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Everything posted by Boeroer
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You can post your build in your own thread. If our name it accordingly with "[CLASS BUILD] xy" it's easy to find. Usually I then would go and include a link to that thread of yours into the build list (page 1/post 1 of this thread). Unfortunately I am unable to edit that post since the forum update. It introduced a new time limit for edits: if a post is older than 8 days you can't edit it anymore. Thus I am not able to alter the build list. I hope this gets changed. If you want to support this then write a PM to @SChin and explain why you want that limitation to go away. Thank you!
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That would be my next approach if the others agree: I would like to create trinkets for all other classes that are not swappable (I think... maybe that changes) that alter certain core abilites of the classes. A bit like adding new subclasses, but more subtle and "equippable". I already gave an example for Fighters: Constant Recovery could heal in an aura (allies) but not the fighter (for creating a support fighter). Ciphers could have their buffs (Pain Block and so on) cast only themselves but not on allies anymore (egoistic cipher), Chanters could get a trinket that makes phrases 12 secs long but get +100% AoE, Rangers could suffer -20 ACC but their Animal Companion gains a high amount of base damage and maybe AR (focusing the build on the AC) and so on and so forth. Not too many for each class, maybe 2 or three. THey wouldn't add the power of the class but rather change some mechanics so that if plays differently but also insterestingly and opens up new build options). If people like that idea of course. But it's just too much work to come up and implement 10+ trinkets for every class and let them add new abilites per PL and stuff. That would take ages and the game already is quite old by now.
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Not in these forums. Sadly I can't add any builds atm because the forum doesn't let me edit my own posts that are older than 8 days or so - thus renderng me helpless when it comes to adding something to the build list. You can write a PM to @SChin maybe - if you think that "feature" should be changed.
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No idea. @Phenomenum and @MaxQuest seem to be very busy atm - and same is true for me. I will have more time after July 25th or so. Maybe the others will be more free before that, but I don't know. Anyway I'm just writing down stuff from the forum that maybe needs a fix - and doing trinket descriptions atm and nothing else. I only have like an hour of free time every day currently. It's hard to do more than typing some stuff into the forums here and there. Maybe I will also do the corresponding icons (at least some mockuops for starters). Phenomenum and MaxQuest do all the heavy lifting with the modding itself. But with the trinkets I personally also would like to do a poll on all the stuff I suggested once I'm finished. So that only the trinkets get included that everybody (or most players) are comfortable with and like to have in the game.
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Again: trinkets (as I/we want to do them) are not about power or buffing but about enhanced versatility when it comes to spell choice. Just because a class has more spells to choose from doesn't necessarily mean they are more powerful (in an ideal system where all spells are equally useful). Priests have less spell choice than Druids have less spell choice than Wizards. Per se - without grimoires. That means that wizards already are a lot more versatile when it comes to possible/feasible/fun to play build options. This has nothing to do with their level of power - but all with the spell choice. IN that regard, Druids are better than Priests (more spells to choose from) but worse than Wizards. And then Wizards get a huge, huge amount of additonal spell choice via grimoires on top. Thus it's no sursprise that the biggest complaint about Priests (that was voiced very early - even during beta and right after release) is that they feel so "railroaded" when it comes to spell choice at level up. Not only do priests choose from the most restricted spell pool - but also it is the spell pool with the biggest proportion of rather circumstancial spells, some of them even a bit redundant (Blessing vs. Dire Blessing for example). An early suggestion (see @Gromnir's early posts about that but also mine and others'), after the horrible restrictions of the first iteration of Priest subclasses were lifted (restricted access to spells because of subclass choice) was to give Priests trinkets that add spells (not as spell uses but as spell choices) just like grimoires do. Wizards are supposed to be "researchers" of magic and thus is makes sense that they can choose from a huge pool of spells via grimoires. So, I'm not aiming to give Priests the exact same amount of "freedom". Priests already gain a "free" spell choice at evey power level, so giving them two spells per PL like grimoires do is not fair. I personally think giving them even 1 spell choice on every PL with every trinket is too much - thus I also thought of trinkets that only add one ot two spells in total (besides some which do indeed add 1 per PL). On the other hand I don't want to create trinkets that feel too boring or generic. Adding a slight PL bonus for the spells that most players deem "useless" (see Prayers/Litanies for the Body/Mind) seems like a good idea to promote their use. Also adding one ot two trinkets that not necessarily make the character more powerful but give him some "cool" build options (see Deathguard) might help. Arguing that Priests are more versatile than Wizards even with less spells... well... I guess 90% of the forum would not agree with you. Depends what you mean though. If you mean "they can heal, deal damage and buff while Wizards only can do self buffing, deal damage and CC" then maybe I could understand what you want to say, but I'd still say that's not really the case. Anyway: the spells with which they fulfill their roles in a party/situation (healer, buffer, damage dealer) are nearly always the same while a Wizard can pick from a huge variety of spells to achieve the same outcome. Thus a wizard can pick from a huge list of spells that fit his player's idea of a character/build and still can do his thing reliably (e.g. pick either Noxious Burst for dealing damage or Fireball or Malignant Could or Freezing Pillar or whatever) while for a Priest's... it's always Shinging Beacon here, Pillars of Flames there. It's kind of boring. Because of that I (and others) argue that Priests need trinkets that widen their spell choice a bit. Same with Druids, but to a lesser extend. Druids have some really nice items and subclasses that boost certain keywords (elemental in general, shock, storms, beast, plant, rejuvenation) but none for decay for example. Thus the first impulse is to build an Ancient (Beast/Plant), Fury (all elemental+storms) or Livegiver (Rejuvenation). Few people would pick an Animist who specializes on decay spells (if it's about power) because it's inferior. So in order to open up that direction I would add a trinket with a few decay spells and a PL bonus to decay. This wouldn't make a decay druid more powerful than a beast druid. So no power creep. It would him make a bit more powerful than before, sure. But he wasn't on par in the first place.
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We really have to watch out that the trinkets don't turn into a power creep fest. I mean the priest does indeed need more versatility when it comes to spell choice. But we have to be careful with the bonuses. Maybe put in some backdraws if it gives you a bonus besides spell knowledge (look at Vaporous Wizardry which interrupts you on every damage you take but gives you +1 spell use per tier - which is too good in my opinion but you get my point).
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Since Duality is an active buff (modals are considered actives and the ability itself sits ion the left side of the ability tree) but the Helwalker's subclass ability is a passive (sits on the right side) it works as intended. Might be a little confusing for beginners who don't read the stacking rules about actives/passives, but it isn't a bug. For a future-future-future version of the patch one could think about introducing a general, more promiment ingame description of the stacking rules and also some symbols for stacking that can be added to the description of abilities. For example one yould add the following symbol if an ability (e.g. Vigorous Defense) stacks with other deflection buffs: Or maybe add a section named "Stacking:" to every ability description which just says something like "does not stack with other active INT buffs" and so on... Maybe this could be done autimatically if every ability gets tagged with a certain new "stacking-keyword". For example a keyword like "stacks_with_all", "stacks_with_deflection_only", "stacks_with_fortitude_only", "stacks_with_reflex_only", "stacks_with_will_only", "stacks_with_inspiration" and whatnot...
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I just copied the list I made locally so that I don't forget what I was reading in the forums.
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A list for further "fixes": Deltro's Cage Crimson Panoply Helm --> enchantment fix the description of Antipathetic Field (it's friendly fire but description says enemies) Naval Combat Intoimidation --> somehow remove repeating intimidation with no end FoD Bleak Walker: doesn't profit from Helm of the White Void (+10 ACC for affliction attacks) although it applies sicken Wild Growth does not work on Ranger's Animal Companion --> not a bug, just my personal wish. Priest trinkets Druid trinkets Unfortunately I have very little time atm.
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? Sinking weak ships is no problem even with the starting equipment. You only need two decent cannoneers. If you rescue Chiputec you already have one, then hire that Vaillian dude in Port Maje and off you go. Beggar Winfruth only seems to have one Hog Cannon and nothing else - ships like that are supereasy to sink right away. Then, after a few easy ships, the Vaillian dude will already be a master cannoneer which means hits from him will most likely trigger special events (man over board, flooding, burning sails and so on) so that the enemy needs to spent a round on swithcing crew. As soon as that happens reliably you can destroy every ship (theoretically). In practice you'll need a hull upgrade for the toughest ones. And once you got to Neketaka you can get a full set of Iron Thunderers from Zamar (Shipwright in Neketaka) for 1000 bucks (finish that supereasy quest). That, another master substitute for Chiputec and the Red Dream Hull upgrade is all I need to sink every ship - even The Deck of Many Things and so on. This playthrough I left Neketaka at lvl 6 and sailed to Fyrgist, sank the Black Isle Bastards, took the loot, then sailed back to Neketaka. Ididn't even have the hull uograde then - just four iron thunderers and one master cannoneer. There was a risk of failing, sure - but I mean if you must reload one or twice but at the end get strong exceptional, superb and unique gear... not too bad.
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Those are the jobs Obsidian is currently offering. https://www.obsidian.net/jobs Just to know what they are searching for (look at "graphics programmer"). In order to get the attention of devs here on the forums you could mention their names in a post (start with an (at) like @Boeroer). That's a rel. unobstrusive way. A programming dev who visits the forums frequently (he's helping the modding community a lot) is (at)BMac. Maybe he's willing to answer a few questions.
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I don't think you got my point. Every encounter can be like that. If you meet a Flame Blight and have a stiletto and an Arquebus you are screwed. You'd have to reload and equip something else. If you meet a Dracolich and realize you are now well equipped (e.g. don't have a grimoire with fire spells in a Quick Slot) and see that you need interrupts (so maybe put some slicken-grimoire into a Quick Slot) then you would reload and do that. This fight is not very different from several other fights in that regard. For me that doesn't feel cheesy. It would be if the game would expect you to beat the enemies with your first try. But it doesn't. Except if you do certain challenges. And there you need meta knowledge anyways. So tl;dr: the Dracolich doesn't feel more cheesy to me than several other enemies. Example again: Flame Nagas. If you meet then the first time and want to be smart you will most likely fail very profoundly. Reload with new metaknowledge and it's easy. Also: Grimoires can't be switched in battle??? Sure they can. Put one in your trinket slot and 4 into your Quick slots and you will have a very, very broad spell portfolio during an encounter. If you didn't have any fire spells available when going into a fight with a frosty dragon... that's not the fail of the designer I'd say.
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As I said: if you don't have narrow builds which focus on one single thing it shouldn't be a problem. Priests have many burn abilities, Paladins as well, Druids, too. Wizards have grimoires - so even if you didn't pick certain spells you can still cast them if you arranged your grimoire selection for versatility. Of course you will run into problems if your party members are all taylored towards one special thing - like Tekehu only doing shock damage galore but not much else. Or focusing on Chillfog and Freezing Rake because it's so good in general. I mean sure - there can be situations where your party isn't well equipped for a certain foe - like this. But this is a thing with a lot of RPG encounters, isn't it? Fampyrs are a real pain if you have no countermeasures for gazes and/or INT afflictions, Flame Blights and Skeleton Warriors are so difficult if you use a gun - and so on. Part of the challenge is to see what the enemy does, fail and then come back - better prepared. So for me Neriscyrlas is not very special. You have to run through the whole DLC to get to her. If one didn't realize by then that burn damage is good agaist all those snowmen and stuff then the player didn't pay any attention I'd say. I don't call that cheesy at all. It's not that you have to know special single trick that lets you defeat the boss (although this can also be a nice mechanical challenge on its own and doesn't mean it's cheesy as long as any party composition can do it somehow). You only have to know that burn damage is good against her (which isn't a surprise given that you already "killed" her right at the beginning of the DLC) and that you need AR debuffs - which also isn't a surprise because... dragon.
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I found this boss quite easy - even at the first time without me knowing it would have Llengrath's Safeguard. Once you employ all the help from the three NPCs it's not difficult at all in my opinion. With our without Safeguard. I don't use consumables with party most of the time and only the cheapest food. Right on my second try I did it without the NPCs' help and it still was fairly easy. Basically you just have to watch the weaknesses and if you don't have supernarrow powerbuilds that can only do one thing really well you'll have no problem I'd say. Her deflection isn't that high and her burn DR is lowish. I don't think it's very cheesy. Unless the Megabosses. Or flame nagas. Those you will bombard with fire spells once you meet them because their burn DR is super low. Only to realize after several hits that they have a passive that lets them heal from fire... I liked that. Of course it helps a lot if you know about Safeguard right from the start.
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Nice ideas for the prayers. The second suggestion is my favorite. If we don't nerf Brilliant I won't put it on anything. You have to be careful with PL bonuses, even if it's only Inspiration. Reason is: if a spell has more than one keyword, let's say Inspiration + Restoration because it also heals, and you get +2 PL to Inspiration, then also the healing part will profit from the inspiration bonus. Now imagine you get a bonus of +2 to Restoration and +4 to Inspiration (this trinket + Xoti's Lantern for example). Now that spell would already have +6 PL. I want to prevent accidental PL creep. This can get out of hand very quickly (especially because of the new keyword arrangement that lead to more keywords on most spells). So I want to keep it low at first. We can raise it if it turns out that a PL creep doesn't happen with this or that combo. The Sermon of PaR contains Light of Eothas because the story of St. Rumbalt is one of Punishment and Redemption . If you read the description text again it maybe makes more sense. The idea of Rumbalt is that you have to be strict and punish every wrongdoing on the way to Salvation. This Salvation/Redemption should come at the end. The trinkets shouldn't only be mechanically fitting but also theme/lore wise I think.