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Boeroer

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Everything posted by Boeroer

  1. Doing a "test" playthrough at the moment and everything seems to be fine and quite well balanced. I just realized that my Furyshaper/Ancient (Stag form) can have two parallel Carnage effects going when shifted - which is cool. Doesn't feel OP since both effects are not overwhelmingly powerful. But they add up nicely. I wonder if Accurate Carnage and Barbaric Smash affect Stag Carnage. I guess not but will give it a try. By the way: why does Carnage not crit? Is there a special reason for that? It can miss, graze and hit but it can't crit. That's a bit weird and I always wondered why the devs did that.
  2. Of course it's better if the general healing is handled by somebody else, but in case of SC Berserker it's still good to have Stalwart Defiance - since it counters the self damage effectively in a "self contained" way and you can still get stacking healing from another source (which does not apply Robust but heals directly without inspiration). You don't need to use it in every encounter - but if you see that your Berserker suffers too much (question mark turns orange or Blooded triggers) you can quickly activate it. It is indeed great that it is an instant cast. Lots of other healing abilities take too long to be cast spontaneously but have to be cast kind of predictively - so Stalwart Defiance is a good "oh crap" button for a Berserker. If you have a single class Barbarian you might also have more Rage due to Blood Surge in the later game. Especially when "abusing" Driving Roar you don't run out of Rage quickly then.
  3. MIG can indeed be important for melee Barbarians due to Carnage. It scales its base dmg by PL and then MIG comes into play. For a Berserker it means more self damage, but it also means more healing via Savage Defiance. If you pick Savage Defiance-->Stalwart Defiance and later wear the Voidward ring then the self damage is not a big deal at all - even if scaled. Berserkers do profit from high CON, that's also right. In certain cases (Berserker/Monk) the self damage actually helps since it generates wounds. You can then use all your Rage for self healing and Frenzy while your attacks get fuled by wounds.
  4. Correct me if I'm wrong but I'm pretty sure it's called Ancestor's Memory. I actually almost never use Paladins and Ciphers only seldomly (and then Beguiler mostly). Thing I always incorporate in a party is a Morning Star. Can't play without one it seems. There is no class that I must bring - but if it comes to the class I miss most in a playthrough it's actually Priest. Everything else I can easily substitute with another class(build) to equal effect.
  5. Rogue? Rogue's pretty terrible with the Ultimate I'd say. I know of three people who started an Ultimate run: @thelee, @Raven Darkholme and jesussaysno. The last two seem to have paused or canceled their attempts. At least they don't stream it anymore.
  6. If you go single class: in my opinion Heart of Fury (absolute killer ability in PoE) isn't even as good as the last two shouts. That is because they only cost 1 Rage and they are - as long as Power Level scaling is concerned - level-1-abilities. That means the base damage they show in their description already gets scaled by 40% due to Power Level scaling. That is a multiplicative bonus, so MIG and crits will use that improved dmg for dmg calculation. They don't use weapons though so no fancy procs. Heart of Fury on the other hand uses weapons - but it is a Power Level 7 ability which means at PL 9 is will only scale its damage by 10% multipl. In terms of cost/effect the shouts are much better, especially Driving Roar which also prones enemies. With Blood Surge and Blood Thirst you can sometimes make it so that a group of enemies that you shout at from stealth will never get up again until they are all dead. Just as an info which can be useful when you want to know where to spend your precious Rage. SC Barb's tend to spend it all for HoF... Here's a gif of Driving Roar in action with Serafen: Keep in Mind it's PL9 - so no fun to focus your Barb on it right from the start. But once you get it it's very, very good. Another very good ability is Barbaric Retaliation, especially with Battle Axes(+modal Bleeding Cuts activated). Even as the slowest brick you will kill enemies quickly with it as long as you catch crits. Which you always do because of Frenzy (-10 deflection) and the Barb's low starting deflection. You can also drop RES for even less. But you'll have to wear heavy armor (the higher the better) - else you're dead too soon.
  7. Single class Ascendant with dual mortars (Hand Mortar + Fire in the Hole) is very decent as well. Single class Ascendant begins to take off (compared to multiclasses) once you get Time Siphon and Reaping Knives.
  8. I don't think that works. Maybe you can get a steam key for PoE2 from Obsidian support if you ask nicely and explain the situation. Or a GoG key for Gaun's Pledge.
  9. Whatever the wrinkle is: there are invocations on one Power Level that cost different amounts of phrases, right?
  10. Ok By the way why is my post about steam in this thread? I am pretty sure that I posted it in the Deadfire Polishing Poll thread.
  11. Would need to test that. Might be that it procs on crit but also from itself.
  12. But if it's too stupid because of the multiple files (=multiple mods) we can also just say "screw you Steam!"
  13. @MaxQuest, @Phenomenum: who would like to upload the COmmunity Patch to the Steam Workshop? Shall I do it? It works like this:
  14. If you had it twice it most likely didn't disappear but formed a stack of two in your stash I guess?
  15. Thing is though: several heads of development studios aren't businessmen and/or managers by heart but were game developers who fell up the career ladder.
  16. You can sneak through the hole digsite as well and don't fight at all if you don't want to. As soon as you find a certain guy at a certain pillar the enemies will be goine and the quest will be solved. No need to fight if you can't win it and if you don't want to hire adventurers. You need a bit of stealth and good timing as a player to sneak past some patrolling creatures - but it's not too difficult.
  17. @Nosphorus: Usually there should be a free DLC for you which is called "Gaun's Pledge" which you would have to install. Afaik with GOG the redeem key for this DLC is on the serials tab of Pillars of Eternity I, not Deafire(!) Hope that helps!
  18. Deadfire's Chanter mechanics are a bit different than PoE's. Due to player feedback the Chanter gets phrases at the start of an encounter so he can use an invocation right away instead if having to wait for quite a long time. Also Invacations don't follow the old rule "the higher the level the more phrases they need". Phrase cost is quite individial now. Usually the more powerful ones do still need more phrases, but it's not as streamlined anymore and more balanced. Also most phrases don't have different chant and linger times anymore. It's all 6 seconds chant and 3 seconds linger afaik. Don't know how that translates into turns.
  19. So far there's only one next step planned. And then maybe a next one after that, who knows? Trinkets will come - so there's that. And whenever a bug or very unbalanced (Ship combat intimidation) or uncool thing comes up (like the helmet of Crimson Panoply) which is fixable by modding it might end up in the patches as well. Currently we are at 1.01.
  20. You can look at the patch notes of the CommunityPatchExtra. It mentions all changes: From Nexusmods: General: Slog Zone movement speed debuff no longer lingers on rest Prone duration was increased from 1s to 1.5s. Slicken interval was changed from 3.0s to 4.5s Sabre Proficiency malus was changed from +50% recovery time to -10 Deflection Barbarian: Carnage originated from offhand, no longer uses main hand's base damage Chanter: Dragon Thrashed base damage increased from 4 to 5 Cipher: Body Attunement AR malus increased from 2 to 3 Mental Binding duration increased from 6s to 7s Puppet Master recovery time decreased from 4s to 3s (to match Whisper of Treason and Ringleader) Druid: Spiritshift Boar's regeneration passive tooltip adjusted Rot Skulls base penetration increased from 0 to 6 Fighter: Weapon Mastery now provides +5 accuracy instead of +5% damage Monk: Forbidden Fist is now considered a weapon attack (rather than spell). FF/Ciphers can generate focus now. Base penetration decreased from 9 to 7. Priest: Cleansing Flames changed from ApplyOverTime to ApplyOnTick DoT. The damage and duration remains the same. It mainly affects tooltip. Ranger: Arcane Archer's Imbue spells now get +0.25 Penetration per point in Arcana Wounding Shot DoT changed from ApplyOverTime to ApplyOnTick. It still deals 10% dealt damage per tick, but it fixes it's tooltip. Wounding Shot DoT was set to fixed duration. It is no longer affected by INT/Graze/Crit. It always is 3 ticks for 10%. Wounding Shot DoT now stacks with itself. Rogue: Backstab got reworked. Instead of providing +100% base damage bonus, it now deals +20 Raw Damage as flat bonus (+5% per PL) (and generates the same amount of focus for mindstalkers). Deep Wounds was changed to a ApplyOnTick with fixed duration. Instead of doing varying damage (from 28% to 80%) over varying duration, it now always deals 4 ticks for 5% of crush/slash/pierce damage dealt, for 20% total, just as it's tooltip was always saying Items: Rakhan Field Boots: No Quarter can be used only on hostile targets now Shroud of the Phantasm: Mind Over Matter can trigger only from hostile attacks now
  21. Yes. CommunityPatchExtra has: Rot Skulls base penetration increased from 0 to 6
  22. Damn... every time I see that Nalpasca subclass icon with that cool psychedelic background I want to start a new stoned monk run.
  23. I tested it and it removes Backstab from Blinding Smoke Yay! It also makes sense to use "on damage" and not "on graze/hit/crit". So it seems this is a good fix. The rest can stay in my opinion. WotEP doing AoE Backstab is fine. And mortars NOT doing AoE (with non-vanishing strike situation) is also fine for me. They are too good anyways.
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