Jump to content

Boeroer

Members
  • Posts

    23113
  • Joined

  • Last visited

  • Days Won

    385

Everything posted by Boeroer

  1. I can totally see Monks do that. Call it "Shared Agony" or whatever and you're set. But that would slightly push the Monk into a support role - don't know if that's good or bad tbh.
  2. But why not make them pl-0-auto-picks like Constant Recovery etc? Same ability points as before - same number of abilities to pick from as before. Nothing would change on that part. You could even attach those effects to one of the auto-abilites every class gets anyway: like Carnage, Constant Recovery, Sneak Attack, Animal Companion. So you wouldn't even have to add an additional icon (but no problem to create new ones you know ). Just make sure the effect is not too strong and make it so that the passive fits the resource pool - so that it's eqasy to believe that it's an integral part of it. Like every Fighter gets a [example] 10% chance to gain 1 Discipline when he converts an attack up or down [/example]. Every Ranger gains 1 Bond [example] when her/his AC kills an enemy [/example] Every Barbarian gains 1 Rage [example] when he's receiving a crit while Bloodied [/example] Every Rogue has a [example] 5% chance to gain 1 Guile when he/she applies an affliction [/example] Every Paladin gets [example] 2 Zeal if he gets knocked out [/example] Don't get hung up on the [examples] - they are just that. Could also imagine Barbs have a 5% chance to gain 1 Rage when hitting sombody with Carnage, Rangers get a 2% chance to gain 1 Bond if their AC gets hit or whatever. Something that fits and makes sense from a mechanical point of view, too. Wouldn't that be the easiest and most straightforward solution that's also the most fair? The effects should be weak enough that they almost make no difference in the usual fights which don't last that long - but be useful in those loooong fights were currently all classes with replenishment and/or Brillant have an overwhelming advantage.
  3. They could be made PL-0-autopicks - like all the subclass passives or Carnage, Transcendent Suffering, Wound Trait, Soul Whip, Constant Recovery and so on. That way they could be seen as a passive that just comes with the respective resource pool. No "must pick" problem then.
  4. Maybe you could create such an ability that adds an additonal shift - and it then only gets added automatically once Brilliant is on (and removed once combat ends)?
  5. One idea I had was that the PL of spells or "spell tiers" could determine the rate of regeneration. Let's say the base interval/tick rate is every 6 secs. Then formula could be: PL * base tick = seconds needed to regenerate spell use. Example: PL-1-spells: 1 * 6sec = regain spell use every 6 secs. PL-2-spells: 2 * 6sec = regain spell use every 12 secs ... PL-9-spells: 9 * 6 sec = regein spell use every 54 secs One could adjust the base tick rate of course. It would be easy enough to understand and while it's rel. complicated to implement it's not too bad I think. And it balances high power spell regain with low power spell regain. I mean high power abilities cost way more resources than low ones - so regaining resources like Discipline but having to pay more for high power abilities leads to: you can use a LOT of low PL abilites or a few high PL abilities for the Discipline you just regained. Same would be true for casters with the above formula. But then there's also the problem of dual caster multiclass: do they regain spells for both classes at the same time? That doesn't sound fair to me. But maybe I can be convinced that it is. Haven't mused about it that much... Druids should get their Spiritshift use refunded! I agree to all of the rest but have another comment for this part: I've said it n the past in some other thread (most likely the CP thread back then): All classes need some pre-PL8 form of resource regeneration. Of course: Not nearly as potent as Monk, Chanter and Cipher though - because classes with fixed resources usually have abilites that are more impactful or have no "downside". The monk has to suffer damage in order to gain wounds (hurts your health) and the cipher who has to deal damage in order to get focus (hurts your action economy). The Chanter has to wait and castingg an invocation actually stops the resource generattion. So the resource regeneration of the "non-replenishers" must either come with a downside or a rather difficult prerequisite (see Fighter's variant: receiving crits in order to get Discipline back or Paladin's/Barb's variant: kill an enemy to potentially gain Zeal/Rage) or be quite slow/have low chance of happening. The passives that can replenish resources for those classes that are currently in place (Fighter, Paladin, Barb, Rogue has none besides the kind-of refund via Gambit) come at very high levels. I would prefer a passive that fits the class resource and comes earlier than that. I once suggested that Rogues could have a passive that gives a chance to regain Guile if they hit with an affliction for example. The Barb could have a chance to regain Rage when she/he gets hit while Blooded or lower. Fighters might have a chance to regain Discipline when they convert enemies' attacks down or their own attacks up. Paladins (who already have two sources of regaining zeal) could get some Zeal once they get knocked out - so reviving them would be a priority (road to Death Guard, eh? ). But thoseare just ideas that are open to discussion of course. I would give Fighter, Barb, Paladin and Rogue a fitting passive at the same PL (maybe PL 4 or so) that has a fitting name.
  6. Helwalker/Skald can also be nice if you combine Sun & Moon with Swift Flurry (and later Heartbet Drumming). A Skald can only gain 1 phrase from crit per action, but the chance to gain 1 phrase in the first place is significantly higher if you have 2 chances to crit (Sun & Moon) and then also additional Swift Flurry/HBD crits may occur. I'd suggest Scordeo's Edge with Blade Cascade and Adaptive in the offhand.
  7. Currently playing a Berserker/Skald with Blightheart (like I was talking about in the Blightheart thread I created some time ago). It's pretty wild. I very much like the combination of Barbarian with Chanter because the chants either proc Blood/Spirit Frenzy's raw DoT/stagger, too. They are awesome debuffers and that's what I would normally use a Barb/Chanter for, but in this case I focused on Blightheart + Her Revenge - even if Skald usually cries for melee because of the potential crit refund, Carnage and Berserker Frenzy's crit conversion. I can use a melee weapon - but it rarely happens after leveling up Blightheart. Her Revenge only costs 2 phrases for a Skald and every kill not only gives you 1 * Blood Thirst but also 0.5 * Her Revenge so to speak - which is an awesome combo against all sorts of hostile groups. Helwalker/Bellower might also be real nice with Blightheart. I only did some tests on that but it was fun. A lot more dmg per attack roll of course - because of the PL bonus, the MIG and INT bonuses. But the loss of all phrases upon invocation slows casting down considerably compared to Berserker/Skald.
  8. Haha, yeah ok. I mean in the vanilla game. Can't know if Carys has CP installed. If that's the case then Spirit Tornado's great. That being said, Rymrgand's favored dispositions are rational and honest. Imo a Berserker in full rage mode is not really into rational thinking; but on the other hand Ryrmgand's least favored dispositions are diplomatic and benevolent... and I can't imagine anything less diplomatic than a frenzied Berserker - so there you go!
  9. Iirc Spirit Tornado removes the coolest feature of Spirit Frenzy: that all attack rolls (also spells and chants and everything) will apply Staggered. Or was that fixed at some point? I believe not.
  10. Really? What was so bad? I mean I don't share the feelings about Xoti but I didn't read anything embarrassing from you.
  11. I think the ending of Deafire sets up great presuppositions for a sequel. For example the hero could decide himself (or influence others) how to achieve the goal to repair the wheel: Will the RDC conquer the known world to make sure everybody's on the same team and humanity doesn't go extinct? Will the Vaillians try to bring all good animancera of Eora together, pay them really well and let them find a solution - only to monopolize the Wheel afterwards and make big profits off its workings? Will scientists form something like a democratic technocracy to fix the wheel? Wil there be a race for the best animancy tech so that only one faction would be able to survive while the others perish? Will the gods try to meddle with those factions? E.g. I can see that Woedica would be in favor of the Rauataian way while I can see Galawain favoring the "survival of the fittest/smartest" approach. Will there even be a faction that wants to prevent the repair of the Wheel so everything turns to dust in the end? Potential great stuff imo.
  12. And that's totally fine imo? You can't expect the official lore to take every possible outcome into account. So devs might use the most common outcome and turn it into canon. That's fine. Or they pick a version which they find most interesting or cool. Also fine. As player you can't expect to seamlessly float from one immersion into the next - this is not Tad William's Otherland. I mean unless you always want to play a nobody who doesn't have any noticable impact on the game world. Then it might work.
  13. Scrolls that impactful also have ridiculously short recovery times. I actually hate it when consumables copy the effects of class abilities. If I had to decide consumables would do something entirely different than abilities. Scrolls are way too good still. It's a pain to balance I assume, too.
  14. Also the combo of Enfeebled + Puppet Master + 10 INT (+ eventually crit) can be really impressive. Punch an enemy and then dominate them. They will be yours for a really(!) long time. At the same time they can't heal and will be no problem once they flip back (and are still alive). Also Enfeebled+Whispers of Treason and then cast Disintegrate on the charmed enemy works well because Disintegrate will not flip the charmed enemy back to hostile. I tried a Forbidden Fist/Beguiler for some time and I really liked the combination of Enfeeblement + Mind Control and that you can just fill you focus up with some Phantom Foes or Secret Horrors at the start of battle.
  15. In order to combine melee with casting nothing beats Helwalker as second class imo. But there's no special freeze/corrode stuff there - only shock and burn. But +15 MIG, +10 INT, +2 INT and +12 ACC from the Monk's side are very, very good. As second class that can specialize in Decay, freeze and corrode there's the Druid of course. Druids have the fitting spells - and for melee you could use Spiritshift. With Wildstrike Freeze or Corrode I guess. You can also pick Secrets of Rime and Spirit of Decay then (like Wizard below). Wizard has some nice, fitting spells, too. Like Draining Touch, Corrosive Siphon, Freezing Pillar and whatnot. Melee wouldn't be too exciting though I guess. Stalker could be another thing. The high ACC (Hunter's Claw etc.) can be great for spells and melee alike and especially Takedown Combo is great with good single target dmg spells like Divine Mark or so. But overall I'd say Helwalker still.
  16. You are comparing stuff that happens to a companion with stuff that happens to a galaxy with regard to the "usability" of a game world like Eora - and claim that both things ruin any attempt to really make the game feel like a TTRPG? The latter is a debatable goal anyways and not one that seems to have been aimed at by Obsidian or even the old IE games - see PoE's attack resolution or IE's Real Time with Pause - which aren't like TTRPGs at all. Let's think the first claim through and ask: how about every prominent boss you kill - or let live? Would this make the world "unusable", too?
  17. Imo summons are always worth it. Summons nearly always have a big impact because you add additional bodies to the battle. Think about them as "living" CC effects that take out enemies who attack them for a very long time compared to other effects. Even if their dmg is not super good Dichotomous Soul twins are still very useful because they are rel. sturdy dudes and you get two for one cast. Necklace doesn't make their dmg better on average. It's just fun but unreliable. If they both get a ranged weapon they can't even tank properly. I guess giving them some +engagement gear could be useful maybe?
  18. I don't remember if Shod in Faith Boots triggered Consecrated Ground once per encounter or more often. I believe it was twice per encounter. However, Consecrated isn't just one single heal. It's a pulsing healing spell which lasts for some time. And when I played this it wasn't just intended to heal me but also the party members around me, including my wolf. But I think you can totally play this with high Resolve. Maybe even switch to Drawn in Spring (also wounding) at some point, retrain and get a shield in order to amp up deflection even more.
  19. Rofl sorry, I accidentially wrote down the ACC of the Rotghast that attacked, not the deflection - which was 88 in my case.
  20. I will always oppose cooldowns. They are unelegant imo and also require additional attention.
  21. Because it's an ability that has its own base damage (your current weapon is not used when executing FF) you can also use Lance of the Midwood Stag in order to get 2 additional power levels via "Lord of the Forest". You'll hold the pike in your hands but you can still use the FF ability and it will still use the Unarmed bonuses and will scle with 2 more PLs.
×
×
  • Create New...