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Omeganova

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Posts posted by Omeganova

  1. (I hope you don't mind me copying and pasting this from the Nexus.)

     

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    The god(dess) of death, cycles and doors, I thought that spells that overwhelmingly emphasise the cycle of life and decay as well as bit of rebirth would be most appropriate. The priest’s new holy power is called Berath’s Quickening and inflicts DOT Corrode damage as well as the Sicken affliction. The priest of Berath’s passive grants him +2 Power Levels with Corrode/Decay spells and a once per encounter ability Slow the Wheel which is a more powerful version of Arduous Delay.  The priest is penalised by making him receive 15% more damage from all sources. Significantly buffed Incarnate(s) under party control.

     

    Holy Power: Berath’s Quickening

     

    Passive: Berath’s Touch

     

    Spells by PL:

     

    1. Touch of Rot
    2. Autumn's Decay
    3. Infestation of Maggots
    4. Their Putrid Stench Wafts Across
    5. Rot Skulls
    6. Rusted Armor
    7. Call of the Grave  (Calls forth a powerful skeletal vessel to join the party)
    8. Symbol of Berath (Affliction type changed to Enfeebled, making it much more powerful), Delay the Wheel (An AOE greater duration version of Barring Death'S Door)
    9. Hand of Berath (has small AOE and reduces enemy Power Levels by -10), Chosen of Berath (Constitution Affliction Immunity, +3 Penetration with Decay/Acid Spells)

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    In your early version of Priest of Berath, I combined it with a Greatsword Devoted and completed a whole run (including DLC). I'm grateful for these changes since I've wanted to make such a build since beta but it was always too slow and clunky to get off the ground. Your new version feels better balanced and more interesting for single class, though I'll probably do a second Berath/Greatsword run since I dig that Death Knight style.

     

    I haven't been able to test this stuff but I've got some good experience with Priest of Berath so here's some thoughts:

     

    I'm glad you removed the Enfeebled affliction from Berath's Quickening. It was ludicrously overpowered, especially for a baseline ability. Sickened still fits the theme well, though it'll be a bit annoying versus enemies resistant to CON afflictions.

     

    Slow the Wheel is a nifty ability. I like such effects and will definitely fit this into ability chains.

     

    Their Putrid Stench Wafts Across and Call of the Grave: The former is like Deadfire's version of Corpse Explosion so I like how you incorporated it; I doubt I'll use Call of the Grave as a melee multiclass but I like it more than Garden of Life.

     

    Symbol of Berath, Delay the Wheel, Hand of Berath: Dammit, Stardusk. I'm going to start a third run to use these spicy abilities. I like them all.

     

    Chosen of Berath: Looks good and it's more interesting than vanilla upper level single class passives. More bonuses to Acid/Decay are always appreciated.

     

     

    Posting here instead of the Nexus for more discussion.

     

    I also played a multiclass character, but mine was a Death Godlike Shaman (a Deathrite Shaman if you will) with both the original Berath build and the updated 2.0 build. But also tested a singleclass Priest. I want to echo that most of the changes are great, and here's my two cents.

     

    1. Berath's Quickening and Slow the Wheel

    I definitely agree that removing the enfeebled condition was wise as it was too powerful for a baseline ability. Moving it to Symbol of Berath was a smart move to make singleclass more appealing and still keep a flavorful and powerful debuff in house. Slow the Wheel is as Ophiuchus said a nifty ability, it's a cool debuff that's more then just sickened or weakened.

     

    2. The Spells

    There's also a lot here that i love, especially the decision to use any and all resources to fully develop the class instead of just using Druid spells. The replacement of Spreading Plague with Infestation of maggots. And Their Putrid Stench Wafts Across, which i was initially skeptical about ended up being one of my favorite new inclusions because of awesome subtheme of using dead bodies. And of course the newly buffed Incarnates, Hand of Berath, Symbol of Berath and my personal favorite Delay the Wheel for single class. Even the bump of Rusted Armor down for PL7 to PL6.

     

    But i'm afraid i have repeat myself from my initial post about Rotskulls being a poor fit for the kit. Not only for conflict with the aesthetic of personifying the Pallid Knight, but with your own Spiritual Weapon and the handfull of other Greatswords to choose from. Hell even a Mace like Frostfall which synergizes with your afflictions and harkens back the talent the Pallid Hand. I just never found a reason to cast it, and when i forced myself to i was always supremely underwhelmed. Call of the Grave is an improvement over Garden of Life which i always felt was more Gaunite then Berathian. But after testing it, i never found a reason to cast it. On both my multiclass, and on single class where i had access to my Incarnates which were vastly more effective.

     

    3. The Changes

    I feel i must rescind my suggestions from my original post as Toxic strike forces a player to use a weapon to gain any effect, and Entropy thematically steps on Ryrgands toes too much. In regards to what spells i would suggest, i would recommended replacing Rotskulls with the spell Rygrims Enervating Terror to invoke the fear of Berath and of death itself as well as being a true CC spell and keeping on the theme. Or perhaps an empowered version of Concelhauts Corrosive Siphon to provide the Berathian an alternative way of self healing by draining the life from his foes to offset his own increased damage intake. And lastly Call of the Grave. I feel you really struck gold with the idea of using enemies bodies for gain. Perhaps a spell like Boil Thier Flesh from Skin To Bone or Death Ring, something to interact with the mechanic of Near Death and provide an on theme offensive spell at PL7 

     

    So a spell list like

    1. Touch of Rot

    2. Autumns Decay

    3. Infestation of Maggots

    4. Their Putrid Stench Wafts Across

    5. Ryngrim's Enervating Terror or Concelhauts Corrosive Siphon 

    6. Rusted Armor

    7. Boil Their Flesh from Skin To Bone or Death Ring

    8. Symbol of Berath, Delay the Wheel

    9. Hand of Berath

     

    But all in all these changes are great and you continue to do great work

    • Like 1
  2.  

    Does anyone have a definitive list of which Pillars1 perks come over? I’m not sure if the lack of Mental Prowess is a bug or intentional.

     

    I believe only Gift from the Machine and the Blood Pool talents transfer directly. Whatever god you got a boon from (galawain, etc.) also gives you some bonus in the next game but usually it's minor (i.e., Eder getting five more HP from Galawain).

     

    This is true for Xoti as well. But in regards to what talents transfer only Gift from the Machine and Effigy's Resentment are in. It's also worth noting that there was initially a talent gained for empowering Woedica, but since the talent was scrapped along with Gift of Hope( which was the Gift from the Machine parallel for good characters) there is no actual reward for siding with Skean/Woedica. Then of course Hylea bakes you a cake

  3. I've been having this issue since 1.1, and while i can consistently obtain my Effigy's Resentment i've never once obtained Gift from the Machine. I've reloaded my PoE multiple times to see the journal entries on how things were resolved. There seems to be very odd inconsistencies with the PoE save importer. When i went to the Oathbinder's Sanctum i obtained the Sky Dragon Wurm which is only available if you spared the High Dragon. I even out of idle curiosity started a new game to see if the ghost of Vela was still appearing after turning her into soul viagra. Which despite apparently being fixed in 1.1 she still spawns in Vilarios Rest.

  4. Hi Omeganova,

     

    Do you have the save game that this is showing the problem on? We would need to look at the set states from this to help assess the problem :)

     

    Thanks!

     

    -Caleb

    Thanks for the response as always Cdiaz, i wanted to wait to see if 1.2 ironed out the issue. Since it did not, i have sent in a support ticket siting this thread as well as another with similar reactivity issues. I have also attached the save where said issue is occurring to the ticket. I hope this helps

  5. Any news about issues with Gift from the Machine import? The PoE gamestate i imported had both Effigy's Resentment :DoC and Gift from the Machine, however when Eothas returns a part of your soul at Hasongo i only receive my Effigy's Resentment. I played through to Ashen Maw just to make sure the bonus wasn't gaiited beyond that second soul interaction.

  6. I think spirit is utterly unfitting for the class tbh. It is a barbarian, what business does he have being able to summon spirits, throw flaming exploding weapons or fly in a pillar of fire? Retarded class design

    I mean just take a look at the flovor text for Corpse-Eaters "Often loathed by their enemies, corpse eaters consume the flesh of fallen foes to gain their power. No mere cannibals, the corpse eater must conduct their rites in the heat of battle. Outside of their communties, corpse eaters are often misunderstood as desecrators of the dead. In the minds of the corspe eaters, consuming the flesh of an opponent honors them and their sacrifice."

     

    It's obvious that Barbarians in Eora are more then simple brutes, and that they display plenty of shamanistic traits and reverence for the dead. Why on earth is it not fitting for a shamanistic warrior to call on the spirits of tribesman or hell even totem animals to weaken their foes? Just take a look at the DnD 5th Totem Barbarian and the Spirit Guardian.

     

    And on the the topic of fire, why cant their rage burn so hot that it can ignite? 

     

    Or would you prefer that Barbarians just get angry and smack people with their axe?

  7.  

     

     

    And then there's the treatment that Ciphers and Priests got. Now i'm no authority on Ciphers, but Priests i do know. Priests right now suffer extreme redundancy in that many of their spells are just direct upgrades over another. And with the new inspiration changes many of their old staples are husks of their former selves. Now the change to Devotions of the Faithful was honestly warranted +10 ACC is still great but what set it apart from other buffs was because it was meant to stack with other inspirations, in its current form it's suppressed by a basic strong inspiration which are handed out left and right in priest spells. This ties again into what i was saying, they could have left the stacking rules as they were and observed if devotions was still out of line. But now one of, if not the defining spell of the class is suppressed by any of the plethora of Strong Inspirations in the game.

     

    Hang on there, what? Devotions is suppressed by inspirations now? How does that even work, since +10 ACC is better than any perception inspiration's bonus?

     

     

     

    Devotions still stacks with perception inspirations.

     

     

    Sorry I misread the original post. Strong inspirations suppress Devotions? Like, all of it? Or just the +might bonus?

     

    The Might component 

  8. I'm going to reserve my full judgement for when the full patch is released.

     

    That being said there's a reason why a lot of people of people are unhappy, when a game makes very large sweeping changes that strip classes of class defining features. The irony of this nerf first balance later is you basically create a never ending game of whack a mole. By dethroning what many consider the top tier choices, you logically elevate the next line of options. Already people are wondering when say the Barbarian is going to be considered "too strong" despite little to no complaints about his power level.

     

    Now did there need to be adjustments? Absolutely but smaller more incremental changes would be preferable. Now obviously removing self procing abilities was a healthy change, but Cleaving Stance could have been changed to a Primary Attack instead of a full, and the same could be said of Charge. Or if a Primary Attack on Charge was still considered too strong changing it to a set amount of damage that scaled with PL in addition to the current stun.

     

    And then there's the treatment that Ciphers and Priests got. Now i'm no authority on Ciphers, but Priests i do know. Priests right now suffer extreme redundancy in that many of their spells are just direct upgrades over another. And with the new inspiration changes many of their old staples are husks of their former selves. Now the change to Devotions of the Faithful was honestly warranted +10 ACC is still great but what set it apart from other buffs was because it was meant to stack with other inspirations, in its current form it's suppressed by a basic strong inspiration which are handed out left and right in priest spells. This ties again into what i was saying, they could have left the stacking rules as they were and observed if devotions was still out of line. But now one of, if not the defining spell of the class is suppressed by any of the plethora of Strong Inspirations in the game.

  9.  

    I'm not sure id this is intentional or not, But Devotions of the Faithful +4 Might is being suppressed by a basic Strong Inspiration. This to my understanding was one of the few exceptions with Inspirations stacking, as in previous patches you could have a strong inspiration active and DotF for a total +9

     

    And in the same vain of bugged or working as intended, currently Barbarians with the Berserker Subclass currently cannot access the final rank of Blood Frenzy(Blood Storm) and both the Spirit upgrades. These abilities are able to be found with add ability

    I have a zerker I made last night after installing the Beta that was able to take them normally.

     

    Unless something has changed overnight, the actual issue (which is actually a pre-existing issue, it's in the release version as well) is that the upgrades don't show up in the Ability Preview window during character creation. They should still be available during the level up process.

     

    You are absolutely correct about the Berserker. And apparently the change to DotF is also working as intended. So not only was the +ACC cut in half, but the +4 might is made completely irrelevant by a single Strong inspiration.

  10. I'm not sure id this is intentional or not, But Devotions of the Faithful +4 Might is being suppressed by a basic Strong Inspiration. This to my understanding was one of the few exceptions with Inspirations stacking, as in previous patches you could have a strong inspiration active and DotF for a total +9

     

    And in the same vain of bugged or working as intended, currently Barbarians with the Berserker Subclass currently cannot access the final rank of Blood Frenzy(Blood Storm) and both the Spirit upgrades. These abilities are able to be found with add ability

  11. So i'm going to drop my two cents on this issue.

     

    I totally agree that the argument that single player games don't need to be balanced is bollocks, and that a fundamentally unbalanced system does diminish peoples enjoyment of the game.

     

    However nerfs in a vacuum with little to no nuance is also bad for a game. Take for example the Unbending/Mercy where she walked combo. Which ability is truly at fault? The aura itself is powerful for sure, but in the context of the chanter his only healing options are Ancient Memory, Old Siec, Boil Their Flesh and Sip the Marrow and Rejoice my Comrades. None of these options are particularly out of line. and Mercy is a way to increase the value on the chanters different approach to healing. And in regards to Unbending, the ability is a direct port from PoE. In regards to the OP you are asking that both abilities be nerfed because of the existence of the other? What about my Death Guard (Berath Priest/Devoted Fighter) or any fighter mix, should they lose power because of one single ability? An ability mind you may not even be present in their games?

     

    Speaking of Priests, many of the suggested changes remove power from some of their only decent spells (Devotions of the Faithful again being a direct port from PoE) while suggesting nothing of substance to bring up any of their incredibly lackluster spells. I would much rather see the sub-par options brought up before hammering one of the classes defining abilities.

     

    I would much prefer the PoTD difficulty to patched first as well as the bugs that currently affecting playthroughs, such as the respec bug. Then take a more methodical look at correcting some the most egregious elements after all that is said and done, instead of taking a sledgehammer to the game.

    • Like 1
  12. My current plan is to test a swashbuckler shield riposte tank, partly because it looks very strong on paper and partly because the party may need a rogue in there somewhere.

     

    edit: I also plan on doing Pallegina as a Paladin / Chanter, it's a very potent combo due to the auras and summons etc.

    I'm also leaning toward this path for Eder, Riposte seems to be a great addition to tantalize using a shield instead of dual sabres . However correct me if i'm wrong, but wasn't Pallegina pre set multiclass option Paladin Kind Wayfarers/Five Suns and Priest?


  13.  


     

    Sorry about the links, but Steam was giving me some grief about screenshots.

     

    As you can see in the links, My Spiritual Weapon is adding 871 Corrode damage to my attack. and as much as I enjoy felling every living thing in one attack, this is probably not working as intended 

  14.  

     

    I don't get why so many people focus on balance here. You can still buff parts of ciphers you know? What the stats do is a fundamental design decision and that's what should be looked at.

     

    If they want to get rid of a dump stat they didn't succeed because most casters will skip strength now, but I think for the overall design and immersion, that comes with stats, this is a change for the better. I love playing priests and it was always weird to me how they didn't need resolve at all. Paladins now have the choice if they want to be a strong high damage zealot or the resolute defensive healer.

    Because it's not just Ciphers who are affected, and that a mathematically unbalanced game is not enjoyable for those who have to deal with it? Also you say you love playing Priests, but they are also one of the classes adversely effected by this change. Under this new change you will need Strength, Dexterity, Intelligence and Resolve, As opposed to Might, Dexterity and Intelligence of old.

     

    The reason this is so bad is that Priests although not to the degree of Ciphers, still relied on their weapon. For a majority of their career their spells are about strengthening themselves and their allies. You don't think it's immersion breaking for a priest of Berath to absolutely suck with his greatsword because it was the only way for his spells to matter at all?

     

    As i said in the previous thread lets take two statlines. This is with a Death Godlike who is a multiclass Priest of Berath/Devoted fighter to fully realized the RP of the Pallid Knight.

    Old System

    Might:18

    Constitution:8

    Dexterity:19

    Perception:10

    Intelligence:19

    Resolve:3

     

    New System

    Might:14

    Constitution:8

    Dexterity:10

    Perception:10

    Intelligence:18

    Resolve:17

     

    That is a -5% loss in duration, -6% loss in AoE size, a -27% action speed , -18 Ref, -12% melee damage, -8 Fort

     

    These are not little things, these are very large losses in overall efficiency. And if i were to run with a Cleric using the former statline just buffing myself and striding into combat. Not only will i have lost any ability to heal myself, but the Priest bonus spells per power level will be completely wasted as i have no ability to damage anything with them

     

     

    Somewhere in the equation you accidentally missed the +26 will and +14 deflection he gets in return.

     

    However, it doesn't matter anyway, because the important thing is not how the change affects specific classes or builds, because those can be changed afterwards. Stats' functionality is a fundamental design, and the goal to achieve here is for the system to provide as much meaningful and tough choices as possible, while reducing no-brainer choices, and this change probably comes closer to that. Specific classes and abilities can be tailored afterwards based on how stats work, not the other way around.

     

    While the bonus would be only +7 Deflection and +14 will, yes these would indeed go up. I did not mean to to seem disingenuous. I would disagree about the no-brainer choices however. Under the intended changes Pure casters will only gain in power, hybrids will find themselves spread too thin and Monks, Fighters, Rouges and Barbarians will still all dump Resolve as they all have before.

    Also do you not find it counter intuitive to have to go back and re-balance from the ground up because of such a change? Domino effects are hard to deal with. For example many people in the other thread were saying that because Resolve not only governed spell power but deflection as well that casters were now going to have higher deflection than martials.

    Some were suggesting the removal of the deflection component, some were saying that wizards base deflection should go down to compensate. At what point do you draw the line?

    • Like 1
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