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nostalchic

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  1. This appears to still be occurring in the 3.0 Beta Patch.
  2. It looks like the Vela bug has been re-introduced with this beta patch. She's stopped appearing for me with an imported save. Edit: Actually she appears on the ship but not on the beach strangely enough.
  3. Have made a thread for this as it's now confirmed to occur for more than just myself - it appears as though companion relationships are bugged in the beta patch. More specifically my PCs no longer get hit on automatically by either Tekehu or Maia Rua upon reaching level 1 or 2 - including Maia acknowledging any other relationships. I can however follow the Aloth track (oddly even if I just state we were only friends in his initial friendship talk). I'm not sure if the game is locking my PC into the Aloth track automatically, or the initial dialogues for others aren't firing for some reason, though it appears to be the former. I noticed when I was testing my Aloth disposition mod, but it still occurs on a clean new playthrough.
  4. Have companion relationship triggers changed? If not, it appears as though companion relationships are bugged. More specifically my PCs no longer get's hit on automatically by either Tekehu or Maia Rua upon reaching level 1 or 2 - including Maia acknowledging any other relationships. I can however follow the Aloth track (oddly even if I just state we were just friends in his initial friendship talk). I'm not sure if the game is locking my PC into the Aloth track automatically, or the initial dialogues for others aren't firing for some reason. I noticed when I was testing my Aloth disposition mod, but it still occurs on a clean new playthrough.
  5. I initially played a Soul Blade Inquisitor on release and found it quite boring and repetitive to be frank. Sworn enemy > Flames of Devotion > Soul annihilation > Repeat. And the lack of a move ability like Escape or Charge is a pain for a melee class. However, I’ve recently started playing a Soul Blade / Trickster Mindstalker and I find it substantially more enjoyable. You can get: - Damage abilities (Crippling Strike, Soul Annihilation, Disintegration) - Good buffs (Mirrored Image, Displaced Image, Borrowed Instinct) - Crowd control (Repulsive Visage, Whispers of Treason, Ringleader) - Utility abilities (Escape, Phantom Foes, Recall Agony) - A heap of useful passives from both classes - A large damage boost from sneak attack and soul whip It’s very quickly becoming my favourite build. And it’s quite strong out the gate (the Trickster buffs help stop you dying the second you get sneezed at).
  6. Not sure if it helps but I can confirm that the unique recipes in my companion armor mod work with the new patch without needing any changes.
  7. Yeah that's definitely an option but would kind of require modders to be across all existing mods - which will be much less doable as they grow in number. Having a central list would be helpful, but it's not a big deal. It could even just be a pinned thread in this forum actually seems the vast majority of modders tend to cross-post here?
  8. Is there, or could there be, a place to flag what ID's your using in one location? Or to reserve an ID range? Would help avoid ID clashes.
  9. This is such a great idea! I mentioned it in the other thread, but thought I'd also post it here for those who don't venture into that forum. I've already made a mod that has been requested - the increase to the Shattered Pillar wound limit. Its available here on the nexus.
  10. This is a great idea. I've already made a mod that has been requested too - the increase to the Shattered Pillar wound limit. I have uploaded it to the nexus here if you'd like to flag it as finished on the request list!
  11. Shattered Pillar is bad and you should never use it. Nalpazca is significantly better if you want to spend wounds.Disagree. Shattered Pillars work fine if you purely want to focus on dealing damage and neither take damage nor micro with Dance of Death / Drugs. Since the nerf SP just works similar to ciphers with needing to build resources prior to using abilities. I don’t particularly see why they are trash when Ciphers have worked similar from day one. It’s a different, and arguably safer, play style. You won’t hit the highs of the other two subclasses but you won’t hit the lows either. Drugs are cheap and plentiful...Where did I imply they weren’t? It’s an additional layer of micromanagement on top of three class resources. I don’t personally find the benefit worth it when you’re combining the two strongest classes in the game, but evidently your mileage varies.
  12. Shattered Pillar is bad and you should never use it. Nalpazca is significantly better if you want to spend wounds. Disagree. Shattered Pillars work fine if you purely want to focus on dealing damage and neither take damage nor micro with Dance of Death / Drugs. Since the nerf SP just works similar to ciphers with needing to build resources prior to using abilities. I don’t particularly see why they are trash when Ciphers have worked similar from day one. It’s a different, and arguably safer, play style. You won’t hit the highs of the other two subclasses but you won’t hit the lows either.
  13. I find Paladin multiclasses a bit bland personally as you mostly will just be using the defence boosts and Sworn Enemy / Flames of Devotion which you get from level 1 on the Paladin side. Rogue multiclasses I find more dynamic as you get a diverse range of abilities (especially if you take Trickster) plus a great movement ability at level 1 (Escape). Pairing a Trickster with a Monk will give you a tanky striker - either a Helwalker or Shattered Pillar would be my suggestion. The former if you mostly want to stack wounds for high reward, the latter if you want to use wound spending abilities as fast as possible. For either Shadowdancer I mostly use the Trickster buffs (Mirrored Image, Llengraths Displacement), Escape, Crippling Strike, passives (Deathblows etc) and Repulsive Visage on the rogue side. Then: - For a SP monk basically alternate between basic attacks and abilities like Swift Flurry / Force of Anguish / Raised Torment / Flagellent’s Path. - For the Helwalker use Swift Flurry / Dance of Death, staked wounds with Duality and hack away.
  14. A Helwalker / Ascendent works very well. The power level boost from being ascended plus the bonus Int is great. Seems they build resources the same way effectively, I quite like Shattered Pillar / Soul Blade for melee. Dual wield to build wounds + focus fast, throw down a monk damager like Torment's Reach, follow up with a fully charged Soul Annihilation. Or hit with something like Borrowed Instincts to boost your accuracy (with +5 to Int from Duality for an extended duration) before you drop a monk ability. Probably my favourite melee multi-class build.
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