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Everything posted by Boeroer
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Unavailable for the Linux platform?
Boeroer replied to cmcallister's topic in Backer Beta Discussion
That would be very nice. I would immediately remove WIN 10 from my computer. -
I think CON was very useful in PoE where we had endurance and healt. Especially for meat shields with low deflection like barbs it was very beneficial to raise CON. But basically every build that relied on healing instead of high defenses to survive did benefit from high CON. Now there's only health - which can easily be healed during encounter. That makes CON the number two dump stat after RES (in the current beta version). After the next patch it will be number one. I can't see why it would need a nerf. I would even give it a boost. I guess I would give a healing bonus if you have high CON and a healing maluses if you have low.
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I can't really see how a one-on-one PvP duel can prove anything. It's the same (wrong) approach as in PoE where people wanted to show how OP the rogue is (which is also wrong) by doing virtual duels against monk or fighter. And, more importantly: there is healing! This is a pve party based game. There is a reason why CON got raised from 3% to 5%. The effect of higher endurance is important if you always struggle with surviving encounters but once you manage to win them without getting knocked out more CON is completely useless (as I already pointed out). Picking one (irrelevant) example where CON is more beneficial than another stat and then demanding a fix of that situation is... don't know... funny?
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Eh sorry. Corrected that.
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You know that Rooting Pain generates wounds when used by a Shattered Pillar? You also know that Swift Flurry generates wounds more quickly than you could ever spend them? The penetration issue is the same for most other classes. That's why there are buffs and debuffs. This is a party game and when you think that your high damage monk can't penetrate well enough then either use another party member to lower enemies' AR or let him buff your PEN. Or use a weapon set that allows you to raise your PEN with a modal. There's a reason why you get Weapon Proficiencies. Monks are one of the clear winners of the Deadfire beta so far. Like Deadfire paladins, they combine sturdyness with very good offensive capabilities and are a great candidate for multiclassing as well. Obviously monks don't need any boost. I'd even say that Shattered Pillar and Helwalker need a nerf since they are not balanced at all. MIG is a multiplicative damage bonus now which makes Helwalker's bonus ridiculously good. And the dps potential of a monk let's the Shattered Pillar gain wounds more quickly than he can spend them. There are classes that need a boost - and that's offensive casters. Especially in the PEN department they can't use any weapon modals to raise the PEN for their spells. And their long casting times feel horrible if you compare it to a superfast hitting monk.
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Just remap the key. I'm using a German layout and ~ doesn't work properly,so I remapped to 0 (zero).
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Way too early. You should be max lvl before doing that. There are plenty of other encounters you can do and level up before going after high level andragans. You should always pop out some summons when going after andragans. It's very important to not catch a petrify from them because it lasts for ages.
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The upcoming paladin change - needed or too much?
Boeroer replied to KDubya's topic in Backer Beta Discussion
I find the multiclass restrictions kind of stupid. Now I can't do a Bleak Walker/Priest of Berath because their dispositions clash a bit - but it's totally ok to pick a Priest of Berath and play him cruel/aggressively. I will just get weaker disposition bonuses which could be removed with Untroubled Faith. Why can't I do the same with said multiclass options? If I pick Bleak Walker's/Berath I should get punished by weaker disposition gains. Then I could pick Untroubled Faith at some point to remove the restrictions if I wished. This could also mean that I have to take it once for my paladin class to remove the maluses for my paladin abilities and a second time to remove my maluses on the priest abilities. This would mean that there is some hefty drawback when I choose uncommon combos - but we wouldn't have "forbidden" combos (which I don't like). -
Raising CON from 3 to 18 doesn't make any sense if you don't get killed with 3 CON. The advantage high CON gives you is only circumstancial, while the advantage of higher accuracy or higher damage nearly always applies. That's why even 5% per point of CON doesn't feel very powerful while a 3% multiplicative gain of damage per hit or attack speed or healing power feels more useful. If you play certain build like ones that rely on abilities that trigger at 50% endurance or drain you health constantly then it may be different. But the common frontliner would be stupid to raise CON from 15 to 20 if he didn't get knocked out a lot. While those 5 points wouldn't improve his survivability (what's to improve if you don't go down?) the same 5 points would help him more if he put them into DEX, MIG or PER. There is no "damage/accuracy" cap as there is an survivability cap. Well there would be if you'd one-shot most enemies all the time. That's the main reason why CON should give a lot higher bonus per point. Its benefit is capped at some point.
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Raising CON from 3 to 18 doesn't make any sense if you don't get killed with 3 CON. The advantage high CON gives you is only circumstancial while the advantage of higher accuracy or higher damage nearly always applies. That's why even 5% per point of CON doesn't feel very powerful while a 3% multiplicative gain of damage per hit or attack speed or healing power feels more useful. If you play certain build like ones that rely on abilities that trigger at 50% endurance or drain you health constantly then it may be different. But the common frontliner would be stupid to raise CON from 15 to 20 if he doesn't get knocked out a lot. While those 5 points wouldn't improve his survivability (what's to improve if you don't go down?) the same 5 points would help him more if he put them into DEX, MIG or PER. There is no "damage/accuracy" cap as there is an survivability cap. Well there would be if you'd one-shot most enemies all the time. That's the main reason why CON should give a lot higher bonus per point. It's benefit is capped at some point.
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Gilded Enmity not stacking with Robust
Boeroer replied to KDubya's question in Backer Beta Bugs and Support
Everything should stack as long as it's not the same inspiration. Gilded Emnity also doesn't stack with Spirit Shield. -
If you want him to top the dmg charts you need to give him Unforgiven + Starcaller or Sword if Daenysis + March Steel Dagger. Dual Bittercut is nice and the best option for any Full Attack ability such as Flames of Devotion or Heart of Fury, but it's worse than the above without some Full Attack abilities - which the cipher doesn't have. Besides that, if you'd still want to use Bittercut you'd want to take Weapon Focus Ruffian, Two Weapon Style, Biting Whip, Draining Whip, Spirit of Decay, Savage Attack and Apprentice's Sneak Attack.
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Thoughts on Wizard Summoned Weapons
Boeroer replied to JerekKruger's topic in Backer Beta Discussion
I was being sarcastic it was crap. sorry if it didnt come across that way. ROFL - ok. Maybe my sarcasm detectors need an overhaul. -
Thoughts on Wizard Summoned Weapons
Boeroer replied to JerekKruger's topic in Backer Beta Discussion
Ok, but there's no point to both arguments in this discussion. "as backup until something better" - that fits for every weapon in the game and says nothing about the overall effectiveness. "because I liked the name and backstory" - that also can fit for every weapon in the game regardless of how bad it is. I once finished a playthrough with fully enchanted torches because I liked the looks... -
Thoughts on Wizard Summoned Weapons
Boeroer replied to JerekKruger's topic in Backer Beta Discussion
Yeah, I just meant if I would have to decide between long cast/long duration and short cast/short duration then I'd always opt for the later. I would also gladly trade some lash power from the priests' weapons for a faster casting process. -
Thoughts on Wizard Summoned Weapons
Boeroer replied to JerekKruger's topic in Backer Beta Discussion
That was why I said it's better to have fast cast and shorter duration instead of long cast and longer duration. It's a party rpg and no matter how powerful your summoned weapon is: if your friends killed all enemies before your weapon materializes it's a waste. Rather have a good weapon from start to 75% of the fight, when it's most needed - than to start at 75% and clean up the last near-death enemy with mighty force (you don't need anymore).