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Stardusk78

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Everything posted by Stardusk78

  1. I have been experimenting a bit with some things and wanted to see if something is buggy or not but Liberating Exhortation or rather its affect applies to all Hostile Effects, including Afflictions?, meaning that a party member blinded should temporarily be freed of that? or Sickened? or Charmed? because I attempt to suspend these effects and nothing happens.
  2. Use my mod and play a single class Priest of Wael.
  3. Magran is coming though I am currently working on Eothas and some other smaller mods.
  4. Rymrgand 2.0 is up. https://www.nexusmods.com/pillarsofeternity2/mods/287?tab=description
  5. Alright, this should absolutely be the finalised version of Berath, having listened to feedback and play-tested it: PL 5 Death Ring (thematically fits, useful but not too useful and does not compromise the melee weapon) PL 7 Death Blow (Enhanced version of Toxic Strike, greater Corrode, longer DOT and Enfeeble Affliction, suits the Pallid Knight aspect) https://www.nexusmods.com/pillarsofeternity2/mods/287?tab=files I still have 6 active gods (Rymrgand, Gaun, Woedica, Magran, Skaen and Eothas) and 4 to make from scratch (Abydon, Hylea, Ondra and Galawain) so barring bugs I consider both Wael and Berath finalised and done (forever). Much work remains for all the others and those yet to be created.
  6. 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 Thanks for the feedback. I will consider alternatives for PL 5 and PL 7 if the consensus is truly that Rot Skulls and Call of the Grave are not worth using. I am currently working on Rymrgand so I will likely finish that first.
  7. Don't discount the Incarnate(s)...they are all very good now and under party control.
  8. It will though by not single classing you will be missing out on some cool stuff. All the 2.0 versions have PL 8+ abilities that make single classing really pay off.
  9. Revised Berath 2.0 is up: https://www.nexusmods.com/pillarsofeternity2/mods/287?tab=files
  10. No, you definitely need to start afresh. The basic priest changes that Checoden made are fine but anything that affects specific subclasses would not work because they would directly conflict.
  11. Wael 2.1 is done. Sorry it took so long. I doubt I will change Wael now so I consider Wael finished. https://www.nexusmods.com/pillarsofeternity2/mods/287
  12. I would like to keep the Illusion PL bonus and we can play around with the penalties. I might consider changing the holy power. In keeping with defensive illusions I am planning on implementing a buffed Mirrored Image and Wondrous Torment. Here is a potential compromise: 1. Miasma 2. Displaced Image 3. Confusion 4. Buffed Mirror Image 5. Gaze of the Adragon 6. Brilliant Departure 7. Buffed Arkemyr's Wondrous Torment 8. Your new Symbol of Wael 9. Your new Blessing of Wael, Chosen of Wael +2 PL Illusion, -20 Will Penalty, -2 Strength I might swap out a spell or two on the Incarnate as well.
  13. I will consider this but will wait for feedback from other people. Bear in mind, in a sense I want the individual priest subclasses to tread on Wizard's toes to a degree if only because without the unique access to certain spells, why bother playing priests at all except as buffers and fire spell nukers? Just play a wizard in that case. However, I do get your point about the offensive nature of some of the spells. I have some ideas for how to improve this in addition to your suggestions but will wait for more feedback if anyone has any. If you remain the only one then I will probably juggle your ideas with mine to reach a compromise.
  14. So I have decided to upload the revised priests one at a time. Wael is currently available and should be powerful, fun and interesting to play. https://www.nexusmods.com/pillarsofeternity2/mods/287?tab=files
  15. Here is a question for those who have interest in this mod. The new priest of Wael is done and I wondering if you would prefer for everything to be uploaded all at once or that I upload each subclass once each is done. I am applying a different work methodology where each priest is being worked on one at a time because it allows me to be more careful, so if you have interest, do let me know, one by one or lump sum. Thanks in advance.
  16. Would also really love to use the things you have hidden on nexus, was really looking forward to your unique priest-designs after graduating at my university and taking some days off at the PC :D I have made the mod visible again but again, there are bugs and it is Beta. Changes will be coming in time but it will take a while.
  17. Unfortunately the best Beta available is the stuff already uploaded. The proper version is meant to be very ambitious, as such I am currently investigating techniques to modify asset bundles which could change a great deal in the mod. I sadly do not have an ETA for any of this BUT one day it will be done and the game is not running away. An Underepresented Items mod will likely be out prior to that so again all I can ask for is patience as I am assailed by a multitude of things both virtually and in reality.
  18. Because I am overhauling a large number of things I think patience is the best option. It will be out eventually but I am also working on another item mod and IRL stuff that comes before the mod. I will let you know when it is done.
  19. I can make it available again but it is very much Beta and I am currently working on a major overhaul in addition to an Underepresented Mods mod. There is a lot to do. If you really want the relatively buggy mod available I can make it visible again. Thanks for the response. I'm completely happy waiting till your next release version. This was more for me to say that you have an audience who are very excited for what you're working on It'd be great if you keep us updated on here when you release it. Will do. On another note you mind enjoy these smaller class overhauls... True Skald https://www.nexusmods.com/pillarsofeternity2/mods/293/ and True Devoted https://www.nexusmods.com/pillarsofeternity2/mods/290
  20. I can make it available again but it is very much Beta and I am currently working on a major overhaul in addition to an Underepresented Mods mod. There is a lot to do. If you really want the relatively buggy mod available I can make it visible again.
  21. I am attempting to improve Incarnates for the various deities, however their stats and abilities are contained within Unity3D files, specifically characters Unity3D. Is it possible to change them and if so, would they then be applied via the Override? Many thanks.
  22. I can only think of the Necklace of Charms. Is there a comprehensive list anywhere?
  23. Can you elaborate a bit? I just put it in my override folder, wondering whether I should take it out. Two priests have issues at the moment, Magran and Rymrgand. Everything else is working fine but as there will be changes in the future as well as new deities to be introduced, things will look different in time.
  24. As stated the mod is currently hidden because of numerous problems but I have taken your suggestion to heart. I will be examining all of the PL 9 Priest abilities and appropriately buffing them. Additionally I restrict their access to the deity in question. This should make playing single class priests all the more unique and potent.
  25. I have currently hidden the file on the Nexus because of several bugs and very mysterious things happening with the files.
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