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divjak

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Posts posted by divjak

  1.  

     

     

     

     

     

     

     

     

    what do you mean by level scaling has it alone?

     

    Doesn't level scaling means that mobs scale to your current level

     

    You add accuracy to your roll and reduce the score by enemy deflection, so  that means you just need to roll higher, but i think if just boosting stats to make game harder, is a lapproachoach

     

     

    Currently level scaling is broken. It does not work whether you click it on or not. On the beta it does work.

     

    Think most min maxers will probably run level scaling (otherwise the guy gets boring easy like it does now).

     

    So just by that alone the game will be harder once this patch comes out this week.

     

    The patch after that is when they will scale up the difficulty of PotD.

     

    Just from playing on the beta patch I can feel the extra stats on scaled up mobs.

     

    It feels like there will be a significant boost in enemies defences.

     

    I dont think level scaling makes game harder, actually if put to scale all, it arguably makes game easier, its basically  like in vanilla skyrim, everyone is at your level, you could go into area that is hard in vanilla, and monsters there would be scaled down.

     

    If for instance you would do quests and battles without level scaling in such way that you do them at right time  and  sequence that match your current level, it would be the same as  if you had level  scaling on 

     

    Level scaling is for people who wont to  have constant difficulty that matches their level while going in places they whish to go, more sandboxy, and only scale up is for people  who missed some  fights at low level, and to not make them trivial later on  

     

     

    But it will be harder then now because if you do a lot of side content you will 100% outlevel content and there is no way to scale it up.

     

    How many people know the 'correct' event order now? Hardly anyone I would say.

     

    well, isnt it the point to make game harder?

    If you leave out level scaling from  your game, then you get skulls on sword, and thats how you know if something is  at yours or level(s) lower, so lets say you  watch when the skull pops after level up, then you know that now thats scaled on your level, without level scaling  

    • Like 1
  2.  

    snip

     

      

     

     

    well, its not hard to find items with resistance to intellect afflictions, so confusion issue becomes irrelevant, or multiclassing with fighter, there is a passive for that 

     

    Have you tested this?  I think this confusion is hardcoded.  

     

    I gave my Berserker both immunity and resistance to intellect afflictions via various sources and noticed that he was still carnaging my allies...

     

    i think it should work, havent  tested it, but thats how game mechanics works, also i was trying wizard barb, and infuse with vital essence that gave smart, negated confusion, so that worked.

    Resistance to afflictions scale down one level of  that affliction, and confuse is level 1 affliction, so it should put it to 0, that should cancel it

    • Like 1
  3.  

     

     

     

     

     

     

    what do you mean by level scaling has it alone?

     

    Doesn't level scaling means that mobs scale to your current level

     

    You add accuracy to your roll and reduce the score by enemy deflection, so  that means you just need to roll higher, but i think if just boosting stats to make game harder, is a lapproachoach

     

     

    Currently level scaling is broken. It does not work whether you click it on or not. On the beta it does work.

     

    Think most min maxers will probably run level scaling (otherwise the guy gets boring easy like it does now).

     

    So just by that alone the game will be harder once this patch comes out this week.

     

    The patch after that is when they will scale up the difficulty of PotD.

     

    Just from playing on the beta patch I can feel the extra stats on scaled up mobs.

     

    It feels like there will be a significant boost in enemies defences.

     

    I dont think level scaling makes game harder, actually if put to scale all, it arguably makes game easier, its basically  like in vanilla skyrim, everyone is at your level, you could go into area that is hard in vanilla, and monsters there would be scaled down.

     

    If for instance you would do quests and battles without level scaling in such way that you do them at right time  and  sequence that match your current level, it would be the same as  if you had level  scaling on 

     

    Level scaling is for people who wont to  have constant difficulty that matches their level while going in places they whish to go, more sandboxy, and only scale up is for people  who missed some  fights at low level, and to not make them trivial later on  

    • Like 1
  4.  

     

     

    once  you have a priest with Devotions of the faithful accuracy becomes non issue

    You get 20 acc boost which is equivalent as having 30 perception, but base perception is still important for traps and secrets

     

    now they cant buff monsters in such way that you only can hit if you have a priest with Devotions, because that would make priest mandatory in every party, I think buffing enemy AI so they use more interrupts, and dispells would make game harder but balanced in a same time 

     

    But thats my point. Is Xoti going to be compulsory for PotD? Or is every weapon damage class going to have to take Fighter in a multi?

     

    all attacks, weapon or spell require accuracy, your accuracy goes against deflection, will, fortitude or reflex.

    I don't think there are auto-hit abilities, except buffs (except maybe wizard missiles, not sure tho).

     

    I play o POTD and didn't have many issues with acc, as your 20 perception barb did, maybe you have something bugged, still its a random roll, so maybe you had bad luck 

     

     

    No what I saying is that I didn't have problems but I am thinking towards the future. Level scaling alone has a level 2 tutorial mob at 48 deflection in the beta patch.

     

    When everything is level scaled on release (as opposed to now where nothing is) THEN they tune PotD on top of that it may well dramatically change the game.

     

    what do you mean by level scaling has it alone?

     

    Doesn't level scaling means that mobs scale to your current level, if selected to all, and with the option only scale up it scales only enemies that are lower level than yours

     

    You add accuracy to your roll and reduce the score by enemy deflection, so that means you just need to roll higher, but i think that just boosting stats to make game harder, is a lazy approach 

    • Like 1
  5.  

    once  you have a priest with Devotions of the faithful accuracy becomes non issue

    You get 20 acc boost which is equivalent as having 30 perception, but base perception is still important for traps and secrets

     

    now they cant buff monsters in such way that you only can hit if you have a priest with Devotions, because that would make priest mandatory in every party, I think buffing enemy AI so they use more interrupts, and dispells would make game harder but balanced in a same time 

     

    But thats my point. Is Xoti going to be compulsory for PotD? Or is every weapon damage class going to have to take Fighter in a multi?

     

    all attacks, weapon or spell require accuracy, your accuracy goes against deflection, will, fortitude or reflex.

    I don't think there are auto-hit abilities, except buffs (except maybe wizard missiles, not sure tho).

     

    I play o POTD and didn't have many issues with acc, as your 20 perception barb did, maybe you have something bugged, still its a random roll, so maybe you had bad luck 

    • Like 1
  6. once  you have a priest with Devotions of the faithful accuracy becomes non issue

    You get 20 acc boost which is equivalent as having 30 perception, but base perception is still important for traps and secrets

     

    now they cant buff monsters in such way that you only can hit if you have a priest with Devotions, because that would make priest mandatory in every party, I think buffing enemy AI so they use more interrupts, and dispells would make game harder but balanced in a same time 

  7.  

     

     

     

    Way to early for me to reply here, lol.  At this rate I'll play every combination to level 10 and never finish the game.  Devoted/pillar and nature godlike pillar are both fun, effective, and strong.  Paladin/troubadour is all kinds of strong too.

     

    Paladin(Darcozzi/Chanter(Troubadour) is exactly what I'm planning for my first big, major playthrough. How are you playing him? Planning on 12/10/10/16/16/14 front-line de/buffer. I know the stats aren't optimal, could sack RES to get better MIG but it's how I roleplay. I could make the split to 15/10/10/14/15/14 for a safer bet but I'm really leaning on the first one.

     

     

     

    As a Healing Tank. https://forums.obsidian.net/topic/98968-class-build-the-healing-wall/ Except Elf instead of Moon Godlike.  Pretty much invincible after level 10 unless something casts arcane dampener on you.

     

    Not my MC though.  I just wanted a different healer option to go along with Xoti.

     

    wouldn't dual-wielding kindwayfarer be better  for healing, flames of devotion is a full attack so you get 2 healing ticks with each FoD, and paladins get enough deflection without a shield anyways, and there are much cooler enchants with weapons than shields in game

    Stats look fine  

    Although if you have Tekehu as Druid/Chanter, healing becomes trivial with so much regen stacking :D

     

     

    I didn't want to take Tekehu.  I wanted Aloth, Maia, MC (striker), and Xoti.  So the build needed to be able to tank as well.  Kind wayfarer is certainly a good option though, better for just healing since dual wielding would make it much easier to react with lay on hands.  Shield Bearer really isn't bad though since their lay on hands makes you invincible.

     

    Yeah I can see that

    Tekehu is so damn strong as Dr/Cha tho, you get regen and life steal  chants, heal and res  from invocations, moonlight, moon well, and nature balm to name a few

    Also the summon he gets at level 1 druid is just plain insane, since it knocks with every strike

     

    Also infestation of maggots is much better in Deadfire than POE1, since its area is so much larger, that rarely you will not get everyone with it, and that spells just accelerates DPS for everyone    

  8.  

     

    Way to early for me to reply here, lol.  At this rate I'll play every combination to level 10 and never finish the game.  Devoted/pillar and nature godlike pillar are both fun, effective, and strong.  Paladin/troubadour is all kinds of strong too.

     

    Paladin(Darcozzi/Chanter(Troubadour) is exactly what I'm planning for my first big, major playthrough. How are you playing him? Planning on 12/10/10/16/16/14 front-line de/buffer. I know the stats aren't optimal, could sack RES to get better MIG but it's how I roleplay. I could make the split to 15/10/10/14/15/14 for a safer bet but I'm really leaning on the first one.

     

     

     

    As a Healing Tank. https://forums.obsidian.net/topic/98968-class-build-the-healing-wall/ Except Elf instead of Moon Godlike.  Pretty much invincible after level 10 unless something casts arcane dampener on you.

     

    Not my MC though.  I just wanted a different healer option to go along with Xoti.

     

    wouldn't dual-wielding kindwayfarer be better  for healing, flames of devotion is a full attack so you get 2 healing ticks with each FoD, and paladins get enough deflection without a shield anyways, and there are much cooler enchants with weapons than shields in game

    Stats look fine  

    Although if you have Tekehu as Druid/Chanter, healing becomes trivial with so much regen stacking :D

  9.  

     

     

     

    One idea I have been messing around with is a Berzerker/Wizard.

     

    Basically your Fury plus Spirit shield is +5 armour. Once you get to level 4 you get Thick Skinned and Bulwark for +6 armour versus physical and +10 for elemental damage. Throw in all the long lasting Deflection buffs, Expose and Merciless Gaze for -2 pen and +15 hit to crit (45% total).

     

    Late ron it gets stupid with Llengrad;s safeguard. Get the sword to stop confusing and then you can use the AoE fear spells to perma terrify everyone around you.

    well I think its overkill, also you are trading that much resources into redundant  defences rather than damage and utility, and you need to buff all the time at start of the combat, but thats not a problem with ai scripts tho  

     

     

    The thing is I am literally devoting one level 1 spell and one level 2 spell to get the 14 and 18 armour. Both have almost no cast time and no recovery. The pair of them have the same total cast time as Rage. Everything else is offence with extra armour pen, accuracy and crits.

     

    Barbarian's weakness is being targetted and killed. With this setup you are basically unkillable from level 4 (minor regen to cover the chip damage).

     

    Once you fix the Friendly fire problem you can perma AoE fear the enemy and kill them while they can't fight back.

     

    The best thing is it does not look like it's under nerf attention like Beckoners and Swift Flurry.

     

    Rage isnt instant, right, i cant remember, because i don't run barbs, but, i think  start of the fight is crucial for seting up your meele guys, and if your barb is siting for a 5 seconds at start of each combat, that would be an issue for me.

    I have my monk/chanter starting with swift strikes and  thunderous blows, but both are instant and with no recovery, so its a non issue 

     

     

    The pre fight buffing takes about 1.5 seconds.

     

    Wizard's have some of the best protection spells (if not the best) in the game but no one uses a melee Wizard.

     

    They are just overshadowed because Swift Flurry and Chanters just dominate everything at the moment.

     

     

     

    well i made eder a fighter rogue, he is pretty beast as well if you  build  him as dualwielder and give him awsome items, Modwyr is great for him(when i got it he complained that he would wont one too, so I gave it to him later on :D)

     

    i think once you get into higher levels, if your build is good, all is powerful in some regard.

     

    Xoti as priest/monk is pretty unkillable and has 20 accuracy buff for everyone, and a beefy summon , Maia as a pure ranger is a devastating crit machine that can dispell anbody, and can't be caught in melee..  

  10.  

    Tier 2.5/Really Good If You Build Around It)  Barbarian.  I feel like Berserker needs to go here, but my experiences with it haven't been as exciting as I had originally hoped.  An Orlan Devoted/Berserker using Barbaric Smash has 100% crit conversion and a ton of bonus crit damage, but not being able to see my own HP / degening health is irritating, and carnaging my allies limits who I can put near them.  That said, the reliable crits are really good for high auto-attack damage and proccing On-Crit abilities like Quick Flurry or weapons that apply afflictions or bonus damage on Crit.  The other two subclasses are totally forgettable or actively self-defeating.  

     

     

     

     

     

     

     

     

     

     

      

     

     

    well, its not hard to find items with resistance to intellect afflictions, so confusion issue becomes irrelevant, or multiclassing with fighter, there is a passive for that 

  11.  

     

    One idea I have been messing around with is a Berzerker/Wizard.

     

    Basically your Fury plus Spirit shield is +5 armour. Once you get to level 4 you get Thick Skinned and Bulwark for +6 armour versus physical and +10 for elemental damage. Throw in all the long lasting Deflection buffs, Expose and Merciless Gaze for -2 pen and +15 hit to crit (45% total).

     

    Late ron it gets stupid with Llengrad;s safeguard. Get the sword to stop confusing and then you can use the AoE fear spells to perma terrify everyone around you.

    well I think its overkill, also you are trading that much resources into redundant  defences rather than damage and utility, and you need to buff all the time at start of the combat, but thats not a problem with ai scripts tho  

     

     

    The thing is I am literally devoting one level 1 spell and one level 2 spell to get the 14 and 18 armour. Both have almost no cast time and no recovery. The pair of them have the same total cast time as Rage. Everything else is offence with extra armour pen, accuracy and crits.

     

    Barbarian's weakness is being targetted and killed. With this setup you are basically unkillable from level 4 (minor regen to cover the chip damage).

     

    Once you fix the Friendly fire problem you can perma AoE fear the enemy and kill them while they can't fight back.

     

    The best thing is it does not look like it's under nerf attention like Beckoners and Swift Flurry.

     

    Rage isnt instant, right, i cant remember, because i don't run barbs, but, i think  start of the fight is crucial for seting up your meele guys, and if your barb is siting for a 5 seconds at start of each combat, that would be an issue for me.

    I have my monk/chanter starting with swift strikes and  thunderous blows, but both are instant and with no recovery, so its a non issue 

  12. One idea I have been messing around with is a Berzerker/Wizard.

     

    Basically your Fury plus Spirit shield is +5 armour. Once you get to level 4 you get Thick Skinned and Bulwark for +6 armour versus physical and +10 for elemental damage. Throw in all the long lasting Deflection buffs, Expose and Merciless Gaze for -2 pen and +15 hit to crit (45% total).

     

    Late ron it gets stupid with Llengrad;s safeguard. Get the sword to stop confusing and then you can use the AoE fear spells to perma terrify everyone around you.

    well I think its overkill, also you are trading that much resources into redundant  defences rather than damage and utility, and you need to buff all the time at start of the combat, but thats not a problem with ai scripts tho  

  13.  

     

     

    Lion Sprint shows it only give 15 acc to one attack. But actually it gives bonus to all attacks in the duration. Same as all other abilities that grant u bonus for next hit. Dunno if this is intended or they just cannot code it correctly :p

     

    Flames of Devotion as well?

     

    flames of devotion doesn't have duration

     

     

    The shared one does. 8 seconds of +20% burn lash to party.

     

    Tested the answer is no. Pity might of made Paladins are bit better support wise.

     

    because duration is for allies, if  i remember correct, that barb one thing is an upgrade from a talent that lets you run fast and ignore engagements for a time

  14. My first run was as a Fanatic (Berserker/Bleak Walker), extremely powerful melee fighter, so much so in fact that it got a little boring by mid-game. Not exactly a subtle class to play and one that tends to approach every fight the same way but if you're looking for a melee damage dealer, it is a very potent choice.

     

    I've also used a Chanter/Druid (Beckoner/Fury) extensively. I really like to combine a "classic" caster with Chanter as it gives you something to do (cast spells) while your phrases are building, but I honestly found Fury pretty boring. The fact that the subclass pretty much leaves you with damage spells and not much else in the druid spellbook makes it really lacking in versatility. Chanter obviously is great and the Beckoner is a summoning god but the other Chanter subclasses fit my play-style better.

     

    I'm now playing a Chanter/Cipher (Skald/Ascendant) in a fresh run, Chanter is still great (even though Skad doesn't feel as interesting as Troubadour) and Ascendant feels like it will eventually be extremely powerful. So far building Focus is a challenge but in a few levels (and with a better weapon) it's looking really promising.

    you will reroll your last build mark my words,, because IMO both subclasses, skald and ascendant work better when combined with martial subclass, rogue, monk, fighter or barb. 

    you need crit gain, full attacks when dual wielding, or carnage.

     

    I would say skald/monk, rogue or barb, and ascednat with rogue, fighter or paladin 

  15. Its called Soul Void, gives +1 int, and effects of whiteleaf after rest.

    https://pillarsofeternity.gamepedia.com/Soul_Void

     

    The thing is, it doesn't account into your alchemy skill, so its weakest whiteleaf effect that lasts only for like 250-270 seconds, but still it enables wound generation for nalpazcas, and usually lasts  for a 2-3 fights if there is no long time in between

  16. as for monks Nalpazca are best hands down.

    Helwalker is good for ranged builds.

     

    See, Naplazca gets wounds for free basically, you make him an alchemist, and later on drugs give insane bonuses and last over 10 minutes, when you drug crash, you just use a drug once more, and it clears it while giving you another 800 seconds +10  to stats or whatever

    There is also a necklace that looks like weed pipe, that gives you a white leaf effect after rest although it counts as having 1 in alchemy, but still its basically beter then  fighter regen for 1 hardtack.

    In easier fights, you don't need to even use drugs.

     

    Really, there are no downsides in Nalpazca, make him your alchemy guy for the party, buy some drugs and thats it.

    To clear a dungeon, you use 1 or sometimes 2 drugs on POTD, with pipe neclase  you just rest inbetween fights, and you get to spam abilities all the time.

     

     

    Shattered pillar is i feel the worst, even from no subclass, because its easier to get wounds from taking damage than dealing, also things like a force of anguish, or blade turning are "o ****" abilities, that are best used when you get spiked, and if you get spiked you get no wounds as SP. Maybe for a niche  build, that focuses on spamming torments reach, but having a 5 wound limit is also a huge drawback, and Nalpazca is swimming in wounds, so even then its better for that build also.

     

     

     

    My char is a naplazca/skald, really powerful.

    lightning ability is really good when upgraded, and you have 3 or more guys next to you, you could get over 100 damage to each of them in an instant, paralyze is better when not upgraded, and  for my char its enabler for crits, a tornado is good when there are 2 or 3 enemies left and spread apart, weakness chant is also good.

    Also dont forget that chanters  get their maximum phrases depending on your highest costing one, so as a skald its good to pick up something non ofensive later on, so you get 7 phrases limit 

  17.  

    with rogue, you get interupt on a bunch of their abilities, sneak attack, lots of damage built in, and when you are shifted you attack fast, so you can react much better, without the need to wait for long recovery

    Also, terrifying roar from bear form should enable sneak attack's bonus damage.

     

    well yes, and if you dont play solo, its not that hard to get flanking bonus, or sneak attack enabler from other party members while  in cat form, wolf is good as it gives you movement speed, and that can be combined with movement talents, which makes you move really fast, rush enemy caster and knock him down while casting, boar gives you fighter like regeneration I think, which is good for tanking... and stag when dealing with group of bunch of small enemies 

     

     

    also, for instance, shifter/ranger is not my cup tea, because both classes are rather passive,  i think both do better when multiclassed with classes that have bunch of abilities, unless you prefer a rather passive build.

    If i was going for ranger/druid combo, i would not pick a shifter, maybe the healer one, to heal while my pet contributes to damage  

  18. I would match up shifter with melee class that has a bunch of abilities that I can use while shifted, maybe a rogue, or monk 

     

     

    with rogue, you get interupt on a bunch of their abilities, sneak attack, lots of damage built in, and when you are shifted you attack fast, so you can react much better, without the need to  wait for long recovery

     

    with monk you can stack lightning strikes with wildstrike, and  heart of the storm, you also get duality of mortal presence for an increased durations with int boost, and then stunning blow for CC, and other interesting stuff, and if you pick nature godlike, I think swift strikes and thundering blows also gives you power level boost

  19. Don't forget that CON influences Fortitude. If Deadfire is anything like PoE then Fortitude is the most important defense.

    like any other stat gives some kind of saves, there are bad ones in each category.

    You can mitigate fortitude with high might if you are going for glass cannon, then you will certainly be aiming to have high might, from creation and items.

    Also the way afflictions work in deadfire, you can mitigate them completely by buffs

     

     

    Still, this change would make constitution much more interesting and engaging stat, no doubt about it

  20. I think cypher monk combo I posted is most powerful because they complement each other so well. Every ability monk has can be implemented into cypher playstyle, huge damage, control, speed, monk basically lets you play cypher on another level 

    .. and if you pick the rod or scepter, which ever one does blast modal, and damages you, can be used even without of DoD to build  up wounds and lets you build up focus even faster, but then you get hit, DoD becomes useless, and you skip it 

    I dont think cyphers work best when in melee, unless soul blade spamming that one ability,  but if you wont to play with cypher powers then most optimal is to stay ranged, definitely for other subclasses, ascedant+monk, and beguiler is more CC oriented, maybe rogue to enable sneak attacks, or ranger to enable pet damage boosts

     

    I personally will be doing druid shifter, single or multi, just because I really like a shapeshifting flavour   

  21. you could try ranged cypher(ascendant)/monk(helwalker), stay in the back with a bow or an implement, a dance of death to buildup wounds, and flurry for fast attacks.

    You build up wounds from safety, giving you might bonus and accuracy(helwaker wounds+DoD), doing lots of damage to build up focus fast(draining whip) then you start blasting with cypher powers with boosted power level, might and fast(from  FoB).

    If someone charges you, force of anguish, and reposition.

    And you can still do decent melee combat from time to time, but more like a rogue than a tank  

  22. Every time I dump constitution I regret it when my characters gets one shot. Whenever I drop below 10 (not to mention 3) I really really feel it. Back line isn’t as safe as it was in PoE1.

     

     

    innately squishy targets like mages or ciphers will be one shotted if targeted by multiple ranged enemies while wearing light armor, even when having a higher constitution, you need to be more proactive in CCing mass ranged enemies that will focus on your casters because of their AI.

    Problem is that you can tank with 5 or 6 constitution with no problem, and constitution right now is most worthless stat  because of the abundance of healing abilities and items.It makes sense that constitution dictates healing received to balance it out,  so the constitution actually matters when it comes to surviving damage 

    • Like 1
  23. I like the new stats except one, constitution!

    It's easy to dump it because it's easy to get healing sources, basically, it only matters in the low-level range where you don't have much healing, later on, less health is mitigated with constant healing as long  as you don't get one shotted 

     

     

    What I propose is to remove healing done from might, and put healing received into constitution, that way constitution becomes relevant stat for tanks.

    Right now, its a dump stat even for tanks, also dedicated healers won't need to invest in might which is more of aggression stat, but rather the healing they do is dependent on the target constitution, healer intelligence for over time, and items. Constitution becomes relevant for even using healing potions and such.

    With those changes, if  you wont to dump constitution, then you will need to build a glass cannon 

     

    Also from a realism/immersion standpoint, someone with a low constitution is sickly, hard to heal, so it makes a lot more sense 

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