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Everything posted by MaxQuest
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@Boeroer Shield Mastery - am fine with it as it is Corpse Eater - hmm, no solid ideas here. But get some associations with vultures, zombies, and some papuans / cannibals. Helwalker - biggest offender, in my opinion. But the only association I have, is a monk walking that path of memories in The Beyond at the start of the game. Enervating Blows - unsettling, but it's ok I guess... No better ideas yet, anyway. Keen Mind - the brain itself is unsettling. A more mild approach would be placing the stars into 'head model', like that from Iron Will. But this is low priority / optional change. Shared Nightmare - I actually like the current version. Skulls (for cipher) - they look ok imo. Iron Gut - still don't like it. But uhh, no ideas yet. Driving Flight - that small improvement is noted. I think it's ok now. Belower - understood, and it's ok than. And am also ok with current chant icons.
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^ It is possible. And it will even make your early game stronger, because LoH is really handy. But in mid-late game, druid might have an upper hand, due to AoE stuns and healing over time. And DoTs for the fights when you don't want to conservate resources. Ideally I would swap the fighter for paladin...
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^ You can PM me, Phenomenum, or post them here) I was initially imagining paladin icons in a different way. But those ideas were vague. So I gave it a few days. But you know, now after a fresh look, your paladin icons started to grow on me.
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Since the game can be soloed on PotD, technically any class combination will work. I've just posted one, that felt most comfortable and strong (over the course of full game) for me. Now, if you want fighter, priest, mage, rogue; that's not a problem. Just keep in mind that: - rogue: has high single-target dps, but lacks AoE. And there are many enemies on PotD, so your rogue might get a little envy on dragon-thrashed chanter. Also rogues are a bit squishy, and at the same time have hard time cc'ing an enemy that has jumped on them or another squishy. I.e. they require babysitting, or positioning micro. - fighter: fighter can be durable as a wall. But it matters little if the rest of the party is dead. And unfortunately a fighter can't support/heal his party like a paladin can. Because of that, it makes sense to shift the fighter from pure tank to a tanky-dps role; because a good frontliner must be able to do something besides just tanking. So: - frontline: chanter (offtank, dragon-thrashed), fighter (dw mainset / 1h+shield in offset), wizard (cc, offtank) - midline: priest (firepriest for mainly damage, or Andrea's "How I Buffed The Others" for mainly support), druid (relentless storm + hots + dots, offtank) - backline: rogue (Persistence bow) For fighter, check Tank of Pain. For druid, check Batsh!t crazy. Note: druid is there not to deal physical damage, but first of all for extra sustain via aoe stuns and hots. For wizard, you can go for 2/13/15/20/18/10 wild orlan. And he is there to protect your priest and rogue; and contribute with Slicken/Shadowflame (preventively, since those his everyone) and also Gaze of Adragan/Confusion/Call To Slumber/Dimensional Shift. P.S. If you take firepriest go for a moon godlike with: Swaddling Sheet, Shod-in-Faith, Hide -> Raiment of Wael's Eyes, and Gyrd Haewanes / Abydon's Hammer.
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After hundreds of hours played in PoE1 (on PotD difficulty), my favorite party composition is: - frontline: chanter (dragon-thrashed dmg, offtank), paladin (main-tank, support), wizard (offtank, cc) - midline: firepriest - backline: cipher (cc + dps), cipher (dps + cc) You get high damage and good dps (both targeted and AoE), lots of crowd-control and buffs, sturdy frontline, enough healing, and the ability to deal with most combat encounters using different strategies.
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Tacticians are not OP in the usual sense. Half of encounters end in less than 30s (for a decent 5-man party). And other subclasses would likely have an upper hand here. But because of hp-bloat of mega and dlc bosses, parties are heavily 'encouraged' to look for a source of resource generation. As for flanked...: you can use positioning to avoid getting flanked get more +engagement get immunity vs mind afflictions (captain's banquet). You still might get flanked (-1AR, -10 def), but you no longer suffer from shaken/confused part. And neither can get flanked from per afflictions get flanked immunity (there are items like Squid's Grasp, Kapana Taga) or use hard cc. Charmed/Dominated/Terrified/Stunned/Paralyzed enemies can't threaten/flank you.
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^ It could be called Deep Pocket. Or just Extra Pocket. And... it could use your current icon for Deep Pockets, since it contains only one pocket)
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It's been 16 days. Still can't edit my older posts. And still missing the old wysiwyg editor. The current one: lacks the switch between visual and non-visual modes. lacks the quote in a quote. adds an unneeded empty line after bb quotes on post, so you have to edit them out after posting and is often taking a string that follows a bb quote, and putting it into the quotes body.... Example: .quote. SOME_QUOTE_TEXT ./quote. (square brackets instead of dots) reply_line_string_1 reply_line_string_2 Upon submitting the post, reply_line_string_2 is often moved inside the quote and appended to SOME_QUOTE_TEXT. And you can't even edit the quote block. Grrr.
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... for some reason in this new editor can't add a spoiler after another spoiler ... So, CommunityPatch: Extra: General: Slog Zone movement speed debuff no longer lingers on rest Prone duration was increased from 1s to 1.5s. Slicken interval was changed from 3.0s to 4.5s Sabre Proficiency malus was changed from +50% recovery time to -10 Deflection Barbarian: Carnage originated from offhand, no longer uses main hand's base damage Chanter: Dragon Thrashed base damage increased from 4 to 5 Cipher: Body Attunement AR malus increased from 2 to 3 Mental Binding duration increased from 6s to 7s Puppet Master recovery time decreased from 4s to 3s (to match Whisper of Treason and Ringleader) Druid: Spiritshift Boar's regeneration passive tooltip adjusted Rot Skulls base penetration increased from 0 to 6 Monk: Forbidden Fist is now considered a weapon attack (rather than spell). FF/Ciphers can generate focus now. Base penetration decreased from 9 to 7. Priest: Cleansing Flames changed from ApplyOverTime to ApplyOnTick DoT. The damage and duration remains the same. It mainly affects tooltip. Ranger: Arcane Archer's Imbue spells now get +0.25 Penetration per point in Arcana Wounding Shot DoT changed from ApplyOverTime to ApplyOnTick. It still deals 10% dealt damage per tick, but it fixes it's tooltip. Wounding Shot DoT was set to fixed duration. It is no longer affected by INT/Graze/Crit. It always is 3 ticks for 10%. Wounding Shot DoT now stacks with itself. Rogue: Deep Wounds was changed to a ApplyOnTick with fixed duration. Instead of doing varying damage (from 28% to 80%) over varying duration, it now always deals 4 ticks for 5% of crush/slash/pierce damage dealt, for 20% total, just as it's tooltip was always saying CommunityPatch: Keywords:
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We have completed with Phenomenum, quite a few changes/suggestions from this thread, poll and tech forums. At the moment we have organized them into 4 mods: CommunityPatch: Basic - includes suggestions from the Polishing Poll, which we could mod, with more than 66% votes pro / less than 34% votes against. CommunityPatch: Extra - includes suggestions that have more pro votes than against, but didn't make it into Basic package. Additionally it address a few issues we have found in Tech Forums. CommunityPatch: Keywords - adds an array of missing keywords to various spells and abilities; and additionally adjusts a few (in our opinion) misplaced ones CommunityPatch: Typos - fixes several typos found through the game. (thanks to AndreaColombo for assistance and bringing this out) You can download them all in one archive: HERE Please note, that at the moment they are in BETA state. We still have a few little things to finish, and address localization (at the moment there might be a few Missing Strings in languages other than EN/RU). As usually any feedback is highly welcome. The list of included changes is the following: CommunityPatch: Basic:
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Naa, this potential bug is not such a big offender in my opinion any way But Beguiler potentially getting doubled refund because of Draining Whip's bonus... oh. Would be nice to find some time to test it, ehh. Probably they missed the "gets +8 even though nobody has any affliction whatsoever" part. And only fixed the non-stacking part of Beguiler's refund. Although even if they noticed it... I dunno how they would fix it. There is a tricky order problem. Beguiler's refund goes in effect after you have grazed/hit/crit with a deception spell against a flanked or afflicted enemy. So: you hit with Secret Horrors and apply fightened/sickened -> the refund passive triggers and checks aha it's a deception spell and the enemy is afflicted -> give focus. They would have to write extra logic and support a new type of passives that would trigger after hit resolution and before application of status effects or something like that...
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I had their stats noted somewhere. Here they are: > cipher: Bis. wood elf. stats: 9/9/18/18/17/7. final stats: 14/9/21/22/20/10 - role: crowd-control; position: frontline- skills: 2 athletics; 4 survival; 13 mechanics; 4 lore;- quick items: DAoM, War Paint, Major Endurance, Scroll of Protection- main set: BotEP (early in the game: Drake's Bell)- offset: Tidefall (early in the game: Firebrand gloves)- armor: Many Scars (early in the game: Sanguine)- boots: of speed- rings: thorns + protection- belt: mortal protection- cloak: master mystic- gloves: swift action > cipher: Nerilei. wood elf. stats: 18/7/17/18/14/3. final stats: 25/10/21/24/18/10 - role: maxing total damage (with occasional/side crowd-control); position: backline- skills: 4 athletics; 10 survival; 10 lore- quick items: DAoM, War Paint, Major Recovery, Major Endurance- main set: Rain of Goddah (early in the game: Persistence)- offset: Sabra Marie- armor: Blaidh Golan- head: Tempered Helm- boots: Fenwalkers- rings: Changing Heart + Thorns- belt: Eoten Constitution- cloak: Talisman of the Unconquerable- gloves: Swift Action- pet: Concelhaut's Skull Those listed stats lines are more like general direction. And depending on specific party composition can be fine-tuned further. For example Boreal Dwarf on average would be generating a little bit more focus through the game. But I took wood elf, because I wanted extra accuracy with ranged cc vs bosses, and with WoT at the start of combat. Durance is heavily inclined for support. This will make fights slightly longer than with a firepriest hireling. So if you keep his stats intact, I would advice swapping Aloth for Hiravias in this case. Storms + Dragon Thrashed + acc/survivability buffed by Durance is a good combo. Not to mention ciphers spamming Amplified Wave, and GM making great use of Mental Binding and Whispers of Treason. Additionally you can swap Eder for Pallegina. She will tank... decent enough, but will also provide extra buffs/support to party, something what a fighter can't do. The only minus of this party, is a slighter weaker hard-cc uptime on bosses. But you can alleviate it by taking Backlash on both ciphers, which is... brokingly strong vs enemies with terrify auras.
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Patch 4.1.0 did indeed mention two beguiler related bug fixes: Beguiler bonus Focus will now be granted correctly if hitting multiple targets at the same time. Beguiler Focus will regenerate properly. But, these seem to be other bugs. - 1). The first one was related to Beguiler's AoE deception powers not giving focus (5 + 1 per PL) for each matching target. The focus was given maximum for 2 targets in case of unit-targeted AoE powers (i.e. the game was counting only primary target, and one secondary hit by AoE) And in case of non-unit-targeted AoE powers (like Secret Horrors), it was refunding focus for maximum 1 target (because refund SE didn't stack). - 2). I guess this was related to Complete Self (+5 focus on crit), which was also reported to not give focus for all enemies crit. The video cannot be viewed. Access forbidden. As for double-casting... so you want to say that if you cast Mental Binding on a group of enemies that are not flanked/afflicted, you still get the focus refund? If so, this must be a bug... and it could theoretically happen if the refund trigger's condition was checked after the paralyze/immobile have landed. Btw, in PoE1 everyone in the first 2s of combat was "susceptible to Sneak Attacks". But in deadfire's gamedatabundles I see only 3 checks for Sneak Attack: flanked, body afflictions, mind afflictions. Do we still have the 2s rule?
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1. What is "sensible" is somewhat debatable here and could be subjective) So I will answer with: no, in my opinion, the bottom threshold for stats in PoE series should not be more limited than it is. 2. As already stated above I'd rather see it remain at 3. 3. Because for me attribute values in PoE have very little connection with "role-playing stats". And speaking of PoE: Hmm, I don't find a 2 MIG / 8 CON wild orlan who can main-tank a dragon as weak or frail. I also don't really consider a 3 INT cipher/rogue focused on beam powers as stupid. And don't think that a 3 RES character that jumps into a pit, or follows Eothas, as lacking determination. Also there are uncertain cases like: someone with 3 CON and maxed Athletics, or 3 INT and maxed Arcana and Metaphysics. Or the so often mention scenarios when you want to create "a wizard with powerful physical attacks, but weaker damaging spells" or "a wizard with weak physical might, but powerful damaging spells". Generally speaking, I do perceive attributes in this game mostly as mechanical numbers, and decide by myself what my character is and how he/she behaves and feels. Although I could be just bad at RP) Since most of my characters are somewhat similar internally. Btw, Josh is aware that PoE attributes are not realistic. And he mentions that it was not a priority: here. P.S. Btw, I don't really like when there are hard limits. Usually it means that mechanics get broken somewhere at the edges of allowed range. And I don't like broken mechanics. Duh. A good system is a somewhat self-balancing one, where players are discouraged from dropping or maxing the stat values not by artificial limits, but rather by some natural causes. And by natural causes I mean: stuff that is emerging from encounter design. For example there is little incentive to dump CON completely - because it increases the odds to get oneshot. There is little incentive to max CON - because the surplus of health might remain unused. Unless there is a specific build that can capitalize on one or the other. "intrinsic diminishing returns" and "isoperimetric optimization". E.g: the more you put points into DEX, the less relative returns you get per each point. Additionally the less point there are remaining to put in other stats. Depending on the build there are often more than 1 stat line you would like to increase. Let's say for a dps'er you are interested in MIG and DEX. And again, depending on the build and situation, going for 15 MIG + 15 DEX might provide a higher effective dps increase than going for 20 MIG + 10 DEX. It's like area of a square 5x5 will be bigger than of some rectangle of the same perimeter (4x6, 3x7, etc); although in practice each axis might have it's own weight/priority so sometimes you need to find the right "rectangle" that fits you.
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^ I think it's a term/language limitation here. Graze/Hit/Crit are used as description of hit quality. But the word "Hit" is also often used in the sense of 'successful' attack (i.e. the one that didn't miss). P.S. It doesn't make much sense to penalize crits. So if some description mentions "on scoring Hit" it usually means "graze/hit/crit". And if it mentions "on scoring Hit or Crit" it explicitly rules out grazes. But... there are exceptions; for example Patinated Plate's Rebound (20% chance to Stun attacker for 2s when Hit with melee weapon) actually triggers only on incoming hits and crits... P.P.S. On a mildly related note: stun from rebound is auto-applied and there is no defense roll against it ^^
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Beguiler gets 5 + 1 per PL focus when his deception powers graze/hit/crit an enemy that is flanked or affected by an affliction. And his Draining Whip (+100% focus gain bonus) also only works when he hits an enemy that is flanked or affected by an affliction. But it's worth noting that whips do only work with weapon attacks. So if Draining Whip doubles the focus gain from beguiling with powers... it's most likely a bug
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Well, first of all thank you for doing all these in the first place As for actual feedback on the newly added (subclass) icons, they are all pretty good, and in order to comment on them need to enter high picky mode. So: Skald: do really like that feather/weapon duality. But that hatchet choice is a bit unclear. A battle axe, stiletto or especially a rapier are more associated with crits for me. Troubadour: good Beckoner: snaker charmer? good enough) Belower: good Conjurer, Illusionist: great Enchanter, Transmuter, Bloodmage: good enough Evoker: so so.. that flame looks a bit like an onion Reflexive Mirror, Free Action: good Animist, Lifegiver, Shifter, Ancient: great Fury: something something Alien vs Predator... For me Fury rather associates with Storm from X-Men. Ghostheart: good Sharpshooter, Stalker, Arcane Archer: great
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This depends on the context) For a 5-man somewhat-specialized party, I see the following options for a multi-classed Soulblade: v1. tactician/soulblade with emphasis on Clear Out / Power Strike with a 2H weapon (like WotEP and Eager Blade; with Chromoprismatic Staff + DW as backup) v2. fighter/soublade with emphasis on Penetrating Strike with a DW setup (like sabre + rapier). v3. rogue/soublade with emphasis on Debilitating Strike (vs full-hp enemies) and Eliminating Blow (vs enemies with less than 40% hp) with a DW setup And there are also: a1. devout/soublade with emphasis on Clear Out / Power Strike / Mule Kick with Chromoprismatic Staff a2. trickster/soublade with WotEP. Trickster is taken for Mirrored Image + Llengrath's Displaced Image. And for WotEP take Offensive Parry instead of Blade Form (like in v1). a3. streetfighter/soulblade with Kitchen Stove and WotEP. The idea is to trigger self flanked for the -50% recovery time and switch to WotEP. And ofc to capitalize on both Thunderous Report and Spinning Assault. Although 2s weapon switch recovery is gonna sting; so you might want the Coil of Resourcefulness belt from Spoils of Caed Nua mod; or any other item that decreases switch time. a4. assassin/soulblade with Dragon's Dowry, Rod with modal on (or Red Hand) and WotEP (or some DW setup) (because you need to switch to melee before using SA). This is about trying to finish-off enemies with Eliminating Blow and maintain invis via Assassin's Boots.
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According to gamedatabundles, you get Brilliant, if all of the following are satisfied: you are in combat (for more than 1s) there are no [friendly units in 150ft range, that are flanked and in combat] (destructibles don't count) (and it is unclear if INT influences the aura range) there are no [not_friendly units in 150ft range, that are not_flanked and in combat] (destructibles don't count) (and it is unclear if INT influences the aura range) So.. when you de-aggro, you run back somewhere?