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Boeroer

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Everything posted by Boeroer

  1. Yes, but the OP portion that breaks the game comes from Brilliant, not SoT. On it's own Brilliant is already OP (for casters that is). If you combine it with SoT (and then Barring Death's Door) it becomes ridiculously OP. I personally would totally nerf Brilliant to +5 INT and +3 PL instead of resource regeneration - and then make it more accessible. Obsidian's approach was to nerf the tick rate a bit and make it less accessible. Don't agree with that. Making an OP thing less accessible isn't a good way to deal with its OP-ness. If we hadn't today's Brilliant we could also easily rebuff SoT back to 20 secs as it used to be in the good old days.
  2. Oops, thanks for clarifying. I recently compared the new with the old Backstab (because of lash mechanics) and it may be that 25 was the average heavy weapon base gamage I estimated - and then messed that up afterwards in my head.
  3. I'm all ears for alternatives. On kill is indeed rather superfluous most of times... Keeping the name would be fine. Lots of brain grease went into it.
  4. In 2 days if i'm not mistaken. Or 1? Something like that. I guess we should summon and ask @Phenomenum who will put it online. It will not include trinkets for Priests and Druids yet (still in the making - will come with a later version) - but I guess that's no your current concern anyway.
  5. I thought with "Sanguinary" I would totally sell it to you. How about +1 MIG (or DEX or CON) per kill for 20 secs (stacks 10 times)?
  6. I totally forgot that we had a Sanguine Plate Helmet in White March. Maybe because it was so meh.
  7. Honestly Salvation of Time is only OP if you combine it with Brilliant. In itself it's totally ok balance-wise.
  8. Hehe - more like slaves' shackles weapon - but yeah. Well... slaves shackles still sounds like BDSM though.
  9. @Fhav6X: Hi there! I have a quick question and hope it's easy to answer: Since you were able to remove the wings from that sabre - would it also be possible to remove only the "ball" from the flail "Ball and Chain" and keep the chain? I suspect it's one model and only the handle is separate, but don't know for sure...
  10. May I suggest a nod to the "Tempered Helm" of PoE? It's the helmet that fit the Sanguine Plate best (visually). And the Sanguine Plate seems to be the inspiration for the Crimson Panoply which was added after @AndreaColombo asked for it multiple times. The PoE-Tempered Helm's enchantments are very strong. It has: Bloodthirst: +3 Might, +5 DR (Corrode, Burn, Freeze, Shock) and -5 Deflection for 20 sec (base) per kill Freedom: +25 Defenses against Hobbled, Paralyzed, Stuck attacks Defiance: +25 Defenses against Charmed, Confused attacks, +10 Defenses against Dominated attacks This might be way too strong for Deadfire, given that all item enchantments in Deadfire stack which they didn't in PoE. Also afaik something like Blooodthirst above doesn't exist in the game. So I'd vote simply for: Defiance: Resistance against Intellect afflictions --> this would give the Berseker another items to circumvent his Confusion. So he isn't stuck on Caroc's BP or Modwyr. It's late game grear anyway What do you think? Edit: well - maybe a Berseker wouldn't want to wear Crimson Panply in th first place... hm... Would it be very difficult to create something like "Bloodthirst" (maybe rename because the confusion with "Blood Thirst" ). How about : Sanguinary (basically means bloodthirsty): +3 MIG, +3 AR to corrode, burn, freeze, shock and -5 deflection for 20 sec (base) per kill --> reference to the Sanguine Plate + Tempered Helm?
  11. One thing that I read from time to time and which we could keep in mind: the helmet of the FS armor "Crimson Panoply" has no enchantment like the other set-helmets (Deltro's Cage, Blackened Plate) have. THis is kind of odd. It leads to a situation where nobody who cares about effectiveness actually wears both at the same time. Isn't this odd? I would like to add a fitting enchantment to the helmet. Doesn't need to be superduper but at least something so that you don't feel totally stupid when wearing it instead of something with an enchantment. I guess it's fairly easy to add some existing enchantment or so to that helm? It's a beautiful piece and it's a shame that most players just tuck it away, wondering "wtf?"
  12. It's pretty easy to add this. I'm sure there is a mod that does it already.
  13. Besides that, stuff like Consecrated Ground scales its duration and healing per tick with Power Level (5% base each). That means double multiplicate scaling for the healing since it not only scales the healing per tick but also adds more ticks. This makes it a lot better at higher Power Levels than Restore which only scales its healing but has no duration (to scale). So... you can't judge several spells just by looking at the description at lvl 1. I mean you can, but then your judgement is false. You have to take into account how they scale. @Gromnir is right though: The problem that priests have is that they tend to have 1 or max 2 very good spells at every Power Level - and the rest is situational or simply weaker. That leads to a kind of "railroad" effect where most priest builds look the same - when it comes to spell choice. There are some spells that would be nice to have in certain encounters, but they players don't want to spend and ability point for something they might need 5 times in a whole playthrough. Better go with consumables then... As a Priest you can't "equip temporary spells" for certain encounters. Due to the mechanics of level-up you have a fixed spell portfolio that can only be changed via retraining. Druids suffer the same basic problem - but it's not that obvious since they have more spells and also a better balaced collection to pick from. e.g. It's hard to pick between Plague of Insects, Relentless Storm and Nature's Terror. Also it doesn't make your character a lot stronger if you pick a ton of spells at level up. It only makes him/her more flexible. This might not be desired. All ex-per-rest casters (Wizards, Priests, Druids) don't have enough alternative passive abilities. This is very obvious once you play single class builds. Yet, Wizards don't suffer that "spell railroading" - why is that? It's because of grimoires. Those let you equip (and switch to) certain spells that you didn't pick at level up. And since you can swap them (you can equip up to 7! of them via 6 Quick Item slots + Trinket slot) you can basically build a Wizard or Wizard/whatever who wouldn't need to choose a single spell at level up (if that would be possible) but only passives and/or abilites of the second class and would still be able to cast spells from his grimoires left and right as if he picked them at level up. Many players didn't and still don't understand what an immense advantage this is. They equip one single grimoire like Vaporous Wizardry and then never switch. But even this single one already adds 14 to 18 spells to the Wizard's active portfolio that he don't need to pick during level up anymore. So - even if you don't swap grimoires you get 12 bonus spells for free. But for certain encounters - let's say against creatuires vulnerable to fire, you can still switch the grimoire so you get more fire spells. Priests and Druids get 7 to 9 bonus spells "only", and those are fixed. This is not balanced. One could argue that if the spells themselves would be more powerful on average than it would balance this issue out - but they are not. So what Priests desperately need (and Druids as well, just not as desperately) are trinkets which contain spells and which you can swap. Of copurse they shouldn't contain as many spells as grimoires. Priests/Druids already get 1 bonus spell per PL after all. But those trinkets (think of prayerbooks, written sermons, bulla, holy symbols, relics...) can contain some spells that work like grimoires' - preferably thos situational spells that nobody picks. For example Prayer/Litany for the Mind/Body. So imagine a Prayerbook with those 4 spells which you could swap with a sermon that contains three punishment spells per Power Level. Suddenly your priest wouldn't need to pick those punishment spells at lvl-up - nor would he need to pick the prayers. But during a playthrough he could still switch to the prayerbook, cast a prayer if needed and switch back to a good old Shining Beacon. Of course one must be careful not to add too many trinkets with too many spells. The spel collection of priests is a lot more narrow than that of wizards. You maybe don't want to make all priest spells accessible via grimoire. We are also adding some unique spells that you can't get at level-up. Just to make the collection of spells a little wider. This would open up a lot more paths for priest builds (und druid builds) that don't go the well-trodden paths of former priests. Fortunately some forum dudes (including @Phenomenum, @MaxQuest, several others and me, @Boeroer) work on a collection of mods we call the "Community Patch". Mainly it's about bugfixes and polishing/balancing abilites as well as fixing typos, fixing incorrect keyword distribution and so on. But it's also about unique icons for every passive abuility in the game (currently they all share a few generic ones) and about trinkets for Priests and Druids! The "patch" will get released as seperate small mods as I said. So you can pick which changes you want and which not. First will be "Basic" - it contains all alterations and fixes that are quite conservative and found big agreement in the poll we did before. Then comes "Extra" which includes further balancing and polishing which was also based on the poll, but those received a bit less applause (still the majority was for it). Both are alredy finished. Then we'll have Passive Icons (also finished) and later trinkets (am currently working on that). In a few days @Phenomenum will release the first version of those (not trinkets since not finished yet). You can follow the development discussions here: Concerning the "weakness" of Priests and their spells in general: there is a reason why all "The Ultimate" attempts so far were tried with a priest/something (afaik)... Some of their spells are gamebreakingly good, first of all Salvation of Time and Barring Death's Door. Because of that we didn't buf a single Priest spell I think. Only thing Phenomenum did was rearraning the keywords so thy fit the spells properly. For example "Protection" should only be applied to spells that raise defenses or prevent damage etc. "Inspiration" should be given to spells that well... grant you an inspiration. But OBS gave keywords rather randomly. Prayers, which give you an inspirationy were keyworded with "Protection" (and nothing else) and so on. Phenomenum tried to apply the general keywording rule to all spells and succeeded. This leads to a situation wher Priest spells in particular have more keywords than before (on average). So they can be buffed more if you can combine Power Level bonuses for more than one keyword (think about Triumph of the Crusaders which only had "Restoration" but now has "Restoration" and "Inspiration" since it not only heals but also makes the party "Strong"). So if you have a PL bonus from items for Restoration and Inspiration this spell would gain from both. WHich is kind of an indirect buff of certain spells. But we didn't directly buff Priest spells since nobody thought they were weak - generally.
  14. Honestly I don't care much about this particular issue. But since it most likely isn't intended behavior: sure, only procs during combat. Easier than making it proc only from enemies' hits I presume.
  15. I'm also pretty sure it does. You can't produce 10 procs rel. reliably if they would just proc off each other but not themselves. You have to have a very high crit change though. I managed to get a very high chance with Body Blows, Staggered (Spirit Frenzy), Weakened (Enervating Blows), Brute Force, Berserker Frenzy + Barbaric Smash and Enduring Dance. Enemies' fortitude was under zero at some point (wasn't very high to begin with). And then you'll see such chain procs. So maybe not a big problem in fights that have the appropriate level.
  16. Don't know how it's coded but if I use Swift Flurry and Heartbeat Drumming I have a ~50% chance that at least one of them procs with a crit. And it looks as if they can proc off of each other. Because when I use a char with very high crit conversion and effective ACC (Berserker/Monk + Morning Star with all the ACC/debuff/conversion shenanigans) I can often kill high health/low defense enemies like dummies with one single Barbaric Smash because I will get like 10+ consecutive procs.
  17. Hi, as title says: today I played around with a Berserker/Helwalker, trying to find combos that proc Swift Flurry/Heartbeat Drumming a lot (spoiler: Monring Star is a great candidate) when I found out that WotEP's AoE hits triggered both effects occasionally. Fun times!
  18. My first step concerning consumables would be to forbid the ones that simply copy class abilities. They take away uniqueness from the classes and they feel a bit "cheap". Consumables should not do something that can be achieved by abilities. Except maybe the classic healing potion - but I could do without. The food and drinks are ok in Deadfire I think. Giving a buff that lasts from rest to rest is something unique. Poison and explosives: also ok (but would been way better if there were any means to specialize in meaningful way with either skill or abilities - or both). But scrolls and most potions: nay
  19. Hopefully the dragon will not do anything as long as minions are between you and him. Aren't you using any consumables? Infuse is to heal health should it be too low. For healing your endurance you can use scroll of Moonwell etc.
  20. Rogue/Troubadour is also neat: Mith Fyr for the lash taht works very well with the Rogue's high physical dmg output, Sure Handed Ila gives you speed. It's basically like Monk's Lightning Strikes but with burn and for the whole party - and passive. Every now and then drop a nice invocation like Killers Froze Stiff or so.
  21. Instead of Rogue you could go Ranger. Driving Flight and the even higher ACC (Marksman and stuff + Enduring Dance) would ensure a ton of crits and the jumping adds multiplicative dmg.
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