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Boeroer

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Everything posted by Boeroer

  1. No. None of that fully applies. 1) Con afflictons provide a healing malus that is multiplicative and reduce CON. This can totally add up without problems when it comes to Sickened. With Weakened and Enfeebled it doesn't make a difference of course because your healing is zero no matter what. 2) since we have had items with the same effect and nobody complained I guess that's not really a problem. If you cast a healing spell on a sickened or injured target you'll have the same situation and nobody seems to have a problem with that as well. 3) I think I mumble or something. For the third time: it's not a healing buff because the average amount of healing stays the same. If you drop CON you'll have less healing. If you push CON you'll have more. I haven't seen a single build that maxes out CON so far but lots that dump it. What might be the reason? 5) it will not replace MIG. MIG boosts healing DONE while CON healing RECEIVED. Why should one replace the other? My reasons for favoring this: - it's super easy to implement - the danger of introducing bugs is minimal - it doesn't mess up balance because in average healing will be the same. - it makes dumping CON more unattractive - it softens the problem that high HP chars heal a lot slower to full health than low HP chars because healing received is a flat value while stuff like Hurt, Bloodied, Near Death and others are percentage-based. - it also solves the problem that a dumped CON (but high offense) char profits a lot from passive healing sources while a high CON char usually doesn't care. But the most important point are the first two.
  2. As I said: giving a healing received bonus doesn't change the average healing at all. It's just a motivation for trying out high CON builds and also an additional motivation to not drop it. Balancing arguments do not really apply. This change would of course provide more healing for high CON chars but on the other hand it also leads to less healing for CON dumpsters. Those profited the most from stuff you mentioned (Herald's healing etc.). They could drop everything and go full offense while getting healed as much as any other char, becoming much harder to kill while being able to kill everything more quickly.
  3. Just to let you know: there are several people in these forums who experience the same issue (but didn't post here) - together with disappearing weapons (disappearing from your hands in actual combat while they are still equipped in the weapon slots - not only a visual problem because you will roll fist attacks). Maybe those two are related? So it's not a problem only few people have. However, it doesn't occur in every game. Something that we do seems to trigger it. Restarting/reloading doesn't fix it. Sometimes the problem gets inversed and I only can attack with the offhand. If I recommand attacks while my char is already attacking (clicking with the sword on the enemy again and again) I can switch from main hand only to offhand only. Maybe that helps with the bugtracking?
  4. There are few uniques (that also come lateish) and the base dmg is pretty low. You'll also find rel. few other (fine/exceptional/superb) war hammers. You might have to buy one.
  5. The goal is to make it less of a dump stat, not necessarily make it a competitor to PER or DEX. But if you get less max health and less healing when dropping CON...
  6. Yes. It gets replaced by a unique superb version which you then can upgrade with quality as you like (legendary -> mythic).
  7. What the heck do you mean? It's in on the passive (right) side of your ability tree. If you are a wizard, druid, chanter or priest. And its description says it all: if you pick it then (nearly) all targeted AoE spells' areas can be modified with the zoom function (what you normally do to zoom in and out). The spells thst work even get a small icon in the ability bar so you know they work with Spell Shaping. You'll trade Power Level for area and vice versa. There are three stages: bigger area but -1 PL, normal area and normal PL and smaller area and +1 PL.
  8. I had this as well. Aloth suddenly attacked with his fists although the weapons were still in his weapon slot in the UI.
  9. That doesn't work if you like to fight at long range. As long as they have 1 sail left they can turn and escape with half sail. Because they just have to reach the 600+ mark.
  10. Ah. Maybe not. I seldomly use potions. Usually potions don't stack with actives. But maybe if Brilliant comes from the Shroud of Phantasm?
  11. Yeah, yeah. But the point is that this one behavior is not right: You can blow a ship down to 1 hull and if it manages to escape and you immediately reengage it has full hull.
  12. Edited a bit to add all stuff (incl consumables). Am at 19 pre Empower. Forgot Prestige as well. Also the Stone of Power resets its use if you have a second one and put them together to form a stack. So basically it's 1/encounter - kind of.
  13. No, the highest possible PL is a SC Death Godlike shifted Druid Livegiver with the Spine of Thicket Green (enchanted with +2 to plant and +2 to rejuvenation) using Power Surge and potion casting Pollen Patch: + 3 Death Godlike + 4 Spine of Thicket Green + 5 from Livegiver shifting + 2 Livegiver passive + 1 Power Surge + 1 Prestige + 1 Acute/Brilliant + 2 potion + 5 Empower ----------------------------------------- + 24 Power Level on top of 9 PL as single class. That's Pollen Patch's healing * 2.2 * (MIG bonus + Physiker's Belt + Practiced Healer). I played this - but as Nature Godlike. I also enchanted the Spine with +3 to plant and +3 to Beast and not +2 to Plant and +2 to Rejuvenation in order to dish out better Plagues.
  14. that sounds like a nightmare :/ ... there are still many bugs. some are very annoying and there's no resolution. also recent patch make the text smaller for the active buffs and hostiles seems like a quick fix. in my opinion proper scaling should comes with menu scrolling? i'm not sure. but making the text super small doesn't cut it for me. Yes it's a quick fix. But honestly the (cumulated) complains about this were quite fresh and I guess that was the only solution that could be done in such a short amount of time. So - better than nothing.
  15. I'm not on beta and I didn't use beta. 3.1.0 is live with the master branch, it got downloaded, I continued my savegame and got this. I only realized this is happening because I read a bug report in the technical support forum and wanted to see if I can replicate it. Thing is I not only can, but there seems no way to fix it (for me). I didn't try to start a new game though. I attached a savgame to the bug report. I hope they can figure out what's happening and if it's a gneral problem or only occurs with pre 3.1 saves (which wouldn't be too bad, but still annoying).
  16. Yeah well. That is only your personal opinion - and the nerf only affects Full Attacks which were too strong anyway. But this new behavior is very buggy. It prevents offhand weapons to hit entirely (and proc stuff) with auto-attacks while it overpowers certain weapon setups. Sometimes it's even the offhand weapon that only gets to attack and the main hand weapon does nothing. It's a big mess.
  17. Engoliero do Espirs is absolutely awesome. A pitty you get it so late (if you play the game in a somewhat logial order and don't rush the main quest until getting the Fonferrus and THEN do all the side contend ).
  18. I agree that this is kind of unfair. While the rest of the ship combat is very easy (once you understand how it works) this particular thing is annoying me. Especially because some of the tougher ships like Deck of Many Things like to immediately turn and flee if my first salvo hits really hard. Once I reengage they are fully healed. Eh...
  19. But healing received also means that all healing spells that get cast on you will work better. So everybody with high CON will profit as soon as he/she gets healed, no matter the source. Your point is only valid in a solo game, isn't it? By the way Barbs have Savage Defiance. Multiplicative dmg reduction would maybe interfere with additive dmg reduction (the Wall, several items, underpenetration)?
  20. 3.1 is out of beta. For me they work with 3.1 (they always did by the way). Once I kill a foe I turn invisible and also get bonus dmg from Backstab and Assassinate. What's your problem with them? Note that some DoT effects still will break invisibility on tick. If that's the problem it's not related to the slippers but to invisibility in general.
  21. It looks great with a Sanguine Plate! Oh wait... edit: triple rhyme! Dang!
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