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MaxQuest

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Everything posted by MaxQuest

  1. It doesn't affect save games. You can start using this mod right away. There is no need to create a new character.
  2. Pretty much everything periodic in PoE happens once in 3s. Except hazards, those have 1 second between ticks. But yeah... I didn't how many wounds will be restored per tick. Damn, am feeling stupid now. I was thinking that in Deadfire there will be enemies that are inherently and always immune to Sneak Attacks (like Undeads in NWN2). But if the description refers to "currently vulnerable to SA", hmm, such cipher could just open every fight with an AoE illusion spell, and yeap Phantom Foes will do. (note to self: check someday how much focus will it restore). Btw, was curious to what 'schools' do cipher's power belong. Looking at Ellohime's stream: -- Shred: Mind Wave, Detonate -- Deception: Phantom Foes, Borrowed Instinct, Wild Leech (note: it's called Deception, but I have a feeling this is what Beguiler's "Illusion" is related to) P.S. Feeling sad that he didn't mouseover Whispers of Treason, Mental Binding nor Echo.
  3. Well, we already knew that from Update #40 On the other hand, here's the updated Cipher subclasses:
  4. Watching Ellohime's Deadfire Beta stream and taking note of the differences from PoE1 (or even early Q&As), because it's easier to take a glance at textual list than to check the video each time. - It seems there are no all-class talents now. Some of them were removed, some made it into class trees. - Weapon Focus made it into barbarian's tree: - Bear's Fortitude is now a monk talent. - Iron Will is now a cipher talent. On the other hand druids and monks get Bull Will, which judging by description is the same thing. - Quick Switch and Body Control are now fighter specific talents. Being obtainable on Rank (power level) 4. - TwoHanded, 1H&Shield, TwoWeapon and OneHanded Styles are now fighter specific talents. Rank 1. - Fighters can now get Stances on rank 2. You select 1 talent and get 3 modals: Defender Stance, Cleaving Stance and Warrior Stance. Self explanatory: the first one is related to tanking, the second is good vs multiple enemies, the third one for 1x1 situations - Fighter stances can be upgraded separately on rank 5, to: Guardian Stance (bonus engagements), Mob Stance (bonus cleaving) and Conqueror Stance (bonus acc/def) respectively. Mob Stance is especially interesting: - Ciphers get a few new passive talents. One of them being: - Chants are referred as Passive Abilities - Invocations are referred as Active Abilities - Dragon Trashed requires power level 5 to acquire. (that's character lvl 9 for single class, or ch.level 13 for multi-class) - Aefyllath requires power level 4 to acquire. (that's character lvl 7 for single class, or ch.level 10 for multi-class) - Paladins - are still good old fellas we are used to. Their talents now include: Sworn Enemy + 2 upgrades (1 refunds zeal on kill, other unknown), FoD + 1 upgrade, Lay on Hands + 2 upgrades, Zeal Auras (combined, i.e. you can get all 3 for 1 ability point) + 3 separate upgrades. And ofc Liberating + Reinforcing Exhortations. But most interesting is: they get a Glorious beacon ability - that blinds all enemies in vicinity; plus 2 upgrades (Enduring Beacon granting extra deflection to allies; and 2nd unknown). We don't know which defense the Beacon targets, but if it's not Fortitude, it's one of the best Blind sources in the game because it's FoE. - Monks get a more feasible ability to gain wounds. Instead of Mortification of the Soul they get access to the Dance of Death at rank 2, and it's upgrade The Dance Continues at rank 4: - Torment's Reach requires power level 3 to be acquired. - The Long Pain requires power level 5 to be acquired. - Rangers don't seem to differ much from their PoE1 implementation. - Although they get a new escape mechanism: Evasive Roll: - Some of wizard spells, divided by school: (mouseovered by Ellohime) -- Enchanting: Infuse Vitality, Iron Skin, Minor Arcane Reflection, Minor Grimoire Imprint -- Illusion: Arkemyr's Dazzling -- Conjuration: Essential Phantom, Maura's Writhing Tentacles, Kalakatoh's Minor Blights, Kalakoth's Sunless Grasp, Wall of Force -- Transmutation: Dimensional Shift, Form of the Helpless Beast, Ninagauth's Bitter Mooring -- Evocation: Fan of Flames - Some of cipher powers, divided by keywords:(mouseovered by Ellohime) -- Shred: Mind Wave, Detonate -- Deception: Phantom Foes, Borrowed Instinct, Wild Leech, Mental Binding -- Echo: Psychovampiric Shield - Some of priest spells, divided by type: (mouseovered by Ellohime) -- Condemnation: Repulsing Seal, Despondent Blows, Devotions for the Faithful (also counted as Inspiration), Barbs of Condemnation (also counted as Punishment) -- Protection: Prayer for the Spirit (grant's Smart Inspiration), Withdrawal, Blessing -- Inspiration: Holy Meditation, Devotions for the Faithful (also counted as Condemnation) -- Restoration: Triumph of the Crusaders, Holy Radiance (also counted as Condemnation) -- Punishment: Barbs of Condemnation (also counted as Condemnation) - Interdiction (dazing enemies in AoE) is now a rank 1 priest spell. Note: there seem to be no Painful Interdiction! - Radiance is now a rank 0 priest spell. Note: there is no Inspiring Radiance now. - Alchemy was changed. It no longer is related to potion and explosive crafting as we expected by earlier Q&As. It now affects the use of all drugs, potions and antidotes. This cuts the possibility to have a dedicated alchemist in party that would create top-notch potions for the whole party. - For bombs there is a separate skill now: Explosives. Active skills: ('used' in combat) - Arcana - increases power level when using scrolls, and defines what level of scrolls you can cast in the first place - Athletics - Mechanics - btw, Perception is used for Trap Detection now - Sleight of Hand - pickpocket and reverse pickpocketing - Stealth - Explosives - Alchemy - affects the use of all drugs, potions and antidotes Passive skills: (basically conversation skills) - Bluff - Diplomacy - History - Insight - used to understand underlying emotions and motivations - Intimidate - Metaphisics - Religion - Streetwise - Survival - unfortunately Ellohime didn't mouseover this one P.S. Feel free to add to the list guys, any stuff that you have found interesting about new or modified talents/abilities/spells/and skills.
  5. Notified. Fingers crossed. So... I've woken up in the middle of the night (like 04.40) (for reference the Q&A stream started at 02:00 EET), opened out of the curiosity the Twitch app on my phone, and was like: dude wtf, you are selecting the color of that robe for like 10 minutes already; I want to see the spells, ability trees, talents, proficiency values! Once he arrived to character's name and those stupid suggestions,.. I was like: well back to sleep it is. In rest,.. he seems to be a funny guy. When I've woken up, he was still streaming, so the morning started with a chuckle (Obs take note about long descriptions)
  6. You've been quiiite of the loop then as it was mentioned quite often. As smjjames mentioned, injuries are going to remain. You can get them when your hp reaches zero, or via scripted interactions. They are the soft reason to rest now, instead of the 'hard' reason which was the limited health pool. And empower is the 'soft' replacement for per-rest spells.
  7. There are no per-rest spells/abilities in Deadfire, plus there is no "long-term health bar", so the only incentive for resting is: - getting rid of injuries, if any, plus - getting empower charges back And it is counter-weighted by: - wanting to keep current food bonuses active (if you consumed some good and rare stuff) So... dunno if there is a need to have some food carry limit.
  8. Yes. This replaces camping supplies. Source Yes, you can burn through good stuff, as food bonuses last only until next rest. Source Seems like you will need to have food for everyone. But basic food (water and hardrack) is really cheap and plentiful, so it's not really an issue. Source Adam's Tweet Fingers crossed that they will fix that pesky UI flickering.
  9. Yeap, seems so. I like it. Just by looking at that "+1 Penetration with weapons" I'm already sure I'll have a cook in team)
  10. This. This thing always happens during the first playthrough. Hoarding consumables (including food) as you don't know when you'll need it most. On the subsequent runs it's not really an issue though. This is more immersive a bit. But am curious: #1. can a character consume several types of food during one rest? E.g.: meet with bear, fish with rice, etc. #2. are there any "feeling full" bonuses or "overeaten" maluses? Edit: #1 is answered here. Ok, but can a character consume several meals? (during one rest ofc)
  11. My going-to-import character is from Deadfire Archipelago) East coast island, born and raised. Look at that fur; or "dunk in water" for berserker's frenzy.
  12. Yay! New subrace "confirmed": green gremlin orlans. /jk
  13. Tbh, I am fine with buffs radius as it currently is. But for auras I agree. Actually radius limit is the main reason I didn't take Zealous Focus on my paladin (during 2nd run), because often (and especially during boss fights) he is quite away from the party. Still I don't think it should be global (as it partially would nerf the INT impact), rather x1.5 as it is now.
  14. Surprise! You get the same number of swings with a staff as you do with a wand in a given span of time, in PoE1. Well if not taking into account running to the target.
  15. Good point. Without ranks, I don't quite imagine what to do with 7 proficiencies at max level. I mean having proficiency modals for 7 different weapons miiight be useful on the first playthrough, but any subsequential runs will have a character built around 1-3 weapon types, 4 tops.
  16. Or are less likely to check reddit... Am from EU, and it's the Pillar's subreddit were I have found about survey. P.S. If I would be only checking this forum, I would probably miss it.
  17. The implementation is the thing I care about It is clear to me what this proficency does. It's a bit unclear how it does) If it acts like Blast from PoE1 - it's useless for ciphers from focus generation point of view. But if it "gains AOE around target" (which imho is closer to Kalakots Minor Blights' description) then suddenly it becomes overly-great for ciphers, one could say that ciphers have a Blast with it
  18. I am afraid we forumers can't answer this question) Btw, did you split Burn and Fire damage types on purpose?
  19. - accidental double post - @mods, please remove this)
  20. Regarding Weapon Focus talents, yes it was said that they are replaced by proficiencies: On the other hand, proficiences also serve as replacement to: Penetrating Shot, Savage Attack, Vulnerable Attack, Swift Aim, Vicious Aim, Cautious Attack, Defender, Dangerous Implement and Powder Burns. The rod proficiency is a bit unclear. Does it add Blast effect or AoE effect (like Kalakoth's Minor Blights). P.S. Also we don't know yet if: Twinned Arrows, Reckless Assault, Guardian Stance, Take the Hit and Duality of Mortal Presence modals are still in the game / transformed into proficiences / removed altogether. P.P.S. I hope Twinned Arrows modal is still in the game though.
  21. Or it could add a negative damage coefficient to damage calculation. Like -0.5 on grazes. We'll have to see how it's implemented: - movement speed set to zero - movement speed set to have a -4 penalty. With base ms being 4 that's zero; but you could still move with something like Boots of Speed - literally disabled movement, so all relocation like charge and push effects would fail Black Jacket/Hellwalker gonna love this. Could be quite interesting on an interrupt barb/wizard, built as control freak offtank with Eldritch Aim and dumped MIG. Also, riposte rogue, provided the shield is a bashing one.
  22. That is an interesting change. I wonder if wizards will no longer have this ability. This should open up build opportunities for other classes using Blast. Indeed it is. Previously rods had Blasts associated with them. And for example in PoE1: - blast damage: doesn't scale with main weapon's damage; doesn't generate focus. - weapon aoe damage: does scale with weapon's damage; does generate focus. From the wording I don't quite understand: - does it reduce Ranged Deflection, or - does it reduce damage that was targeting Ranged Deflection? Edit: missed the word 'incoming' before 'ranged deflection'. It's clear now. Love that. Can have few offtanks whose melee output is irrelevant, equip them with maces, and make it that real damage-dealers are above the [Pen minus AR] threshold.
  23. Thank you for posting this! Transparency and openess is much appreciated) Can relate to those commenters. And yeah, this is puzzling indeed. P.S. Amazed how few respondents there are from EU compared to US.
  24. Looks beautiful. But the usual question is: does it generate focus
  25. And then there is another extremity. After 3 playthroughs and even more time spent testing, I have just 91 hours on Steam)) The last run alone took 85h and it's the only playthrough which I was running with Steam in background.
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