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MaxQuest

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Everything posted by MaxQuest

  1. 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?
  2. 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.
  3. 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.
  4. 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.
  5. Yeap, I think I can do that. I think it will make sense to add it to CommunityPatchIcons. So if you have that, and SpoilsOfCaedNua both installed, BonusConstatnRecovery will use the new icon. Oh, indeed. I had a surprisingly busy week by my standards. And this one might be similar. If you get some inspiration, yeah, it would be nice) I think there is no urgency in thinking about descriptions and trinket backgrounds, yet. But there is need in: detailed effects name (mainly for a hint that it is possible to make a thematic description later) some kind of purpose. For utility/buffing priests/druid it is nice when they become more flexible (i.e. focus on spells 'granted'). For damage dealers it is nice when they become more specialized, i.e. something with a nice boon but also with a drawback. For debilitators it is nice when they become more reliable, or get bonus to duration/aoe; but have to deal with harsh penalties to damage dealt, health or defenses. And also there could be some effects to open new ways to play. For example there could be a "Symbol of White Forge" trinket, that adds some new Abydon related spells. Specifically I am thinking about "Anvil", "Hammer of Abyddon" and "Resounding Blows" from a custom subclass suggestion I made long ago. So if you happen to like them, feel free to reuse/adapt those ideas. And same thing with Keeper. Hmm, don't really want this. It would probably make sense to add hard-requirement to such trinket, or scaling that would benefit Magranites more than the others.. I.. have doubts that this is possible. I do have some understanding how to make an effect scale with priest's disposition. But dunno if it is possible to make it scale with specific deity disposition. The idea itself is good though. An unusually deceptive priest of Eothas could make use of a trinket with Baby Sneak Attack (that scales with Scaen's dispositions...)
  6. I think it would be nice to add ~4 trinkets to priest, and ~4 to druid. And instead of making a trinket for each subclass, I would rather look in the direction that strengthens some specific roles, or opens up new builds. For example priests: something that improves the support role. And is thematically close to a prayer book. E.g, the already suggested: Dyrwooden Prayerbook. something that improves the fire or punishment aspect. Like the already suggested Sermon of Punishment and Redemption. something that opens a new way to play. For example I like that the suggested Finger of Death comes with a trade-off like - 5 CON, +5 RES + Come Sweet Winds of Death. Although dunno how will this play out with a 3-CON character. An alternative approach could be: has -5 accuracy malus; but passively drains +4 accuracy from each afflicted enemy nearby. Dunno, but something to accentuate the ghastly touch theme. something that would either capitalize on anti-vessel/anti-evil aspect. E.g: takes -25% damage from vessels; Halt spell when used against vessels also applies paralyze. something something shadow priest? Heal party for a percentage of damage dealt with corrode spells? Although dunno how to do it. And for druids: I like the "Corrupting Roots: +1 PEN with all Decay abilites (like Spirit of Decay, stacks), -20% healing done" from Shrunken Head of the Pŵgra. something to boost Healing role. something to boost Melee/Spiritshift damage something to boost the duration/aoe of storm/ground stuff, at the cost of beast stuff or corrode damage P.S. I can help adding them to vendors or locations across Deadfire, and also implement a few. But am not sure if I will have time to implement all of them in the nearby few weeks; thus would require cooperation^^
  7. Technically the SoT + Brilliant is caused by their combination And uhm, I don't think that Brilliant is OP if used without SoT, in a 5-man party, in fights that don't have to deal with HP bloat. Also there are not so many sources of it: Ancestor's Memory: 70 focus for +1 resource/6s, over base 12s. Brilliant Tactician: flank all enemies, and make sure no friendly units are flanked Shroud of the Phantasm (1% chance on taking damage: +1 resource/6s), over base 6s If anything, I would just make sure that: Mind Over Matter (Shroud of the Phantasm) and Blade Cascade (Scordeo's Edge) don't trigger out of combat, and when there are no enemies in 12m. Wizard's Walls can't be cast out of combat. Damage that would kill the character, but was prevented by Barring Death's Door, has a 25% chance to apply an injury.
  8. Multi-classed ascendant will generate focus faster in the early-mid game. While single-classed ascendant needs Time Parasite on multiple targets, in order to have a chance to compete with Clear Out and Eliminating Blow. On the other hand, once ascended and starting to spam powers, sc-ascendant will have an upper hand due to Time Parasite, Shared Nightmare and slightly higher PL, which are kinda better than +15 accuracy a psyblade could get (+5 PER from barrage, +10 acc from Conqueror stance). So it comes to this: - if you want to get to max focus faster in like first 75% part of the game, and you gonna spam rank 7- powers; and especially want to capitalize on Mind Blades spam (which will make your early game much easier), go for multi-classing. - if not; and especially if you need those high-level powers (and have some other party-members that will make your early game a cakewalk), go for single-class. P.S. Arquebusses are arguably stronger than Essence Interrupter vs enemies that are not immune to pierce damage. Specifically you can start the fight with a Dragon's Dowry shot from stealth -> shoot again -> quick switch to Red Hand -> shoot with Red Hand -> deactivate arquebuss modal -> shoot with Red Hand. And you are most likely at max focus by now, in just 5 seconds. And once ascended state has expired, Red Hand will still provide a better steady dps than Essence Interrupter, because it skips every second reload, and 6.8/2 < 4.0s. And there is a bonus synergy with Acina's Tricorn.
  9. Part of me thinks the next step would be becoming strong enough that you no longer really need 'to close' as a defensive mechanism, and neither block your feelings (unless you want it at that moment). It reminds me of: for different tasks - different tools may be more suiting. For a creative task you want to be more creative/inventive. For deep analysis - more thoughtful. For emergency - faster-thinking, as a faster half-working solution might be better than a good solution which is too late. It's a nice ability if you can shift between them, and remain in the Flow if needed. Well, I was curious, why do you need those builds. Since it's mildly interesting what drives people, if they have less-usual preferences. Now I know.
  10. Sorry to hear that. Regarding silence: I think a cipher or shieldbearer could also fit this. Also priest of Scaen. Yes. My main character is partially based on my internal personality, but with a few additional shifts: - one towards being more stoic, quick and steedfast . Plus feeling slight satisfaction and bittersweet every time I do resort to using force, provided that diplomacy and jokes have failed. I treat the character as basically immortal, and do opt for a strong combat build, so it's smirk and carnage. - being more inclined towards world exploration, and getting into the right place at the wrong time - depending on class, the character may be felt as bit more sly, academic, furious, erudite, inventive, etc.
  11. Here's a mini-guide: ) How to Install: Download the mods archive. Open <Pillars of Eternity II>/PillarsOfEternityII_Data/ folder. Find the /override subfolder. If it's missing - create it. The correct file path would be: <Pillars of Eternity II>/PillarsOfEternityII_Data/override/ Extract the archive into your override directory, such that you get <Pillars of Eternity II>/PillarsOfEternityII_Data/override/CommunityPatchBasic, <Pillars of Eternity II>/PillarsOfEternityII_Data/override/CommunityPatchExtra, and so on That's it. You can launch the game. How to Update: Delete the CommunityPatch folders from /override folder Proceed as described in the previous "How to Install" paragraph How to Uninstall: Untick the mods in mod menu Exit the game and delete the CommunityPatch folders from /override folder Start the game as normal The vast majority of changes will be working right of the bat. No need to start a new run or create a new character. Afaik, there is only one change that requires retrain (or levelup) before going into effect: Arcane Archer's Penetrating Imbue, and this is because it is an auto-learned ability. And I have yet to check what happens if you uninstall the mod, while having AA in party. 99% chance sure that there won't be problems though.
  12. Those quoted things don't really affect negatively someone like paladin Plus I was just comparing Deadfire ciphers specifically with PoE1 ciphers; without taking into account other classes; but mostly how fast and reliable can they keep enemies from hitting the players party, while indirectly buffing party's damage, by lowering targets' defenses. And yeap, "CC effects (including enemies') were made less impactful.".
  13. Generally yes. Even in v5.0 cipher are casting x1.5-x3 times slower than in PoE1, and thus have less time for actually building focus via weapon attacks. Here's a small comparison: link With MinRollToGraze set to 25, up from 15 in PoE1, ciphers have a higher chance to miss; and thus are a bit less reliable from cc point of view. Additionally there is a smaller duration bonus onCrit. A range of cipher powers were nerfed in effect. Amplified Wave no longer prones for 8s but 1s. Whisper of Treason breaks on 'allied' damage taken. Pain Link deals 25% of damage taken only to attacker, and not to all nearby enemies. Defensive Mindweb breaks on damage taken. Tactical Meld no longer grants +20 accuracy. Ectopsychic Echo base damage decreased from 20-30 to 7-13 (although it benefits from PL now). Detonate base damage decreased from 50-75 to 32-51 (although it benefits from PL now). Disintegration stacked with itself (which was huge). and so on. There are now affliction resistances in the game, which will downgrade cipher's cc-effects. Additionally affliction immunities seem to be much more common. Enemies now have access to inspirations, which can be used to partially counter cipher's cc-effects. Even if you landed your afflictions, the defense maluses are weaker than in PoE1. -40 deflection, -40 reflex, -100 dexterity, was crazy good in PoE1. in PoE1 it wasn't hard to get to zero recovery with both weapon and power attacks, which was a very big boost. In Deadfire you would need Blade Cascade for that. There is less need for cc now, as healing is unlimited, and coupled with high AR provides enough survivability. Also there is BDD + Salvation of Time. On the other hand, ciphers now: don't get their damage partially eaten by DR; provided that they have enough PEN. have higher damage-to-focus coefficient. In PoE1 it was 0.35 (0.46 with Draining Whip). In Deadfire it is 0.5 (1.0 with Draining Whip). have access to interesting/strong subclasses. Ascendant and Beguiler being especially noteworthy. Or they can multi-class, for some combos that results in a quite higher focus gain. as was already mentioned, new Time Siphon, Death of 1000 Cuts, +9 PEN buff, and Shared Nightmare, are really good.
  14. Well, it's indeed not a big issue, since there is an easy solution: just don't count on resource generation from Brilliant as cipher ^^ Still, it feels a bit odd that there is Ancestor's Memory (a 70 focus-cost power) which, when cast by an mc-cipher, will restore: 10x3 focus over 12s (@10 INT) 10x4 focus over 18s (@20 INT) 10x5 focus over 24s (@30 INT) to another cipher. But you have to generate those 70 focus first, and additionally spend time on cast and recovery. I have took a look at Brilliant now. It is implemented as restoring 1 resource; and somewhere internally it tries to figure out what that would be. For cipher it seems to be 10 focus. Technically I can make it restore 1 resource, and additionally 1 more if you are a cipher. So 10 + 10 focus. @omgFIREBALLS, I've been thinking about those barrels, and how you can be consistently missing a paralyzed enemy, even with physical attacks. I think such misses are there to emulate the inaccuracy; as in: it's still possible to aim for a static target and miss. And probably gunpowder barrel is just smaller (or was smaller in imagination of whoever put those defenses).
  15. Most favorite: the addition of subclasses Additionally liked a lot: improved visuals and audio/music addition of multiclassing (it would be the most favorite thing, if it was less restrictive, yet still balanced somehow) equipment really unique upgrades and mutually-exclusive paths combat speed slider ai behavior editor improved reactivity Didn't really like: getting rid of endurance-health double pool. I actually liked that health pool was limited in PoE1; and for Deadfire it could just get a bit bigger, and with some extra per-rest/per-end-of-encounter means to regenerate a part of it. hp bloat of certain boss enemies. Such encounter design undermines to some degree party compositions without resource sustain. current AR/PEN system/values. While I do really like that we have penetration as a second axis for weapons' effective damage, I find that the current approach is too all-or-nothing. Having incoming damage reduced 4 times, is too sweet for not maxing own AR values. Additionally there is less incentive for high-cc-high-dps glass cannon parties. double inversion. Which I view as a neat trick, but still a trick. existence of "-recovery time" and "-reload time" effects. You could use "+recovery speed" and "+reload speed" instead. Just use speed everywhere, even in mouseover tooltips for weapon attack/recovery time (just specify that there is division going on). devs apparently getting confused in the mechanics themselves. (e.g. ApplyOverTime; multiplicative/additive Might; forgetting about inversion; approach towards recursion; indecision towards alchemy, potion scaling and scrolls; putting negative base defenses for some bosses in order to compensate for bloated attributes; inconsistency between spells and weapon abilities when it comes to PL) spellbound spells benefiting from weapon quality; and same thing for spell effects triggered on hit from weapon abilities weaker defense maluses from hostile status effects (compared to PoE1) quite a range of tooltips being inexact that the ship 'minigame' is felt unfinished. But I like that it was added to the game at least in that state) stuttering and long loading times Most disliked: main quest was kinda short, and the ending didn't match expectations. Yes there is an argument that you can't really expect more agency/influence from a mortal in the gods' affairs. But still. gods resembled quarreling kids, more than mysterious and really powerful beings from PoE1
  16. Afaik that bonus does nothing for single-class cipher. It is) And brilliant is kinda unfair to ciphers as well. Martial classes get +1 discipline/guile/zeal/etc which roughly corresponds to 10% of their resource pool in late game (and more in early-mid game). At the same time a cipher with 220 max focus, gets just +10 focus, which is enough to cast a rank 1 power. Meanwhile a caster might get a rank 9 spell usage restored.
  17. Currently, in v5.0, Deep Wounds and Wounding Shot DoT are both an an ApplyOverTime effect that takes 20% of dealt weapon damage and tries to apply it over 6s. Although in practice they tick thrice for 10% (at 0s, 3s, 6s). That is at base duration. While their effective duration can be influenced by graze/crit/int. And the longer duration - the higher total damage. But still, Deep Wounds and Wounding Shot DoT are not completely the same, since the first one stacks with itself, while the second doesn't. P.S. With Community Patch, both are converted to ApplyOnTick type. And: Deep Wounds: ticks 4 times for 5% of weapon damage dealt (at 0s, 3s, 6s, 9s). The duration is fixed. Total: 20% over 9s. Wounding Shot DoT: ticks 3 times for 10% of weapon damage dealt (at 0s, 3s, 6s). The duration is fixed. Total: 30% over 6s. Additionally Wounding Shot DoT stacks with itself (just like DW).
  18. Didn't know that effect that applies Enfeeble will get +50% duration even if the target was not enfeebled before) Btw, how do you guys feel about Unbending? It was nerfed soon after release, but starting with v2.1 the duration increase actually increases it's total healing done. A level 20 fighter with 23 MIG/22INT will heal for 100% of damage taken (*) over 30s with Unbending Trunk. And that's without +healing items. * damage that goes through attack resolution.
  19. Ehh, I don't really like such small lashes. I do like this accuracy approach. It doesn't "dilute" the might score, and increases reliability.
  20. It's a communication error from my part. I was initially looking at simple suggestions of the form: - a). do want this change - b). do not change So: - if a) had 66% or more, the suggestion was going into Basic. - if a) was between 51% and 65%, the suggestion was going into Extra. And another approach (v2) could be: - if b) had 34% or less, the suggestion was going into Basic. - if b) was between 35% and 49%, the suggestion was going into Extra. since it's the same thing (in this case). ------ And then I arrived to suggestions with multiple options, like fighter's Toughened Fury: - a). change 10% gain discipline on incoming crit: to 20% | 46.6% - b). change 10% gain discipline on incoming crit: to 15% | 13.7% - c). change 10% gain discipline on incoming crit: to 10% on incoming crit and 5% on incoming hit | 28.8% - d). other: 7.9% - e). do not change: 3% In this case, only 3% were against the change, yet the first approach doesn't really work, unless we group up the suggestions. So 89.1% are voting for the change, and since we can implement only 1 thing, the choice goes for the option a). And since 3% is less than 34%, this suggestion was added to Basic. --- And similar thing with Backstab: - a). let backstab deal 18 raw damage (+5% per PL) | 37.1% - b). let backstab have higher damage coefficient with a melee one-handed weapon; And extra bonus if it is light melee weapon | 32.9% - c). let backstab have higher damage coefficient with a light, melee one-handed weapon | 14.3% - d). other: 4.3% - e). do not change: 11.4% Since only 11.4% are against this change, I've put this into Basic, because I used v2 approach. Additionally my rationale was: 84.3% would like to see Backstab reworked in order for it to be efficient even with light weapons. (as per suggestion's title). But, if you don't like it, and want Backstab change to be moved to Extra, we can do it, if no one is against, and someone chimes in to support/second your request. P.S. Additionally, Phenomenum has proposed to move a few 'bug fixes' that were not mentioned in the poll, from Extra to Basic; for example: Rot Skulls zero penetration fix, Boar Spiritshift regen tooltip. What's your view on this? I think that it is easier for barb to secure last-hits. Also don't forget about mayhem that a Barb can inflict with Blood Thirst + Barbaric Smash / HoF / Roar. On the other hand though, Blood Surge is a rank 9 passive. And thus my current view is: it could be increased from 25% to 30% or 33%. While setting it 50% causes some doubts. What you say?: leave it at 25% 30% 33% insist on 50% I have forwarded your PM to Phenomenum, and afaik he already moved it. Not to mention that since MIG bonus is taken in additive manner... having high damage bonuses from elsewhere a bit undermines the incentive to go for high MIG, if you want to focus only on weapon damage. Legendary (0.6) + Two-Handed Style (0.15) + Suggested Weapon Mastery (0.1) + Suggested Weapon Specialization (0.15) = 1 Meaning that going from 10 MIG to 20 MIG, would only increase the final damage coefficient from 2 to 2.3, and that's.. a +15% relative damage increase.
  21. As Wormerine has already linked, here's the link to current beta: https://drive.google.com/open?id=1WFlBV_nkWk8E9ppQqiqLbljMWHjicENd And here's the link to current patch notes: Basic, Extra My initial idea, was to post beta here, without it getting a 'big attention' before it is tested by a few more players, and before we have circumvented the Missing Strings for non EN/RU localizations. When we are done, we'll post it on nexus, and as a separate thread in Modding subforum, with the links all over the place ^^ P.S. Unfortunately I can't edit the 1st post. It seems that after redesign it is no longer possible to edit posts that are 8+ days old. I've posted about this issue twice, here. Unfortunately there is still no response. There was a "Deadfire Polishing Thread" running for 3 weeks prior to the poll. And it's scope was to discuss, suggest, identify and select the somewhat minimal amount of changes that would be beneficial to game's balance the most. Because we were hoping that Obsidian might do some of them, and didn't want to disperse their resources. Now that we know that Obsidian won't be doing a balance pass... we could consider adding some small buffs. And changing values is both quick and simple. Personally, I would buff Weapon Mastery from 5% to 10%. But would leave Weapon Specialization as is. What are your thoughts on this?
  22. Have you altered it a bit? Riposte is looking better now with a fresh look. I was seeing something like that on the right, before: But now it's quite fine. Although hope the hand outline stays as clear, when resized down to 42x42.
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