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Everything posted by Boeroer
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State of TB mode?
Boeroer replied to Kordanor's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
The last patch has hit Deadfire. There will be no more changes to TB mode besides hotfixes maybe. But I don't see any severe bugs that would lead to a hotfix. So you needn't to wait for more updates because there won't be any - at least according to Obsidian. -
Hmmm... then you can't use it to initiate combat from stealth which is a bit sad. Usually all offensive abilities work out of combat because of that. The problematic thing is that the ability can be used on oneself. Maybe leave it for now and we keep thinking about it.
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No. Brilliant is too strong anyways. And the Shroud has this other enchantment "Living Illusions" which is very strong and also Mystical Celerity which is great, too. JKust leave it at 1% as a nice bonus to have.
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@Phenomenum: I did the rest of the icons. But again forgot Sister of the Reaping Moon. Anyway, you got PM. Will deliver Sister otRM later this evening. Will keep it simple. I also agree that we should first publish the stuff that is covered by the poll. After that we can still make another poll with the things that came up afterwards and implement that as well. @MaxQuest: I personally don't need a nerf of WotW and also need no change to recovery from invisibility. Rhakan Field Boots is weird but it doesn't affect a whole lot of people and it doesn't occur if you are not explicitly trying to do it. Same with Shroud otPhantasm. Both just provide a bit of cheese but you usually don't do that accidentially but use metas knowledge. Thus the chance that this annoys players is very low. So for me that's low priority as well.
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Not yet. Too many lengthy meetings in the last couple of days. Maybe can manage this evening.
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Iirc in most Elder Scrolls games the shopkeepers have fixed amounts of money. At some point that can mean that you have to travel from shopkeeper to shopkeeper just to sell your stuff. Or buying some stuff that you might need in order to give him back money. This can be supertedious. In the "real" world there would be stuff like exchanging/barter stuff or financing it or pay later (once the shop sold your stuff - commission) and so on. So even if limited amount of gold is somewhat more realistic... it's just the amount of realism that doesn't add as much as it takes away. In my opinion.
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No drawback is not correct. Afaik the self damage scales with PL, does it not? With Helwalker at 10 wounds you can kill yourself pretty quickly with some Full Attacks with dual scepters. Voidward would help I guess. The nice thing about Monk surely is that you get wounds by simply attacking somebody. And Rogue is nice because you get high dmg bonuses. Assassin or whatever doesn't matter much. Also Monk is nice because of Enduring Dance which doesn't break from self damage. So lots of ACC (and wounds). Keeping in mind that scepters have ****ty range, Turning Wheel only works for melee attacks and scepters have no AoE anyway I would go for a Nalpasca/Trickster and don't use Turning Wheel. Use Iron Wheel to get a lot of additional health so the self damage doesn't bother you much, get more "free" AR so you don't need to watch out that much if you get attacked or not. Trickster gives you lots of additional deflection which takes you from the menu of a lot of attackers who like to focus on low deflection targets. The Sneak Attack Malus is only 10% which is a joke. Do Riposte while running around with deflection buffs and bonuses against disengagement attacks Lighting Strike combines with Rogue dmg bonuses is awesome. Rogue's Full Attacks are awesome. Monk+Trickster can combine Long Stride, Fast Runner and Graceful Retreat PLUS Tumbling in order to zip around freely, make enemies miss their disengagment attacks (you will have a tremendous deflkection bonus against that) and suffer Riposte eventually.
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I don't know. Everybody loves it. It's superfun to use even if it is a bit OP. And it's PL 9 and the major complaint about SC classes is that most PL8/9 stuff is underwhelming. Preventing it from jumping to former targets would make it pretty lame in most cases I think.
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@Phenomenum: read that. Why you should not change recovery time when invisible. It only works from stealth for a reason.
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In PoE it has a dmg threshold of 10. That means you couldn't build a stack if you did less than 10 damage per roll. Maybe something similar would be good to prevent multiprojectile/multi-hit cheese. But I don't know if that's moddable. In general it is not OP (if capped). But it is with certain item combos. But if you nerf the basic ability because of some meta-item-combos you are going the obsidian way so to speak: a nerf that hurts the non-powergamer the most. Better to "fix" the multiprojectile-cheeses than Resonant Touch itself.
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@Phenomenum Read my portion about invisibiltiy and recovery bonus of 85%. I think that clears it up.
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Whispers of the Wind (Monk PL 9). I don't know how you would nerf that without breaking it. If you remove the invisibility part you might get interrupted during execution which would be superlame. Another thing would be the number of jumps or the max distance between enemies. But this would need serious playtesting to do it right. I wouldn't touch it.
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I think the current "new" Backstab is fine. Even if 2 handers with lashes (mind you: high base damage weapon WITH high lash - nothing else!) will do a bit less damage than before (not less than light weapons!). Light weapons will do more damage than before, but still less than two handers. The overall damage dealt with an single attack + Backstab will still be higher with two handers - simply because they deal more damage per hit. But the Backstab bonus "portion" of the attack will remain equal for light or heavy weapons. So please don't change anything @Phenomenum. Especially not recovery from stealth - you'll end like OBS: "fixing" one problem while creating two new ones.
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Resonant Touch is capped at 25 with the COmmunity Patch. I think that's nerf enough. You'll have to spend 2 wounds and have action time + recovery every 25 stacks in order to repeat it.
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You only get the stealth recovery bonus when stealthed, not invisible. And I wouldn't "fix" this because then stuff like Vanishing Strikes or Arkemyr's Brillaint Departure become super-OP. Vanishing Strikes induce non-breakable invisibility (that would mean -85% recovery time while vanished!) and ABD doesn't break as long as you don't cast damaging spells and walls (casting CC or Buff spells with 85% recovery reduction would be OP, too).
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Ok, thanks. That basically means that the "new" raw Backstab will be worse compared to the old one as soon as heavy hitting weapons with substantial lashes are involved.
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Did you: a) alter the AoEs of WotEP, Blast, mortars etc. to "TreatAsWeapon:true" - or b) did you remove that restriction from Backstab? Because with a) there might be problems with stuff like WotEP + Carnage (every AoE hit will trigger Carnage maybe?) and with b) it would mean that also spells get Backstab bonus...?
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@Phenomenum: A question arose... the new "Extra"-Backstab (25 raw dmg + PL scaling and all)... does its damage get included when calculating lashes? The former Backstab adds 100% weapon base damage to the attack which will be used during the calculation of the lash. So if you have a 25% lash and roll 20 weapon dmg and did a Backstab you will calculate 20roll + 20backstab = 40 dmg --> 40 * 0.25 = 10lash --> 40 + 10 = 50 overall dmg Will the new Backstab be like 20roll +25backstab = 45 dmg --> 45 * 0.25 = 11.25lash --> 45 + 11.25 = 56.25 overall dmg or 20roll = 20 dmg, 20 * 0.25 = 5 lash dmg --> 20 + 5 + 25backstab = 50 overall dmg ? Is there still the 2m-range rule? Or do the AoE hits all receive Backstab bonus no matter how far away from you?
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Just tested again to be sure: nope. Only Backstabs on the initial target - even if the secondary one stays right beside and def. is nearer than 2m. The game even pauses between the initial hit roll and the following AoE ones (if you activated auto pause on encounter start). Same with Rod + Blast and Mortars. I can only Backstab the initial target. Sometimes even that doesn't happen to whatever reasons (maybe targets that stand nearer than the initial target roll first and remove stealth then?). However: I can sometimes get Assassinate to trigger with the AoE crits. As if Assassinate as a tiny bit of a time tolerance. Or the AoE attack rolls are not considered to be melee or ranged weapon attacks und thus wouldn't trigger Backstab (but Assassinate since it doesn't have the "weapon only" restriction). Another thing: certain "secondary" effects like Poweder Burns do actually happen before the initial hit roll. They will bust your Backstab. So if you are stealthed and attack somebody with a mortar + Powder Burns then the Powder Burns will roll first, it won't get any bonus from Backstab (since no "proper" weapon attack) but it removes stealth and your Backstab is messed up. Assassinate does work with Powder Burns but the base damage is so low that it's not very impressive. I suspect tha same is true with Blinding Smoke from Hand Mortar. By the way: Backstab is messed up anyway. It currently doesn't work with Shadowing Beyond for whatever reason and also not with arquebus. @Phenomenum found a way to fix this with a mod if I remember correctly. Our upcoming "Community Patch" will include that fix and also a change of Backstab: away with the stupid base damage bonus that makes heavy hitting weapons the best back stabbing devices. Instead Backlstab will add a portion of raw damage that is not connected to your weapon's base damage. Iirc it starts as 25 raw then (which is roughly the average base damage of the heavier weapons in Deadfire) - so basically like the former +100% - but no matter which weapon you use. It also scales its base damage with Power Level (like any other damaging ability: 5% per PL). So at PL 9 you would do 36.25 and not 25. This will make Backstabbing with light weapons viable while it will not make it worse with the heavy hitters. It also retains a bit more usefulness during the game since it scales. Have to check though if this will get included when calculating lash damage. Because if not it might actually be a worse with heavy hitters.