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[Request] Hotkeysssss
Armakoir replied to Elizer's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
This capability already exists, though I don't know how all encompassing it is. I only discovered this accidentally when taking a steam screenshot. Hover over an ability and press a key to assign a hotkey. -
In order to play the exact kind of character I wanted, I created the Swiftblade subclass and throwing weapons. What I realized playing with my mods was how different the Rogue felt to me than the vanilla version. My character felt more agile and more independent; it felt more like a rogue than a stealthy fighter. And modding is addicting. So I'm taking the idea that simple changes can result in noticeably different gameplay experiences and adding more subclasses while tweaking the base Rogue class. What follows is a description of the changes I intend or plan to make, and I welcome your feedback and ideas. Base Rogue Changes Since I'm modding the Rogue progression table, I've decided to tweak the PLs (and Guile cost) of abilities. This is the ability tree after the changes (numbers represent changed Guile values). https://imgur.com/sO86w9v I will also be changing the status effect of the Smoke Cloud skills to inflict Confusion (instead of Distracted). I will be changing the status effect of the Sap attacks to Shaken (instead of Confusion). I'm also considering making Sap and its upgrade into a Riposte attack. Subclass Distinction At the design level, I'm distinguishing between Overt and Covert rogues in terms of combat abilities. Overt rogues rely more on the steady damage boost of Sneak Attack (or something similar) and less on the burst stealth-based damage. Covert rogues are the opposite, and usually lose Sneak Attack for Surprise Attack (the current non-stealth Backstab-like ability of the Swiftblade). I'm planning the following for v1 Overt rogues: Streetfighter, Trickster, Sapper, Acrobat, Chameleon Covert rogues : Assassin, Swiftblade, Specter I'm pushing the Cutpurse until a later version. Subclass Details Streetfighter Remove Backstab. Otherwise unchanged. Trickster Remove Backstab, but retains the maximum Sneak Attack. Otherwise unchanged. Sapper Bonus- Existing Rogue attack abilities (Hobbling, Blinding, Strike the Bell, and Withering) become AoE trap-themed ranged attacks. Status effects remain the same and I may have to define damage types for each attack (meaning Sappers care less about equipped weapons). The entry tier attack will cause damage to all while the upgraded attacks will be hostile only. Penalty- Sappers do not get Sneak Attack or Backstab. Acrobat Bonus- Passive ability that grants +1 Deflection and +1 Reflex for each point into Athletics. Escape no longer costs Guile. The Flurry of Blades branch gets changed to something like Skyward Kick. Penalty- Recovery Speed penalty from Armor is increased by 25-50%. Does not get Backstab. Chameleon (now considered an Overt Rogue) Bonus- Gains an active ability that flips the Chameleon's allegiance (something akin to Confusion) during which abilities cannot be used and outgoing damage is reduced (hopefully only against the player party) based upon the character's Bluff skill. After the duration ends, a large radius hostile only AoE is triggered that causes Confusion. Penalty- Loses access to Backstab. Assassin Bonus- Gains a version of Marked Prey that takes on the Assassinate bonuses. Can be used 1 per Encounter and does not break stealth. Target must be a higher power level than the Assassin. If the Assassin kills the target he gains 3-4 Guile. Also gains a Garrote DoT-like attack that deals minimal damage while testing all four defenses and, if successful, outright kills an enemy; can only target Kith. Gains the Surprise Attack passive. Penalty- Does not have Sneak Attack and still takes increased incoming damage. Swiftblade Bonus- Gains the passives Surprise Attack and Quick Switch. Gains either an Improved Riposte or a % chance to proc an additional attack. Penalty- Does not have Sneak Attack. (I would love to implement an ability/attack that hits with the currently equipped weapon set, automatically changes to the next weapon set, and strikes again. But I don't know if this is possible.) Specter Bonus- Gains a Shadow-like companion that must be summoned and lasts for a duration. Summoning must occur during stealth or invisibility and does not break either. Summoning does not cost Guile. The companion gains the Rogue attack abilities (the same four as the Sapper) as Guile-based attacks; the Specter cannot use these abilities himself. Penalty- Both the Specter and companion do not get Sneak Attack. At present, I seem to be the only one making significant changes to the Rogue class. If anyone would like to suggest additional classes or you have some wild idea for an ability, I'm all ears. And if you want to help me out, that would be great too. Also, help me name things (abilities, classes, whatever); I hate that part.
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Hey Cyrus, I'm working on these changes for the Assassin, let me know what you think. Sneak Attack is removed and replaced with Surprise Attack (from my Swiftblade mod) . The Assassin also gains Guile from killing stuff or from stuff dying around him. I'm considering attaching this added Guile to Surprise Attack (ie killing something during the SA duration will grant the Assassin Guile). Also while killing with Backstab (but this may be harder to implement). The Assassin gains a Garrote ability different than the one in game. Instead, this Garrote will inflict minimal damage while testing all four defenses (deflection, will, fort, reflex). If the Assassin can hit or crit against each one, then the target dies outright. Only works against Kith and, if successful, grants invisibility. I've also tweaking the active abilities of the base Rogue tree, including reducing some Guile costs and moving some of the abilities to different PLs.
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I have an interest in working on the Assassin (and other Rogue subclasses). But I think we can be more creative and have more fun with the changes than just decreasing guile costs or buffing poisons. I think Assassin could use some abilities that make them feel different than a standard rogue (which doesn't feel like the case right now). One thing I would like to see for Rogues (possibly for the Assassin) is an offensive movement ability (ie, a charge). Or perhaps the Assassin automatically triggers Invisibility when s/he kills a target. Perhaps the Assassin has an ability that automatically creates Poisons in quickslots upon resting. Perhaps Assassins always do some kind of poison damage based upon their alchemy ability. Perhaps we flip the Assassin sneak attack bonus (instead of requiring flanking, it requires being further away from party members). I also keep picturing a Garrote ability... it could function like a DoT that does increasing damage until it is resisted then the ability stops, all the while the Assassin and target are immobilized (there has to be some kind of animation that could suffice here).
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For Rogues, I recently uploaded the Quickblade subclass (which will be renamed Swiftblade). It gives up Sneak Attack and gains Quick Switch and Surprise Attack (which is basically a weaker version of Backstab that doesn't require stealth and last 3 secs). Alongside the throwing weapons mod that I'm working on, the Quickblade feels more mobile and roguish, and far less dependent upon other characters for bonus damage or distraction to maintain stealth. I also have an idea for a Shadowy rogue of some type that (1) can only activate abilities while stealthed/invisible and/or (2) must use summoned shadows/specters to do damage and/or (3) gains mobility abilities to help maintain stealth or more access to invisibility.
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The Backstab status effect is where the bonus damage is coming from, and it's not really a problem to make a duplicate of Backstab that doesn't require stealth and has a time or usage limitation that would allow the OH attack to do more damage. The problem is limiting that second Backstab application to the OH weapon and not a 2h weapon. That I can't seem to find a solution for.