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nostalchic

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About 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
  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 dispo
  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 Treas
  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
  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 e
  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 a
  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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