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Everything posted by MaxQuest
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Thanks you a lot Alhoon! Few thoughts on these racials: - "Resistance to X Afflictions" looks super vague. Is it +10 to defenses? +20? +100? Or perhaps it's -x seconds to their duration? - "Can Graze, Can Graze" - no comment... - "Immunity to Slog Zone attacks" - no comment... - "Resistance to Dexterity Afflictions" - there are 6 stats, so this helps vs 1/6 of stat related afflictions. Feels useless for a ranged cc/dps character. Really hope it will be possible to import a PoE1 save but change the race, as all my MCs were wood elves... - "Fighting Spirit" seems to be nerfed. It had a 20s proc before, now it seems to be passive. And my characters are above 50% endurance most of the time. - "Minor Threat": I would heavily prefer "5% of hits converted to crits; and extra x% more if attacking the enemy which is already threatened by a teammate" Godlikes: - Death Godlike: remains underpowered as in practice the bonus damage will translate into less than +5% overall. As for +3 bonus to power level, I doubt I will be consistently lingering around "Near Death". - Fire Godlikes: feel underpowered. They have less AR vs burn than pale elves. Ant it feels strange. Plus the Battle Forged damage is too low, and description doesn't mention that it is scaling. - Moon Godlike: The Silver Tide heal seems to get nerfed...unless screenshot was made using a level 1 character @10 MIG. But being able to reliably trigger +2 to power level via Wellspring of Life is nice. - Nature Godlike: missing. As pointed by JerekKruger Wellspring of Life is related to Nature Godlike. Have to wait for their second racial to be revealed.
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I've been thinking, that my perfect word state would include DoC surviving somehow. Her soul could be transferred to some existing (and preserved) hollowborn body. Even if you do choose to return the souls to original bodies, there for sure could be some fragmented/broken ones that failed to do that.
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Tbh, I don't know. The idea was that power level will provide a gradual scaling to effectiveness of your spells of abilities. It was especially important in the initial multiclassing model where someone could easily built a lvl 19 barbarian / lvl 1 rogue; because getting +0.5 damage coefficient from SA from dipping just 1 level in rogue was too effective and could make single-class characters pale in comparison. Imagine dipping for carnage, soul whip or monks fist damage. In the new model (that was revealed on 20th September in Update #40) the need for such scaling was greatly reduced, because dipping was no longer possible. Yet on 22th September Josh again mentioned that power level influences the power of abilities, e.g: their damage, duration or number of projectiles. So, according to the information that we have, frenzy (duration) and flames of devotion (damage) from your top post example should scale as well... Btw, I have registered on Tumblr two weeks ago, in order to ask about this stuff and to clarify how does power level stack with damage coefficients (for damaging abilities) and how does it stack with graze/hit/crit/int (for cc abilities). But got no answer so far.
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Thank you. Understood.
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Btw, can non-beta backers post their feedback here as well?
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Removing non class specific talents was a bad idea
MaxQuest replied to Boeroer's topic in Backer Beta Discussion
Agreed. They indeed seem lacking. To guarantee a spot in the party, a character has to bring something valuable to the table. For PoE1 priest it was: - big accuracy bonuses: Inspiring Radiance + Devotions for the Faithful - great defense maluses: Painful Interdiction was really useful in making hard cc landing more reliable - huge total damage potential: via Shinning Beacon spam - big offdps impact: via Cleansing Flames, which could skyrocket the damage of Disintegration, Dragon Trashed, Wounding and Beacons even further And now 2 out of these 4 points are gone. As there is no Painful Interdiction, no Inspiring Radiance and Devotions is conflicting with Beacons due to both being rank 4 spells (and there are only 2 spell usages). Btw, can someone list what spells do different priests get? Am especially interested in: - if priest of Berath can get: Autumn's Decay, Plague of Insects and Rot Skulls - if priest of Eothas can get all the Storm spells - if priest of Wael can get access to Mass Confusion and Call to Slumber - Skaen priest: numbers on his Sneak Attack, and if does/doesn't scale with power level What do you mean by passive? Isn't that just the UI label thing? I thought the chanting menu/system has remained as it was, with phrases being chanted sequentially. Btw, yeah, I remember as well, Josh was indeed mentioning that all phrases will be available for learning from the start. I was wondering at that time what he gonna do with Dragon Trashed. -
Well, I wouldn't say it was that obvious. For instance I thought that Eder's primary class was limited to being either Fighter or Rogue, which made sense, since having Eder a wizard/priest would be just weird. But I was under impression that we are still free to choose their secondary class. That said I am ok with the new limitations, like having to choose for Eder to be fighter, rogue OR swashbuckler. So long as we can at least choose their subclasses (be it from the start, or via some companion-specific quest)
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I am already away from PC, typing from phone, so... To add an item, use: addItem px4_principi_arbalest 1 To level it up: LevelUpSoulbind px4_principi_arbalest(Clone) I don't remember the exact ids. But you can find them in: PillarsOfEternity_Data\assetbundles\prefabs\objectbundles all with px4_ prefix.
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Welp, Ponamu Bird-Scorned doesn't appear to me. - Loaded a save from playthrough #1 (with a party that wasn't to White March), and traveled to Anslog Compass. - Loaded a save from playthrough #3 (with a party that was in WM), and traveled to Anslog Compass. Still nothing. I guess I'll have to use console than: Here are 3 unique items: Here are the 4 soulbounds: And here are their upgrades:
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Yeap, noticed that in the transcript. Have a feeling that he's a bit exaggerating though Sure ranger can now fire more than 2 Wounding Shots (but same thing is with FoD, Knockdown and Barbaric Blow). Plus you need to invest an extra ability point for it to Hobble now. Curious how it works with carnage, dual ranged weapons, blast, aoe weapons (e.g. kalakoth's minor blights) That'd be great) Geez, have so many questions...
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Definitely there will be some new stuff above rank 5. But there also must be some incentive to multi-class into pure ranger. And we already see the talents that are available to x/ranger up to character level 15. I really hope that Twinned Arrows become available at least at rank 6. Or if there is an interaction between Wounding/Hobbling Shot and Kalakot's Minor Blights AoE.
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Six previously all-class talents became fighter-exclusive now. I would expect rangers to get access to Quick Switch as well. Also PoE1 had racial-slaying talents that could fit rangers nicely. (Avenger ability of Sylvan heroes from HOMM5 anyone?) Meanwhile druid and wizard could get access to elemental talents. For example I haven't noticed Scion of Flame, Heart of the Storm, Spirit of Decay and Secrets of Rime anywhere. It would be a pity if they were just... removed.
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Added more stuff, including spell schools for shown wizard and priest spells. The interesting part is that some priest spells can belong to two types at the same time. Gonna make subclass selection a bit more tricky. Maybe. Can't say for sure yet. I am not a beta backer as well. So just hoping that testers will post enough general and mech-related information.
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Maybe indeed you are) Personally I loved transmog. In TBC everyone where in s3, s4 and t6. The whole difference was: haircut, and visibility settings on helm and cloak. And I liked the added ability to create a custom and unique outfit, often built from non-set items, not even epics, but just the ones that were going well together.