Everything posted by Boeroer
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Deadfire Polishing Poll
Soft Winds was just an idea. I thought of a Deathguard-like aura. And then I scanned the classes for death-like abilites. If it's no problem to just copy&paste the data of the original chanter phrase, then tweak the values and apply it as a modal or passive aura - cool! +3 PL to Prayers and Litanies sounds like too much fuzz then. I just also realized that if you get those spells via the trinket you will not pick them at level up. So why give +3 PL for Prayers and Litanies if you could just adjust the PL of the contained spells (like - mod them as 3 PL lower so they profit more from PL scaling than the original ones)? Wouldn't that be smarter? You could communicate this with a description like "the prayers and litanies (or simply "spells") from this book gain +3 PL".
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Deadfire Polishing Poll
You are right - but the thing is that we don't try to discuss complete overhauls and "proper" reworks here - that's something for PoE3. We try to find solutions for Deadfire that help to solve a problem but at the same time are very easy to implement. Else there is zero chance that it will be a) adopted by Obsidian (if there is a chance in the first place) or b) be moddable without too much fuzz.
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Deadfire Polishing Poll
Example for trinkets: Priest: Sermon of Punishment and RedemptionAppearance: scroll, book or bulla Description: Saint Rumbalt was among the first of the Eothasian pilgrims to take up the Emperor's offer of resettlement in the distant territory of Readceras. A dedicated priest of the Shining God, Rumbalt was regarded as a leader in his community, known both for his unwavering dedication to his congregation and his stern vigilance against lapses in doctrine. What survives of his sermons reflects this duality, for he emphasized the redemptive power of the faith even as he warned against the dire punishments awaiting those who rejected Eothas' beneficence. Effects:+1 PL to all Punishment spells contained spells:Barbs of Condemnation Pillar of Faith Divine Mark Shining Beacon Searing Seal Pillar of Holy Fire Storm of Holy Fire Symbol of Eothas Light of Eothas Dyrwooden PrayerbookAppearance: book Description: <bla> Effects:+3 PL to Prayers and Litanies (possible? Else +1 PL to all Protection Inspiration <after correction of keywords> spells) contained spells:- Prayer for the Body Prayer for the Spirit Litany fot the Body Litany for the Spirit - - - His Heart Did Fill With the Light of the Dawn Finger of DeathAppearance: a skeletal finger Description: A remnant of Lord Raedric. During your rule in Caed Nua, a peasant brought you this piece of finger bone and insisted that it's the finger of the Deathguard Lord Raedric whom you slew twice. Effects:- 5 CON, +5 RES gives the wearer the passive ability "Come Sweet Winds of Death" contained spells:Kalakoth's Sunless Grasp - Necrotic Lance - Death Ring - Touch of Death - Cloak of Death
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Abilites that work with Instruments of Pain
If you cast out of stealth as an opener, attack speed and recovery don't matter much (due to the 85% bonus of stealth).
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Arcane Archer & Evoker
You could also use Fleshmender (leather armor, +1 weapon slot via enchantment). But Devil's Breastplate is just too good.
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Abilites that work with Instruments of Pain
It has high base damage and good PEN. And of course the crazy base range of 20m. It's kind of a good Assassin spell actually.
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Arcane Archer & Evoker
Some skeletal foes and Flame Blights are immune to pierce. Essence Interrupter is a great backup weapon - but unfortunately still destroys loot with crits. So don't use it against enemies who drop unique items.
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Political Point and Counterpoint
That's Bernie Sanders with a beard.
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Arcane Archer & Evoker
Cool. I also like that it's a good healer and can even be a nice support with Zealous Aura and Liberating Exortation and so on - without sacrificing any ranged damage.
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Forbidden Fist?
I just tested it: Skeletons indeed don't work, "normal" Animal Companions do work. I did not test Ghost Heart's Animal Companion.
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Abilites that work with Instruments of Pain
Hi, because I was testing Forbidden Fist a bit (is a non-weapon melee attack that works with Instruments of Pain) I was thinking I could do a quick test to see which other non-weapon abilities will gain increased range with Instruments of Pain. I suspected Grimoire Slam and similat would work but thought: "Well while I'm at it I could test a few more..". So here's a list. I didn't test all abilites but just some I suspected might work due to weird implementation. Some I just happened to have and stumbled over them. Upgrades of abilites usually automatically also work if the base ability works. There are some surprises: Wizard: Grimoire Slam: 0.8m --> 4.5m Kalakoth's Sunless Grasp: 1m --> 6m To my surprise Jolting Touch did NOT work. Monk: Forbidden Fist: 0.8m --> 4.5mDruid: Beetle Shell: 15m --> 90m Sunlance: 20m --> 120m Rogue: Coordinated Positioning: 2.5m --> 15mPaladin: Lay on Hands: 3m --> 18m Liberating Exhortation: 10m --> 60m Reviving Exhortation: 10m --> 60m Hastening Exhortation: 10m --> 60m Reinforcing Exhortation: 10m --> 60m Ranger: Heal Companion: 4m --> 24m Maybe you'll find some more. One of the more interesting is Coordinated Positioning in my opinion. The short range always made it meh for my taste. But to imagine one yould simply teleport oneself to the enemy backline while transporting a squishy into the midst of your party to finish him off is... nice I guess. Also Lay on Hands and Heal Companion do profit. The rest seems funny but most of the time the range is high anyways - who needs a 120m range for Sunlance?
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Crash Near Onset of Forgotten Sanctum
Boeroer replied to Ananisapta's topic in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)So... problem solved?
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Deadfire Polishing Poll
Well the point is not exactly power. It's the "railroading" in spell choice that Priests and Druids face now. There are always certain spells on a Power Level that are not as generally useful as others - and thus there's nearly zero motivation to take those inferior or more situational spells. Wizard completely circumvents that with grimoires which gives him a huge advantage in Deadfire. Those single bonus spells you get as a Priest and Druid hardly balance the whole grimoire mechanics out. While they are nice, they simply can't. So, giving the Priest a trinket with some (few) situational "themed" spell selections may enable you to have themed builds (see Prayerbook) - without gimping them - seems like a good idea. It's still not the versatiltiy of a Wizard. But combined with the bonus spells from deity it's enough. Especially one thing motivates me to oush trinkets: the fact that devs wanted to give special trinket mechanics to every class but couldn't do so because they ran out of time. Well this hurts Priests and Druids the most. So the main point is variety of char development options, roleplaying and building interesting stuff that's not always the same-same in order to be good. The fewer "bonus" spells on such a trinket and the other bonuses instead (like power level bonus or spell uses and whatnot) are there to make them distinct from grimoires. Because you are correct that it would be a little bland to simply copy them. But at the same time we should keep it simple enough. Edit: my stupid phone's douchy autocorrect is killing me.
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[4.1.2 MAJOR BUG] Broken core mechanic: Afflictions not supressable/not removable by inspirations
Boeroer replied to thelee's topic in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)Here's a savegame from thelee again: https://www.dropbox.com/sh/kbocdfa6ag9vejf/AAAqIQSwvXVwQ6ktHld7Qzcia?dl=0
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Forbidden Fist?
By they way @Kaylon: I contemplated more about the amulet/+RES per party member thing: May it be that summons who are controllable (chanter's skeletons for example) count as party members and thus will work with the amulets? While other summons which are on autopilot will not?
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Deadfire Polishing Poll
Correct. Expand the spell portfolio a bit (what grimoires do which makes wizards so much more flexible - but to a lesser extend). Could also be from different classes or entirely new ones. And then some more unique stuff like a bonus spells use here and a PL bonus there. Like a Prayerbook that contains only prayers and litanies and gives a fitting bonus to them and so on. The whole discussion is that the big drawback of Priests and Druids compared to Wizards is that you are kind of forced to forgo certain situational spells if you don't want to gimp yourself. In PoE you didn't have that problem because Priests and Druids got all their spells unlocked at once while the Wizard had to learn them at level up. The Wizard compensated with a lot bigger selection of spells and grimoires. In Deadfire all three have to learn them BUT wizards get grimoires ALTHOUGH they don't have a disadvantage anymore. They keep the enormous spell selection and at the same time Priests and Druids lose their advantage. And then the grimoires allow you to not even pick a single spell at lvl-up and not be gimped at all as soon as you get some grimoires. That indeed seperates them from the other two - but it's also highly unbalanced and unfair - now that P&D lost their advantage of PoE's "auto-learn".
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People trolling the POE2 Steam site ...
Boeroer replied to bringingyouthefuture's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Because Epic does not even have a review option, they have literally nothing. It's a vanilla steam and it will takes years to come close to the features what steam allready has, if they even plan to implent them. And that's an excuse for infantile behavior? I think only being an infant is. Well maybe some of those people are infants after all...
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Forbidden Fist?
Yes, it's very nice. I don't mention it too often because I consider it to be a late(ish) game item and I try to avoid to base whole build ideas on those. But yeah: awesome piece of equipment, that's true.
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Forbidden Fist?
Don't forget Enduring Dance (+3 to +12 ACC) and a SC Monk's Razor's Edge (up to +10 ACC) combined with what you said. I indeed often use it with dual blunderbusses (mainly for stacking Resonant Touch on single enemies) or mortars. Both make sure you have plenty of attack rolls - and if only one of them crits you're good. What I also like is a Rapier+modal (especially Rännig's Wrath) + Dagger combo with Swift Flurry/Hearbeat Drumming. I will mainly use Stunning Surge because it applies -10 deflection, it's a Full Attack that will omit the Rapier modal's +50% recvery but retain its +20 ACC bonus while the fast Dagger will determine my (short) recovery time - and I will have two chances of landing a crit with high ACC weapons. As soon as I will crit I get back all Mortification AND have a 50% chance that the attack will be repeated... and repeated... and repeated...
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The Outer Worlds won't launch on Steam
That was a rethorical question.
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[4.1.2 MAJOR BUG] Broken core mechanic: Afflictions not supressable/not removable by inspirations
Boeroer replied to thelee's topic in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)Hello? See above!
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Forbidden Fist?
It does cost resources especially if you want to use it often: if you use it with no curse on you it's 0 wounds. With every curse on you it costs +1 wounds. So the average cost may even be higher than Efficient Anguish's. You could also compare it to Stunning Surge which often costs 0 Mortification. Besides that FF costs you health. Anyway: the point was the comparison between PEN and dmg of fists (weapon) vs. Forbidden Fist (ability). In that context the cost doesn't matter so much as the Power Level scaling that is missing from auto-attacks with fists but not from ability attacks with fists.
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People trolling the POE2 Steam site ...
Boeroer replied to bringingyouthefuture's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)What exactly is ridiculous?
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Barely familiar with Pillars...
Exactly. The White March becomes part of the main game and at some point you will become a hint that it's accessible now. This is not a seperate expansion that takes place after the main quest. But it basically adds tons of side quest + areas, char levels, abilites, talents and items to the main game. Good level for entering the while march is 8 (challenging) over 10 (good spot) to 12 (almost too easy). That's my personal experience though that I try to project onto new players. Don't pin me down on it. Experienced players might want to do it earlier, "storytimers" might want to play it more easy. But I think a new player shouldn't tackle that area before lvl 8. You didn't need to start a new game by the way. A tip: the expansion will also add a map called "Crägholt Bluffs". Geographically it's on the way to the White March. But it's a lot harder that WM and is supposed to be tackled after the expansion because it's very high level content. You will get warned by your steward who will tell you that's a very tough place and basically that you need to level up more - but most players tend to overread that. They then come here and complain that the Bluffs are so brutal.
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[BUG? v. 4.1.2] Forbidden Fist ability not treated as weapon attack
Boeroer replied to Boeroer's topic in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)Grimoire Slam does. I tested that while writing the bug report. I didn't test Kalakoth's Frozen Fishfingers or other "melee" spells though.