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MaxQuest last won the day on June 8

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About MaxQuest

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    WebDev, Game Mechanics and Balance


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  1. Thank you) And oh, we made a change to Turning Wheel - the bonus damage now should work with ranged weapons as well. This is included in Extra module. I think this could be going back to backers beta, when many things didn't graze/crit, but only hit. Also, making carnage able to crit, could potentially have some hard to evaluate balance side effects. I would be very cautious touching this)
  2. You and dunehunter both made valid points. I have mentioned 3 attacks, as arbitrary value to start the theorycrafting going. The initial reasoning was: Tempest provides 10% chance to skip next recovery. Blade Cascade has 5% chance, and since it is less reliable (cose it's lower) it could provide a triple benefit compared to Tempest proc, hence three skipped recoveries. But you've mentioned the fun-factor, and dunehunter that nobody picks Tempest. So I guess a compromise would be 5 attacks limit (in addition to 5s time limit)?
  3. Not much. We are thinking about making CommunityPatch - Trinkets - a mod that will add several trinkets for priests and druids. Additionally I am looking at Haunting Chains suggestion for cipher (it's a bit tricky, and will require a lot of testing). As for items: - there were requests for "do something" with Crimson Helm. And I think it could have some synergy with Crimson Panoply and One Dozen Stood armors. - Bauble of the Fin: 3% -> 4%? - Blade Cascade proc (from Scordeo's Edge) could also have a limit of 3 attacks (in addition to 5s) IF (this is possible) and (there will be requests for that) And.. I think that's it. CommunityPatch (Extra) modifies only 2 items: Rakhan Field Boots: No Quarter can be used only on hostile targets now Shroud of the Phantasm: Mind Over Matter can trigger only from hostile attacks now
  4. No need to rush) I have seen 3 requests about Steam Workshop by now, so I am considering it. But first I want to make sure that everything is stable. As you have seen, even after beta period, there were 3 minor day-1 hotfixes. And there is little joy in duplicating all the urgent uploads. I want to give it several days, and undergo an extra proofread pass, first.
  5. Pheno has sent me the updated Backstab (with onDealsDamage instead of just GrazeHitCrit), and I have re-uploaded the Extended package.
  6. Uhm. Ehh, can't do that. This is a limitation of current mechanics. Avenging Storm was only checking for it's source (which had to be "weapon"). Phenomenum has changed the AttackEnemyOnEvent event type to OnDealsDamage. And I think that's all we can do here, since Avenging Storm indeed considers that that Chillfog has weapon source. Oops, a value of 10s (that was used for testing) has slipped through. I have set it to 1.5s now (according to the poll) and re-uploaded the mod as v1.0.1. You will have to re-download the Extended version now. (note: delete the v1.0.0 Basic and Extra that you already have first). Additionally, Pheno has fixed the subclass icons, and I have re-uploaded the respective module.
  7. After a lengthy period of gathering players' feedback, theorycrafting and balancing, we have come with a Community Patch Mod - a community based collection of tweaks and improvements. Community Patch consists of the following stand-alone modules: Basic - includes a lot of suggestions from the Deadfire Polishing Poll´╗┐ - a poll made by players for players, in order to pinpoint the possible balance problems and address them. Basic mod - is a conservative patch, it includes only those suggestions that have twice more votes pro than votes against change. (note: in case of suggestion with multiple options - we were aggregating them) Extra - also includes the suggestions from Deadfire Polishing Poll. But only those that didn't make it into Basic package, but still have more votes pro than votes against. Additionally, Extra includes a few fixes for several bug reports that we have found on the official technical forums. Keywords - address the randomness and apparent lack of systematic approach to spell keywords. This mainly affects priest, and to a lesser degree druids, ciphers and wizards. Typos - fixes a wide array of typos found in the English version of the game. Icons - adds a completely unique set of icons for all passive talents and effects. They were handcrafted with being as suggestive, unique and fitting as possible, in mind. For more info, you can check the mod page, or original thread on these forums, here.
  8. Weapon Mastery change is included in CommunityPatchExtra. I have added it to the changelog list As for wands - that will be in a future update. I will think about it) Meanwhile have added a few screenshots of the icons you made. Thank you again, for investing into them) Bingo! That's why I started that initiative with polishing thread and poll in the first place. Because I'm in the same boat)
  9. Hey hey everyone! We have uploaded the pilot v1.0.0 version of Community Patch on nexus!: https://www.nexusmods.com/pillarsofeternity2/mods/335 P.S. If you spot any inexactness, or have any suggestions for the presentation of the mod page, feel free to write it here. P.P.S. I'll be mostly afk tomorrow, and will address them on Monday+
  10. I've seen this mentioned on a couple of forums. And will add a few source links: - stutter related to garbage collector (usually minor hookups every 3s): https://support.brightrockgames.com/communities/1/topics/850-stuttering-every-10-15s. And additionally: one, two, three, four - micro stutter related to Unity's VSync: one, two - general performance issues in Unity: https://learn.unity.com/tutorial/fixing-performance-problems#5c7f8528edbc2a002053b594 - inherent problems with smoothness in general: https://medium.com/@alen.ladavac/the-elusive-frame-timing-168f899aec92 --- At the moment the main optimizations a user can try, seem to be: [Special K] fix by Kaldaien disabling VSync in Deadfire (and enabling it Nvidia's Control Panel) keeping the amount of saves low (sub 70 I guess) keeping the amount of items in inventory low as well (but sell the junk somewhere not in Queens' Berth). And also there is a large collection of performance tweaks (that may, or may not help): here
  11. A. I'm ok with this approach. The idea that you would cast a specific upgrade depending on situation is nice. But I don't yet know how to make the OR part in: "ou could either cast Inspiring Radiance OR Aggrandizing Radiance at one time" B. Indeed, doesn't feel right. Unless the trinket provides just 1 radiance upgrade. C. I'm ok with this approach. But I don't know if this is possible. On the other hand can imagine some sort of upgrade where the trinket itself is substituted with a better version; although... don't know how to trigger it. Edit: if Pheno knows how to implement it: great) D. I like this approach less than C, but at least know how to do it. P.S. There could be also a lazy option E: Radiance gets a single upgrade X. Interdiction gets a single upgrade Y (e.g. painful). P.P.S. Also... such upgrages could be added to priest talents table.
  12. Can't find the right words at the moment. But something tells me that this specific chore (with 'brilliant' cloak) is just not right. Maybe because it partially goes against no-prebuffing idea in Pillars. Maybe because it gives a sensible advantage, enough to be tempting, but at the same time causing some sloth feeling, when thinking about capitalizing on that proc. P.S. So, do you guys want for CommunityPatchExtra to make that cloak proc only during combat? Or leave that cloak as is?
  13. Programmers who tried recursion, usually learn to be super-careful about it... P.S. It's curious how OBS first tried to nerf the proc chance first, before giving up, and making "Swift Flurry will no longer recursively proc infinitely" in v1.1.0. But I guess it only means that Swift_Flurry_Attack cannot trigger another Swift_Flurry_Attack, while Swift_Flurry_Attack -> WotEP_Attack -> Swift_Flurry_Attack is still permitted.
  14. Pretty much the same regarding WotW and recovery-from-invis. For Rhakan Field Boots, I would like for them at least not be usable on self. Dual-blunderbussing yourself is just weird, in addition to exploitable (as mentioned by dunehunter) For Shroud: I would leave the 1% chance. As I agree with Boeroer here, the main point of this cloak was to provide two other enchants: Living Illusions and Mystical Celerity. While the rare Brilliant proc was just a tiny bonus (usually far weaker than Soul Fragment enchant from DoC armor; but potentially better in long fights). Still though, I don't really like that it can be triggered out of combat. I do enjoy meta-knowledge shenanigans; but not when they are based on a chore.
  15. I am checking the thread occasionally from my phone) And will chime in regarding few points that I've noticed on the last two pages: - I think that making invis grant "-85% recovery time" like stealth, is a bit too much. First: stealth is unreliable and only "usable" once per combat. Second: do we really want to give the incentive for players to go invis and immediately break it (just for the faster recovery)? That said I wouldn't mind if it was giving something closer to "-30% recovery time". But am also generally ok with it as is. - Imho WotW should keep the invis part. There is a chance that it is required for "to not confuse AI targeting". Plus, it is matching thematically. - If I would have to nerf WotW, I would first consider adding some "Winded" effect after the monk has used WotW. Winded could last 5s and pause wounds generation. Or,.. another approach could be: limiting the interaction between WotW and ranged weapons, such that if the weapon is ranged (and not a fist) - there is no jumps (take that mortars ^^). - Rakhan Field Boots: should not be usable on friendlies. - Shroud of the Phantasm: Mind Over Matter should not trigger out of combat. Let it just be a pleasant but occasional bonus, like was probably initially intended, Personally I have doubts that someone on purpose left a 1% chance for chore'ful shenanigans. P.S. Regarding Phenomenum's post above. I think we are feature-locked for the upcoming release; at least when it comes to suggestions that can have deeper consequences.
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