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DubiousNixie

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About DubiousNixie

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  1. I fully agree, they're great. As a multiclass, it's okay if amazingly boring, pity that it's a use case where you're better off taking as few cipher abilities as possible. They also don't work as single class strikers. They have no mobility, their self defences are less powerful than mage spells of equivalent power level especially once you account for wizard buff casting times and durations most of the time (borrowed instinct is a high-level exception), they have no way to recover from messing up which even rogues get even if they don't get self healing. It's deeply lacklustre. At the very least non-charm CCs in the first game made it possible to get around that. "But it's a striker for advanced players" just confirms my impression, that just means you need to do a lot of working around core class problems to get the same effect as something better like, say, any kind of rogue besides maybe assassin.
  2. I'd rather stick to fast accurate weapons in general and I also don't feel like farming gear of random non-hostile NPCs, I don't play murderhobos even in tabletops. Maybe one of the unique clubs? That said Modwyr is good in spite of being a sword which are lacklustre as a base weapon.
  3. By the time you get Borrowed Instinct (which you can only open a fight with at level 18) a wizard can chain cast enough self buffs in your recovery time to stack more nspirations at the time when it actually matters 99% of the time, namely the opening of a fight. Llengrath's Martial Mysteries literally makes a completely unoptimized mage better at cipher's striker role than a cipher. Even taking into account that Citzal's Martial Mysteries is PL7 and Borrowed Instinct is PL5 most of the useful mage melee buffs are still lower level than both, and by the time a single-class wizard gets CMM, a cipher is still gong to be unable to open a fight with Borrowed Instinct for a couple levels. Seriously the striker designation (which I will remind is the only thing it's designed for besides CC according to the game, not support) is utterly misleading for anything but a multiclass annihilation battery and most of the striker toolkit there comes from focusing on **** that isn't actually cipher. Gripes aside: Borrowed Instinct and Psychovampiric shield don't seem to be considered proper afflictions on the target which seems backwards.
  4. I've been trying to make Lover's Embrace work on rogue multiclasses but since it seems TLK can only really be used as a fight opener due to its "on stealth" not triggering off invisibility, assuming equal speed weapons on both hands, is it certain that one hand will always hit first when doing a full attack or dual wielding? I assume it's always the right hand assuming equal speed on both?
  5. I'm probably weird in that I preferred the relative mechanical simplicity of POE1 (figuring out what's additive, what isn't, and how the non-additive stuff actually works is a lot for my limited math skills and the new skill system at times feels excessively granular). Worldbuilding-wise though I vastly prefer the second game, I appreciate the willingness to get away from old school fantasy standards even if sometimes it doesnt feel like enough. The ship is also a much, much better base of operation than Caed Nua.
  6. Fast cast and long recoveries makes ascended a huge trap option in turn-based for one; by the time you have access to disintegrate, ascending gives you 3 rounds to cast 3 disintegrates (which are slow casts on a class that has basically no way to get concentration outside of Soul Blade melee kills) at +1 PL, the focus cost however would be enough to cast 4-5 of them on another spec. If anything I'd say it doesn't make it a trap option as much as it shows how much of one it already is, it just makes the structural issue of the concept more blatant. That said I realize that you seem to be fine with the fact that cipher's literal only niche is charms, which makes me wonder how did you not see the problem against Intellect immune and resistant enemies. Honestly it's more that they went from not worth taking to worth taking too much; the same patch that toned down their penalty also gave them illusion self-buffs on even levels AND reduced casting guile costs across the board. Two of those would have been okay, all three is just absurd. Also my opinion on devoted is that it's actually one of the harshest spec penalties; -10 accuracy on everything that isn't fists and your devoted weapon is a huge deal when you're literally never going to be able to pick up something else. The spec basically requires some metagame awareness from the get-go to realize that the most likely best options for that spec are going to be great swords, short swords or sabres by virtue of ease of gearing.
  7. Deadfire in general seems to shy away from stackable accuracy buffs in general, which considering they've also flattened enemy deflection a lot is probably a fair thing. Also re cipher: let's be honest, the class needs a ground up redesign that turn--based is only going to make more apparent. It basically only shines in the vancian challenge mode and POE1's vancian world for a reason; the capability to self-buff/self heal at least would work around that in terms of giving them more things to do than hope to stack enough focus to cast a level 9 power that's worse than ryngrim's terror after a few rounds of grazes. If focus is going to keep working the way it does at the very least either costs are too high or their spells need to be dropped down in cast times across the board. In terms of keywords it needs items that target class keywords a lot more than it needs the ability to vaguely piggyback on wizard gear for like the one electricy or fire power they have in the whole tree. I'm not sure it's been brought up in here and I figure it's not necessarily the purview, but every class with flat additive damage sources, the devs massively overvalue them; weapon mastery's +15% is definitely not worth two talents on fighter, and conversely trickster only giving up 10% on sneak attacks without otherwise affecting how they scale with PL makes it really hard to pass up trickster if neither streetfighter nor assassin seem interesting; I think it's the same with biting whip.
  8. Not that clearly in-game, and even less so in the first game, especially given pain link was at least castable on self (heck you could cast mind wave on yourself in 1), and blood mage's class description clearly states that most scholars don't believe it's supposed to work so clearly one class is allowed to break the game universe's own received wisdom (incidentally blood mage completely, utterly eclipses cipher as anything but a charm stick and soul annihilation battery that also sucks as the spellsword the class is sold as, both of which are unfathomably boring playstyles, a straight barbarian is unironically more fun). Besides "allied target" is generally a bad limitation because it doesn't allow you to target anything that's not a literal party member or a summon; you can't bounce off charmed enemies or non-party allies.
  9. Cipher's buff echoes (plus a few of the offensive ones like soul shock) being non-self targetable at this point feels like a weird sacred cow; it's hard to agree that being able to cast Valorous Echoes on self would be inherently overpowered especially when the comparable wizard spells and fighter actives are comparatively free actions. Pain Link was self-targetable in the first game; imo there would be honestly no loss of balance if that was restored and with that list being expanded to Soul Shock, Valorous Echoes, Pain Block, Echoing Shield, Amplified Wave, Ancestor's Memory, Driving Echoes, and possibly Reaping Knives. Focus generation from Brilliant isn't even particularly good compared to recovering full spell slots or resources as other classes, for example, it mostly just opens up options for slightly more selfish play (and in turn-based still doesn't come close to wizard chain buffing anyway) Biting Whip needs a compelling reason to take it besides as a way to slow down Serafen's focus generation; a +1 Pen passive on top of hammering thoughts might be compelling or it might be wildly overpowering. For comparison's sake - Valorous Echoes is 3 rounds of the T1 might and perception inspirations, not as a free action, and can't be cast as an opener at level 1, it's arguably not much better than either Eldritch Aim (2 rounds of T2 Perception as a free cast) or Disciplined Strikes (T2 perception, 3 rounds, free action, free concentration) - Pain Block is 3 rounds of single target robust as a level 4 spell; druids get that as an AOE for 2 rounds as a level 3 spell. - Echoing Shield, one of the only sources of resolute from class abilities and since it's an AOE I assume it's meant to affect the cipher, so the lack of ability to self target just seems weird - Ancestor's Memory, again, Brilliant is actually total garbage as an inspiration for single-class ciphers due to the way focus regen works with it - The damage ones: literally no balance is gained from making it impossible to target on self besides a poorly explained class fantasy (I edited out amplified thrust which seems like the one damage echo that might be overpowered but it's single target vs mind lance which hits everything in a line) So long as wizard exists literally none of these spells are balanced by making it impossible to target yourself My opinion on keywords: keyword fixes are good (e.g. Time Parasite should be keyworded as a deception rather than as an illusion), keyword additions though? I think they can be tricky. I'd suggest keywording wildstrike elemental abilities might make them overpowered on a class that already borders on overpowered in general.
  10. It's just been fixed, many thanks to the linux dev(s) for eventually fixing the issue
  11. The download for a full game installer is technically there, but not a patch, and the full installer is corrupted
  12. Even with the nerf Soul Annihilation is still a ridiculously good focus spender, it's just not quite as mandatory for a melee cipher build
  13. Would it be possible to get a version with all firearms doing crush? I'm still a bit non-plussed that the only weapon that should be too weak to beat pierce immunes (bows) somehow got dual damage. I can't wrap my head around the modding thing yet
  14. At the risk of being a nag, is there an ETA on the linux version on GOG? I still can't see it so I assume there is still an issue of some sort?
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