are no longer mutually exclusive with each other

    - Marked Prey and Marked for the Hunt can no longer be empowered, since they gain nothing from additional PL

    - Evasive Fire - Base damage from 20 to 36 -> 15 to 20

     

    ... leads me to believe they will not do a major rework for the whole Ranger (sub)class. PoE 1 also had a broken Ranger class to begin with, especially the pet. It got better with 2.0 and the first addon (I believe). Whats left is to hope they fully rework the class alongside Deadfires first expansion in a year or so.

  10. ranger is not weak now but the damn pet is really nonsense.

     

    The poll covers all subclasses as well. Ghost Heart is the only viable subclass because it removes the pet / Bonded Grief. This fact alone demonstrates that the Ranger as a whole is broken. The pet sucks, Bonded Grief sucks, large number of pet passives to make it viable sucks. The Sharpshooter subclass bestows a 10% penalty to ranged combat speed. The Stalker has to be micromanaged as to not have permanent Bonded Grief and the Gunhawk subclass is not availiable to players while it is much better than all other Ranger subclasses, pet able to break engagement when hurt and being superior to all other pets.

    • Like 2
  11. The main issue is the resource pool - there's no reason that a level 18 rogue should have fewer resource points than a level 18 Barbarian/Rogue. If anything it should be the other way around to balance for synergies. 

     

    I know power level is supposed to make up the difference, but the game is unclear about how the advantage is applied so single classes feel comparatively starved for resources without really feeling the benefit of what they're getting in return.

     

    Increased resource pool for single class characters would definitely help. Maybe +50% Rage/Discipline/Mortification/Zeal/Bond/Guile, +1 Cast per Encounter for Wizards/Druids/Priests, -20% Focus Cost for Ciphers and -1 Phrase cost for Chanters ?

    • Like 1
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