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bell88

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Everything posted by bell88

  1. This is such an impressive mod - a huge thank you for putting this together. Just a few questions/suggestions. Would you consider re-balancing the L9 vanilla priest spells (in the same way that you did for Incarnate). The likes of 'Hand of Berath' and 'Revenge of Skaen' etc. are all very weak and I'd love to see what you could do with them - I would consider this (together with your mod content) to be the last essential fix that the Deadfire priest tree needs. As an aside, I've also always thought it strange that priests of any deity get access to all the other deities L9 spells. (e.g. Why can priests of Eothas learn Revenge of Skaen). I feel it would be good to change that and restrict each priest to only have the L9 spells appropriate to their deity.
  2. Thanks for the replies. I think this (^) is a good point balance-wise. The Woedicans already get several powerful unique spells so it would make some sense from that perspective. However my feeling is that this likely wasn't a conscious balance decision but an accidental omission. (Since we know the Priest of Woedica was originally intended to make it into the launch version at some point, maybe this skill tree was consistent with an earlier version of the Priest skills before they added the symbol spells and incarnates to the game). I'd personally really love to see them add a Woedica Symbol and Incarnate spell (particularly because I think the Strangler is a great concept and would be amazing to see them design). I also think it would just make everything more consistent. Maybe I'm obsessed with symmetry but I do feel it does take major tools away from a single class Woedica priest to omit these skills - and especially coupled with the lack of unique dialogue choices they have is a bit of a shame. On the topic of balance, a lot of the writs are very strong, I think AL7 writ of sorcery and AL9 writ of mending should be switched for example! (Also worth noting that the fact that other priests can't pick up the AL9 Woedica spell is also inconsistent on some level. If they are really running with the idea that all priests get access to all deity AL9 spells, they should let everyone pick up writ of mending and I imagine this would have been the behaviour had the Woedica priest class released simultaneously with the others. I can't remember offhand if Pull of Rymrgand was added to all priest skill trees at AL9 after Beast of Winter? I seem to vaguely remember it not being in Xoti's options. In general - I don't really understand the design decision they made that I discuss in bullet 3 above, namely allowing priests to have access to other deity AL9 skills. It just seems somewhat bizarre).
  3. I second the above (^), it would be great if wild growth affected ranger animal companions. Ancients could do with having 'more' than just summon sporelings and this would be a neat way to achieve that.
  4. Some questions/comments that I feel it would be good to get some player and also developer input on : 1) Is it intended that Woedicans have no PL8 'Symbol of Woedica' spell and no PL9 'Incarnate' spell. If yes, is there a lore reason as to why? (I assume not given that we know that the Strangler is a thing). If no, I feel it would be good to correct these omissions and inconsistencies before the patch goes live next week. My assumption is that the Woedica tree was added to the game 'as-is' (without there being time to check for consistency with the other priest skill trees). Even Gaun gets a symbol spell (Eothas) and presumably the lashing vine is meant to serve as their version of the incarnate. 2) On the topic of the PL9 'Incarnate' spell, could this spell please get a balancing pass. Of course there are many abilities that one could wish to balance in a game of this complexity, but its disappointing that single class priests have such a rough time at PL9. Fixing this single spell would help a lot. At present, the incarnate summons are generally weak (particularly Wael's - a shame given that many might start a Wael play-through for Forgotten Sanctum). It would be good to remove the -5PL malus from the spell and balance the summons' damage and penetration to be consistent with other PL9 summons (cf the chanter's dragon and animated weapon summons). As an aside, the same remains true for the PL9 druid spell 'Aspect of Galawain' which remains heavily under-powered and is particularly relevant given the summoning focus of the Ancient subclass in patch 4.0. 3) Is it intended that priests of any deity can cast PL9 spells corresponding to other deities. It seems very odd for e.g. Eothasians to have access to 'Revenge of Skaen'. It would be interesting to hear from the team whether this was intended and again if there is a lore reason as to why. Thanks
  5. Thanks so much for the help Really appreciate this. Do you have any insight as to why this only seems to work in character creation? You can't get these idles working correctly mid-game (or seemingly also for hired adventurers created in the tavern - maybe for the same reasons).
  6. Referring to the previous posts on making Aloth's idle available to the player. What are the PropsIDs values needed to make Maia and Tekehu's idles appear correctly? In more detail - I know how to make them available in character creation but as with the invisible Aloth grimoire, Maia's dust sprinkle animation and Tekehu's fish don't appear correctly without these IDs. Is there somewhere we can look this information up? Thanks very much
  7. Edit : The mod team has decided to remove a character portrait at the request of the artist. This is to avoid potential copyright headaches, I hope you understand. If you are curious what it was you could visit https://kirileonard.com/illustrating-dnd-characters/
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