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Falk Schütze

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Everything posted by Falk Schütze

  1. Hello all, while Godlikes do have better racial abilities from the beginning, the locked head slot makes them worse in comparison to other Races late-game. Some of the better enchantments on late-game head gear includes: Id like to propose Godlikes to receive their parent races stat bonuses in addition to their Godlike stat bonuses and abilities. Some examples: Human Death Godlike: Death's Usher, Pallid Fate and +1 Might, +1 Resolve, +1 Dexterity, +1 Intelligence Aumaua Fire Godlike: Battle-Forged, Ashen Skin and +2 Might, +1 Dexterity, +1 Intelligence Elf Moon Godlike: Silver Tide and +2 Dexterity, +1 Intelligence, +1 Perception Dwarf Nature Godlike: Wellspring of Life and +2 Might, +1 Intelligence
  2. Thanks for the free DLC ! Id be nice to know the WIP patch notes for the upcoming major patch, especially class balance changes.
  3. Description: Weapon enchantment text states: 'Removes Corroded Blade, +1 Penetration', but should only state '+1 Penetration', since the prior enchantment: 'Corroded Blade' has already been removed during the enchantment. Steps to Reproduce the Issue: - get a weapon E.g. Gladiator Sword or armor with a penalty that is allowed to be removed by enchanting it - enchant the item, description text still states the prior enchantment has been removed Some of the items Ive found have strange descriptions after enchanting them E.g. the Gladiators Sword states its prior enchantment has been removed, but this information is useless, because the prior enchantment was removed from the item during the enchantment of it. If an enchantment removes a prior one, it should not additionally state it afterwards. The Gladiators Sword changes from -1 Penetration to +1 Penetration during its enchantment. Else, E.g. enchanting Fine unique items to Superb items should state that the prior Fine enchantment was removed etc.
  4. POE game mechanics are over-complicated in general. Does your proposal sounds like relief? I actually liked the original PoE mechanics for Wizards: - all spells availiable, spell selection with grimoires - up to 4 casts per spell level, one bonus spell per level from passives - reaching higher levels slowly switched casts to per encounter It gave a meaningful progression to casters. Deadfire does not have a progression at all: - a level 1 Deadfire Wizard has 2x casts for level one spells, same as a level 20 Wizard - a level 9 PoE Wizard has the same casts as a level 20 Deadfire Wizard - a level 16 PoE Wizard has 31 casts, a level 16 Deadfire Wizard has 15 casts That sucks. But you need to consider that deadfire caster spells are per encounter now instead of per rest. So you have less cast but can use them in each battle. PoE spells were per encounter as well thanks to resting after each fight. I used this tactic for the majority of all PoE battles. Then after reaching level #, I could use a ****load of lower level spells for easier battles and reserve some higher level spells to tougher battles. This mechanic was dynamic and gave me the feel of progression. Deadfires casting system sucks in comparison. A starting Wizard can cast the same number of 1st levels spells as an archmage. BS !
  5. POE game mechanics are over-complicated in general. Does your proposal sounds like relief? I actually liked the original PoE mechanics for Wizards: - all spells availiable, spell selection with grimoires - up to 4 casts per spell level, one bonus spell per level from passives - reaching higher levels slowly switched casts to per encounter It gave a meaningful progression to casters. Deadfire does not have a progression at all: - a level 1 Deadfire Wizard has 2x casts for level one spells, same as a level 20 Wizard - a level 9 PoE Wizard has the same casts as a level 20 Deadfire Wizard - a level 16 PoE Wizard has 31 casts, a level 16 Deadfire Wizard has 15 casts That sucks.
  6. Why not, but could be really op for highter spells. I prefer a passive that allow +1cast for lower level. But, selecting a spell could give you a +1 power level to this spell to represent the fact you're specialised. Something like this ? - PL 3, Bonus 1-3 level spells: One additional cast for level 1-3 spells. - PL 5, Bonus 4+5 level spells: One additional cast for level 4+5 spells. Requires prior talent. - PL 7, Bonus 6+7 level spells: One additional cast for level 6+7 spells. Requires prior talent. - PL 9, Bonus 8+9 level spells: One additional cast for level 8+9 spells. Requires prior talent.
  7. Rather, picking a specific spell should add one free cast per encounter of this specific spell to both a single and multiclassed Wizard. In other words, the first cast of this specific spell would not expend 1 spell cast per encounter. Gromoire spells would still only give access to these spells and no free casts per encounter.
  8. A -10 Accuracy debuff is not minor. The availiable animal companions are all just too fragile. Maias hawk can break engagement to fall back if needed, so engagement immunity for all pets would help. I agree that Wizards and Druids get more useful in later levels but in the beginning they cannot compete with Chanters or Ciphers. More casts per encounter for lower level spells would help, but they currently do not progress past 2x. Regarding Ciphers: While they need time to accumulate Focus, they can cast some spells from the beginning. Especially the lower levels have a broad selection of useful spells for Ciphers and these remain viable until the end of combat and until the end of the game. The Cipher is lacking high level AoE spells. That is sadly happening for my Animal Companion all of the times, especially in boarding battles where the player starts out directly in front of all the enemies and both the Ranger and his Animal Companion take all the hits from enemy archers. That also happens to caster main characters who usually die seconds after the battle starts.
  9. Hello all, I have been restarting / rerolling characters since the game started (175 hours) and decided to take a brake. Currently I cannot choose a single class that Im sure of completing the game with. I want to play as a Ranger or Caster (Wizard / Druid / Chanter / Cipher) but all of these classes are very unbalanced in what their subclasses offer. 1. Wizard + Druid (aka: I can only cast two times per encounter) ... The only Wizard choice for me is a generalist Wizard. All Wizard subclasses suck because they remove one opposing school but also all other spell schools from viable spell selections, leaving these 'ultra-specialists' with only a few good spells. There is a small Power Level bonus but there are several items sport a much better Power Level bonus (like these: https://pillarsofeternity.gamepedia.com/Firethrower%27s_Gloves). Wizards, as well as Druids, have a very low amount of casts per level. In long fights, especially while boarding enemy ships, they run out of casts and only can use their weapons for a very long time, which kills all the immersion for me. Chanters and Ciphers have infinite casts and remain viable for all battles, so why do Wizards and Druids not have a method of regaining some of their casts during battle or have more casts to begin with? And no, I dont mean the OP abilities that grant infinite casts / resources. These should be nerfed or outright removed from the game. The Druid subclass Im most interested was the Fury subclass until I got a certain companion that has access to beautiful-to-look-at Frost and Water Foe-Only spells. In my opinion, this companion-only subclass should be reserved to Amaua, but should be a selectable class choice for the player. 2. ... vs Chanter + Cipher (aka: I have infinite casts per encounter) The Chanter subclasses are somewhat confusing to me. I would prefer the Beckoner but that subclasses summoning potential has been nerfed with +1 Summon Invocation cost (was -1) and now is much worse than the Troubadour subclass, supposedly focused at Chanting and not (summon) Invocations. The Beckoners BASE summon duration is reduced by 33% (affecting Intelligence bonuses as well), their summon health is reduced by 75% (and more). The doubled summon number does not make this subclass viable, as additionally, the Troubadour can cast all other Invocations twice as fast as well, thanks to Brisk Recitation. The Cipher would be my last Caster option. The Beguiler subclass seems to be the only viable subclass to me, gaining focus while casting. There are some good low level Deception spells availiable but looking at the ability tree shows the higher level spells are lacking, both in quantity (only 1x Deception per level) and quality (single target only). Adding to that, there is a high level ability that increases AoE for spells, but there are so few AoE spells to begin with. Also, not a single Deception spell damages enemies and they are therefore somehwhat boring to look at. 3. Rangers suck (ver 2.0) What could be more annoying that the Rangers and Animal Companions that suck'd in PoE 1 ? Of course, they suck in PoE 2 as well ! Each Animal Companion is basically dead at the beginning of all encounters and the Ranger is therefore permanently affected with Bonded Grief (-2 Might / Resolve, -10 Accuracy). You have to play as a Ghost Heart subclass in order to not have this permanent penalty. Im interested in playing a Sharpshooter but like the Beckoner (Chanter), the Sharpshooter is penalized in its core role. A Fighter is much better at 'sharpshooting', with weapon specialization, armor recovery bonus and the potential bonus from the Devoted subclass. A Ghost Heart is much better than a Sharpshooter at 'sharpshooting' as well. Compared to the Ghost Heart, the Sharpshooter receives: - 6% (ranged) weapon Damage from Bonded Grief (-2 Might) - 10 (ranged) weapon Accuracy from Bonded Grief - 12 (ranged) weapon Deflection from Bonded Grief (-2 Resolve) and subclass +10% (ranged) weapon recovery speed penalty from subclass > Yes, the Sharpshooter shoots slower than E.g. a Wizard !!!! This is the so-called bonus that Sharpshooters receive: 15% of the Hits convert to Crits with ranged weapons against ≥ 4m targets (crits do 25% more damage and 50% more penetration) On top of that, another companion has a subclass that is in my opinion the only viable subclass availiable for Rangers. Increased weapon range, the most powerful Animal Companion availiable (Source: https://steamcommunity.com/sharedfiles/filedetails/?id=1384851536)and there are many NPCs encountered in the world that also have the Gunhawk subclass and sport a beautiful cream colored hawk variant as compared to Ishiza (Maias hawk). This subclass has no penalties and, while I think it should be reserved to Rauatai origins, should be made availiable for all players as a class choice. My conclusion is that I cant play the game until the developer communicates (there are currently no Beta Patch Notes) and shows a direction that balancing will take for these classes (and all other), if at all, and whether companion subclasses are made availiable to the player. Patch 1.1 was confusing at best (to me) and in my opinion only increased the balancing issues for these classes.
  10. Description: Either of the Conditionals: [Target: Enemies in Melee Range > 0] or [Target: Allies in Melee Range > 0] are not working. Steps to Reproduce the Issue: - have a Cipher in your party that knows the 1st level spell [Eyestrike] - open the AI Behaviour Editor, create a new Cipher AI Behaviour and add the Action [Eyestrike] priortized by [Greatest Number of Enemies] A. add the Conditional: [Target: Enemies in Melee Range > 0] - attack a single lone enemy with enabled AI >>> [Eyestrike] is being cast despite the target being alone / not having other enemies in melee range B. remove A. and instead add the Conditional: [Target: Allies in Melee Range > 0] - attack a single lone enemy with enabled AI >>> [Eyestrike] is being cast despite the target being alone / not having other enemies in melee range I want my Cipher to cast AoE spells only against several targets / if the target has other enemies in melee range. I thought I was not using these two Conditionals correctly but it turned out one of them is simply not working. I still dont know how the game handles [Target: Enemies/Allies in Melee Range > 0] as from the standpoint of enemies, allies in melee range might from my standpoint be other enemies to me. Regardless, one of these two Conditionals should disqualify the AoE spell from being cast against single lone enemies. The below picture shows the outcome that happens for using either of these two Conditionals. I hope my bug report was somehow understandable.
  11. I want to do summoning exclusively but the drawbacks from the Beckoner class seems to actually hinder the summoning of pets. The BASE duration of summons is reduced by 33% affecting intelligence bonuses as well. At 20 Intelligence, the Beckoner summons two Phantoms of 12s each while a Troubadour summons one stronger Phantom of 18s duration. The Beckoners summon health is DRASTICALLY reduced by ~75% per summon. A Troubadours Phantom has 50 Health, the Beckoners 2 Phantoms each have measly 13 Health. At Level 20, skeletons are summoned with 185 HP for Troubadour and 43 HP (23%) for Beckoner. Dragons are summoned with 1.840 HP for Troubadour and 339 HP (18%) for Beckoner. Summon Duration is always only 2/3 for Beckoner. Additionally, the difference gets bigger, the more Phrases are required to cast a summon: - 3 base Phrases, Beckoner = 24s = 4 Phrases x 6s, Troubadour = 12s = 4 Phrases x 3s - 4 base Phrases, Beckoner = 30s = 5 Phrases x 6s, Troubadour = 15s = 5 Phrases x 3s - 5 base Phrases, Beckoner = 36s = 6 Phrases x 6s, Troubadour = 18s = 6 Phrases x 3s - 6 base Phrases, Beckoner = 42s = 7 Phrases x 6s, Troubadour = 21s = 7 Phrases x 3s - 7 base Phrases, Beckoner = 48s = 8 Phrases x 6s, Troubadour = 24s = 8 Phrases x 3s The Great Wyrm Flew O'er the Mountains, 7 Phrases, 20 intelligence: - Beckoner: can cast every 48s, two 18% health dragons for 25s - Troubadour: can cast every 24s, one 100% health dragon for 37,5s Therefore, Troubadours can have one 100% health Dragon up permanently with a second in reserve if the first 100% health Dragon gets killed, while Beckoners can have two 25% health Dragons up for only 50% of the time, if at all because 25% health Dragons will surely die much more often. The Abjuration Immunity also went down the drain. Troubadours are simply the better summoning subclass. The drawback is that the linger is removed, but Im still able to have one phrase constantly up and running. The Beckoner needs to put maximum focus on gear that raises intelligence and duration bonuses while being hindered in doing so (BASE duration drawback). At the same time Troubadours can cast all other high level invocations much faster as well and can flexibly change to a passive, linger-focused build.
  12. Hi Im a backer and want to revert my game back to version 1.0. Id hate it If I had to buy the GoG version without Season Pass, Scavanger Hunt items, Pre-order bonuses etc.
  13. If someone has the time to do it, here is Angelina from Aquanox 2. Minus the logo. TY!
  14. Wizard subsclasses should first and formeost get the penalties for all other spell schools removed. One excluded spell school is fine, several is not. Unique spells should be granted from unique grimoires and several more of those should be added to the game. The power level bonus should be increased for subclasses. Wizard should be able to cast all wizard spells availiable (to their subclass) on a per rest basis. Spells selected as talents and those availiable in your grimoire should move from per rest to per encounter. Instead of creating your own spells, wizards should get metamagic talents, one allowed per spell cast, that bend the spells effects: - PL 2, Still spell: Any penalties incurred from casting in armor do not apply to a spell prepared with this feat. - PL 2, Extend spell: Extended spells have their duration doubled. (increased by +100%, does not multiply with Intelligence) - PL 4, Empower spell: All variable, numeric effects of an empowered spell are increased by 50%. (increased by +50%, does not multiply with Might for damage or Intelligence for AoE) - PL 6, Maximize spell: Maximized spells apply all variable numeric effects at their maximum values. - PL 8, Quicken spell: Quickened spells have their casting and recovery times halved and only use up 1/2 cast per encounter. Lastly wizards should get: - Combat casting: Lower recovery penalty from casting in armor. (instead of having to multiclass to fighter) - PL 3, Bonus 1-3 level spells: One additional cast for level 1-3 spells. - PL 5, Bonus 4+5 level spells: One additional cast for level 4+5 spells. Requires prior talent. - PL 7, Bonus 6+7 level spells: One additional cast for level 6+7 spells. Requires prior talent. - PL 9, Bonus 8+9 level spells: One additional cast for level 8+9 spells. Requires prior talent. (availiable in a later expansion that raises the lvl cap) - Epic Spell: Insert name of spell. While generalist wizard can pick all of these, subclasses get a much better power level for them. (availiable in a later expansion that raises the lvl cap)
  15. Another update. The number of conditional action sets is irrelevant to this Bug. Rather, it affects a select number of spells E.g. Arkemyr's Dazzling Lights. The Bug removes some of the Conditionals set for these spells. It also removes some specific spells (Actions) from Conditional Action Sets.
  16. A quick update, I made a new AI behaviour and after having 9 conditional actions sets the Bug starts to take effect, conditionals are getting removed and are not saved.
  17. Paladin + cipher (your best option) Paladin + druid (Paladin is weapon-based, Druid not) priest + druid (miss the powerful late Druid spells) priest + chanter (if playing Troubadour for Linger, still miss the powerful late Chanter spells) chanter + wizard (if playing Troubadour for Linger, still miss the powerful late Chanter spells) priest + cipher (Cipher is weapon-based, Priest not) - Chanter and Cipher have infinite casts per encounter, Wizard, Priest and Druid only have 14 casts per encounter - Wizard and Druid can learn 4 elemental penetration abilities, Priest can learn 3, Paladin 1, Chanters and Ciphers none - Chanter and Druid single class high level spells are very powerful - Cipher receives weapon damage and penetration bonus
  18. Move it to Power level 8 or 9 so only a single class monk can get it. Then only allow it once per attack E.g. If through any means a weapon hits more than once it only affects the first Hit.
  19. Updated the Guide with Ishiza. Its vastly superior to all regular animal companions. Small model, more damage than Wolf. Cannot be engaged / flanked / disangagement attacked.
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