Boeroer
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Viewing Topic: Ydwin Mindstalker build help
Everything posted by Boeroer
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Why we need Fist/claw proficiency : concrete exemple...
Concerning Kalakoth's Minor Blights + Devoted: isn't it so that the chosen weapon of the Devoted has to be a melee weapon? Or did they scrap that idea? I would have created an unarmed proficiency. It is a type of weapon after all. And the modals come with gains and drawbacks anyways, so no big power gain here. That way you can always decide to insert some additional "unarmed" weapons like pit fighter gloves, knuckle dusters, artificial claws, push daggers, whatever that use the unarmed proficiency and are not specifically made for monks. I also wouldn't make the modal too esoteric. This would again tie the proficiency to monks exclusively. Instead something generic like more damage but slower speed or so would be ok.
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wave of force and disengage
Intended. Disengagement attacks only get triggered if you move away wilfully. It was the same in PoE. You can trigger disengagement attacks with Rhymrgand's Visage and other frightening/terrifying effects. Enemies are more likely to disengage you (wilfully) if they are terrified.
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Casters are still slow...
In PoE you cancel the casting process when moving - but at least you don't lose the spell use. Why do you lose the spell use in Deadfire even though the spell didn't go off yet? Long casting times and this annoying loss of spell uses is a bad combo.
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Casters are still slow...
As a dev/designer, you can ask yourself the following question: if a caster's spells take 6 (9 with recov.) seconds overall and fights last about 15 seconds (normal difficulty) - why would I need more than 3 casts per encounter? Something doesn't fit here... I understand the desire for more tactical depth. But the current approach is just too much. As others said: giving really powerful effects long casting times is ok, but everything else ist just Overkill and makes casters very tedious to play.
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beta build suggestion: The Tankpire strikes back (fighter/rogue)
In PoE1 Riposte has a 30% chance on graze and 20% on miss (after a patch that buffed it - before that it was 20% on miss only). That's not too powerful but not bad either. A Riposte rogue works quite well - the only problem was the low health of rogues which doesn't synergize very well with getting a lot of grazes (which with a lot of health would be good for retaliation as well). Since Deadfire rogues aren't as squishy anymore and can exploit healing it seems that Riposte as a concept may be stronger than in PoE1 (especially because you can multiclass) - but that heavily depends on the (probably new) mechanics/numbers of Deadfire's Riposte.
- Backer Beta Update 1: Patch Notes
- Unavailable for the Linux platform?
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Will the Barbarian Mage Slayer be as bad as Baldur's Gate's Wizard Slayer?
But doesn't the description of the Mage Slayer say that Carnage also applies the debuff?
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Wizards are completely useless!
Well, it would be really useful if it could handle the self-buffing chain at the start of combat.
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Recovery time of Full Attack ability with average/fast weapon
No, as I answered in the other thread in the Deadfire forum it's the other way round in PoE1.
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One request for Full Attack ability
It was/is certainly better in PoE most of the time. One exception is Badgradr's Barricade that would be better if it hit secondly and not first. But most of the time it's better to use the offhand first - like you described. Don't know why they changed it. Maybe an oversight.
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One request for Full Attack ability
PoE1 did use the offhand first when doing a Full Attack. For example you would start a Blinding Strike with a bash from your shield and then follow with your hammer.
- Can still hit with 100% hit-to-crit conversion
- Unavailable for the Linux platform?
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Will the Barbarian Mage Slayer be as bad as Baldur's Gate's Wizard Slayer?
Priests will get changed. Some others might be ok but the beta is too short to really see their value. For example a Wizard Slayer barb might be really handy against groups of casters (remember some bounties in PoE). All his Carnage attacks automatically cause spells to fail. This seems to be pretty good. I personally don't use potions that much anyways and most buffs only for the initial phase of combat. So it seems like it's a good class for me. Others seem to be really bad - or badly implemented - like the Ascendant. But I don't think there are lot of subclasses that are bad.
- Unavailable for the Linux platform?
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Constitution vs. others
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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Constitution vs. others
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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Monk beta analysis
Eh sorry. Corrected that.
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Monk beta analysis
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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Help me build Solo Potd Barb plz
Yes, a Druid with storms makes most encounters a lot easier.
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Building 5-man Party?
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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State of Ciphers…
I can't remember how Psychovampiric Shield works in Deadfire (I'm already in the holidays without a computer), but in PoE it lowered the enemy's resolve by 10 and raised your deflection directly instead of your resolve...
- [CLASS BUILD] Fire Priest (ranged sup-offdps)
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Help me build Solo Potd Barb plz
It is quite nice and fun to play - but I never tried it solo. I guess the defenses are too bad for solo. One could easily adapt with some other talents though. I would also switch from Tidefall to Drawn in Spring + shield at some point I guess.