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Boeroer

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Everything posted by Boeroer

  1. I also think that it's still good. Twice the amount of summons is a very powerful feat, even if they are smaller, don't last as long and have less health. The body blocking alone and the doubled dps make them very useful. After all subclasses should be designed in a way that the advantage comes with drawbacks so they are not more powerful than a vanilla class. And the lesser health didn't balance out the double amount of summons. If the Troubadour ist the better summoner now then I guess that's just a sign that he is overpowered. Because there's also no reason to pick a vanilla Chanter over a Troubadour - which shouldn't be the case. I just think that going from -1 to +1 after already nerfed summon duration is too much "sledge hammer style".
  2. Which Barbarian version? The class has no ability that procs an additional attack on crit or kill - or has it? If you mean Carnage: it doesn't work with ranged weapons. I wonder if Swift Flurry/Heartbeat Drumming and Carnage work with The Long Pain or Instruments of Pain though.
  3. Why? I think it works in the context: ROFL! I meant whether you facepalm recursively! *tearwipe*
  4. I don't know if it would be an oversight. In PoE you could achieve the same with for example Crucible and Fenwalkers or Blaidh Golan. You would reduce the time of some paralyze or prone/stun afflictions to zero because the first one reduces the afflicton time by x% and a flat reduction (like -3 sec or so) while the item does this as well. On prone you would see that the animation "sit on buttocks" gets played but you immediately get up again.
  5. Yes, I didn't say it was a good fix. By the way I'm still not sure that the chain procs got fixed. Were they? I also have the impression in my playtrough that Cleaving Stance still procs off itself - but only attacks one additional enemy now. But I would need to do more testing to verify.
  6. Sounds like a theory that you should put to the test during a little console-session. It's quite easy to determine if an affliction sticks or indeed the duration gets completey nullified. If it doesn't get nullified (means no addition but most likely multiplicative bonuses) you can see how the stacking exactly behaves.
  7. I think they mainly changed it to melee only because of Kalakoth's Minor Blights and Rod's Blast modal, not only Frostseeker. Blights and rod were the most prominent and reported tools for Swift Flurry abuse in the beta.
  8. Providing comprehensible explanations as to why something works in a fictional setting is not the same as using realism, history or tradition to argue if a setting is good or not. It just has to be conclusive and not break its own rules. So, arguing that a fictional setting in which everybody *can* (not necessarily has to) achieve supernatural powers through the power of his soul is bad because it's not realistic, it's unlike older settings (not traditional) or it doesn't have an equivalent in history is silly I my opinion. You can say you don't like the approach because of those reasons and that's totally fair - but calling it bad or even retarded design like OP did is just silly.
  9. It not only makes no sense to argue with realism, history and tradition when discussing a fictional setting - it's also silly.
  10. But that's a problem of proper description and explanation (like a tooltip that shows the scaling), not a problem of the nerf or the item per se. This armor can give you +10 stacking deflection on top of other deflection gear - which can be *very* useful for builds that rely on deflection. Nobody said that this armor should be supercool for every character. It would become a no brainer. And those are boring and a hint that the balance is off. If an item is not useful for every build but only for some (like tanks) that's totally ok. It's just a problem if an item is of no use for everybody. Besides that I would like those enchantments that improve combat stats via skill scaling to go entirely. I find them impossible to balance and also silly. If you can't find other meaningful uses for a skill - remove it, too. I also find it pretty bad that spells like Plague of Insects scales with Alchemy. That's unnecessary and silly. Abilities shouldn't scale with skills.
  11. No, not in this case because 6 engagement slots can stop more enemies than 3 engagement slots.
  12. Afaik Disintergration doesn't destroy loot. Correct me if I'm wrong, but it didn't in PoE and I'm pretty sure it doesn't in Deadfire (imagine pulverized dragon loot). But it leaves no corpse. Am I right?
  13. Tab doesn't work for prefab names. SpawnPrefabAtMouse CRE_Dummy spawns a non-moving, high endurance bit low deflection and AR Rotghast that does minimal dmg. It's nice for testing dps and such. Others are CRE_Tiger, CRE_Lagufaeth, CRE_Broodmother and so on. I think you can find more with FindGameObjectData CRE_<whatever>?
  14. <-- This "new generation of gamer" is 42 now and started with a C64 and Pools of Radiance. Looking back it was pretty crappy...
  15. Only Chanters and only some phrases and one invocation (White Worms). Never got fixed.
  16. Most players wouldn't have 200-210 deflection so that extra +5 looks weak to them. If you balance most items around total stacking and power builds these items will all look unattractive to 99% of players.+10. The armor itself gives +5 right from the start and can go up to +10 with enough skill points. +10 is a great value for an armor. 200 was an extreme example. Every tank would profit from +10 to deflection from something that's not a cape, weapon, a shield or a ring. I don't think that this item is only useful for 1% of builds. It's useful for every build that has decent deflection - so most tanks.
  17. Very true. No need for any ability - also stealth is not needed. Only sleight of hand if you want to pick people's pockets and mechanics to unlock their chests. But you've to unpause before initiating the conversation - else it will not work.
  18. The deflection of the armor (up to +10) stacks with a shield's deflection bonus. They are not mutually exclusive. Each point of deflection has increasing returns the higher you go (compared to enemies' ACC). So for a high-deflection character this armor is still very good. For other builds the deflection bonus is negligible, sure. It doesn't matter that much if you have 50 or 60 deflection. Take something else. But it matters if you have 200 or 210. +10 on an armor is actually pretty good in this case. I can't say yet if it's well balanced now but it definitely was too strong pre 1.1.
  19. You can never reach 100%. Each additional speed bonus has diminishing impact. You can look at it like that (simplified): - My recovery time is 10 sec (just an example). - I get a recovery bonus of 50%. Now my recovery is 5 sec. - now I get another bonus of 20%. My 5 sec recovery gets lowered to 4 sec. - now I get yet another bonus of 10%. My recovery drops to 3.6 sec. And so on.
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