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Teclis23

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Posts posted by Teclis23

  1. You don't need a priest, and what's more, I don't even want a priest in my parties. So I'm not just saying you'll be fine without one, from my perspective you're better off without one :p

     

    I don't think they completely suck or anything, but with five slots I have no room for one, not even as a multiclass.

    What tactics do you use to stay alive then? Do you use healing scrolls/ potions? And your playing on potd hey?

     

    So your saying you dont use any party buffs at all from priests/ druids?

     

    Dont get me wrong I completely hear what you are saying. Priests appear to be very underwhelming with me most of there party buffs doing very little or not much at all at best. Problem is there is no other class who can do what they do. Druids can do similar but they are quite underwhelming aswel

     

    And yeah with only 5 party members know it is very hard to find room for a priest

  2.  

    I'd like to conclude that these horrible, horrible aspects of this game simply did not exist in the previous version.

    Honestly, the trust has eroded.

    I do so think that you now see these crowd funding projects as an easy job security application. I don't think you're really concerned with making a good game anymore.

    You see buddy, when you're so aggresive and dramatic, it really puts off the desire from people to take you seriously or have a constructive conversation. You might have some valid points in there, but honestly.. Most people just skip posts with such rethorics and laugh.

     

    With strong and well argued accusations like "8. Main Story Interactions" you're ironicly damaging your own case, just like you claim Obsidian is damaging their game.

     

    Grow up buddy. :)

     

    Do you go to the tanning salon? 

  3.  

    Hey bro nah  i meant a mod for multiclass characters for being able to go above level 7. So when they hit the level cap they can continue to gain levels normally as if there was no level cap.

     

    Thanks for the help though but can i get one like this

     

    I've understood my fault and i did another version with a different progression table (not unlocked levels over the 20th)

     

    tabella.png

     

     

    https://www.nexusmods.com/pillarsofeternity2/mods/175

     

     

     

    thanks kilay

    • Like 1
  4.  

    Hey bro nah  i meant a mod for multiclass characters for being able to go above level 7. So when they hit the level cap they can continue to gain levels normally as if there was no level cap.

     

     

    Thanks for the help though but can i get one like this

     

    Here's a simple mod made by myself allowing to go up to lv30. (works with the latest beta patch)

    https://hotupload.eu/1L6o

    Just put it in the Deadfire directory in:

    \PillarsOfEternityII_Data\Override\exported\design\gamedata

    If you want to remove it juste delete it.

     

    PS. Of course, if you play single class you won't get new abilities, but for multis you gain access to PL8-9.

     

    thanks kaylon

     

    and you havent altered the rate at which you gain experience? So I will just level up the same as a mulitclass and there will be no level cap so i can get level 8 and 9 abilities?

  5.  

    This mod doesn't increase the level cap, it makes the multi class progression same as the single class.

     

    This was the request of the original post and the name of the mod is Multiclass Level Cap Unlocked

     

    Can anyone recommend the best  Mod for removing the level cap so multi-class characters can get level 8 and 9 abilities? Also are mods compatible with all patches or do they cease to work and become redundant when new patches are released eg the upcoming 2.00 patch this Thursday?

     

    Hey bro nah  i meant a mod for multiclass characters for being able to go above level 7. So when they hit the level cap they can continue to gain levels normally as if there was no level cap.

     

    Thanks for the help though but can i get one like this

  6. Hey I got it to work!!!! woo hoo !

     

    So i did excatly like you said. I downloaded the mod and put it in the override folder then I subsituted the manifest.json with the one you said to because I am in Patch beta.

     

    So what will happen now if i use this mod in the beta patch ? When the full patch 2.00 comes out of beta and is released will it still be playable? Or will I have to make any changes to make it playable?

     

    OR Would i be better of just waiting untill the patch comes out of BETA and then use this Mod? Thats ok i can do that its only a couple of days away. 

    • Like 1
  7.  

    May i please respectfully request that someone makes a mod that removes the level cap so multis can gain higher levels that works with patch 2.00

     

    Patch 2.00 is in BETA now so maybe it can be made now?

     

    Thankyou

     

    https://www.nexusmods.com/pillarsofeternity2/mods/175

     

    About the UI error (outdated version) when the 2.0 will be released i will update the mod on nexus to show the proper version

     

    in the meanwhile if you are using the beta you can replace the manifest.json in the mod's folder with this one

     

    https://mega.nz/#!n4RCGYTC!CP3X3k_1a0m38n28E26IbSYjkIjU_G8LimHdRQt47rk

     

    How do i make this work?

     

    I downloaded the zip file then what?

     

    Pretty complicated hey i dont know how code works at all

     

    thanks alot for the mod BTW

  8. Folks

     

    Paladins have been nerfed and nerfed and nerfed to the extent that the class can no longer be recognized for what it should be.

     

    Paladins should be a fully standalone martial class with extraordinary defensive capabilities of divine origin. That was why backers specifically demanded the class during the PoE 1 Kickstarter.

     

    What we see now is a watered down wannabe priest..

     

    • Their base deflection was nerfed beyond recognition. 
    • You cant touch sacred immolation unless you want to commit suicide
    • Their exhortation have such a shortened base duration that there is no point using them
    • Players really are better off picking a fighter 

     

    This is what happens when nerfing is the primary mechanism used to balance a game. Classes get completely hollowed out. I have no idea whose lot at Obsidian it is to carry out this kind of task, but the results are poor indeed.

     

     

    On  another note, We backers also have to accept blame for some of these undesired outcomes. There are folks in this community who constantly show up to whine whenever a class features an ability that actually works. For them the game must always be a grind. No room for smart character design, or synergy between abilities in a party. Anything that works is overpowered. It is terrible. 

     

    As a result these selfish people ruin the game for everyone. The funny thing is when you call these people out on their nonsense, you discover they are not even playing the game...their noise is coming from paper calculations of what they think is happening in the game.

     

    The only solution as I see it is for the devs to reduce their reliance on nerfing as a means of balancing the game. The focus should be more on tuning encounters to meet the desired level of challenge

    what he said

  9.  

    I have been scouring the webspace for information on how Recall Agony, a cypher active ability works. It says it re-applied 30% of the damage done to target, but I find it nowhere being applied. Is there a bug, is it not being applied at all? Is it a hidden damage calculated on the background but not shown on the logs?

    It's damage is not seen in the log, but there should be red numbers popping above enemy head.

    I haven't tested the spell in Deadfire. But guess it works the same as in PoE1.

    Basically it checks every 3s how much damage the target has taken during this 3s period, and inflicts 30% of the amount as direct damage. Because it's direct - it doesn't appear in the log and doesn't trigger various onHit effects.

     

    In PoE1, Recall Agony was working with DoTs (at least in v3.0.+ you could see Disintegration ticking for 40,12,40,12 and so on). And RA coefficient was also affected by Might.

     

    @arkane83, in PoE1 Recall Agony wasn't triggering Combusting Wounds, but the damage from Combusting Wounds (once they were fixed) was taken into account by Recall Agony.

     

    Recall agony is probably alot more powerful in Deadfire now that they have removed the Damage Reduction mechanic then? Would you agree?

     

    Seems like a very powerful and often overlooked spell.

  10.  

    Try playing a front line multiclass Melee/ Caster. They just dont work because of the long casting times. Look at a melee cipher for example: If you try and cast any of the ciphers affliction applying spells while on the front line there is a really big chance you will be dead before the full cast and recovery cycle is finished. In the 6-7 seconds it take you to cast and recover you will probably get hit at least two or three times if you are engaged by one enemy and probably 4 or 5 times if engaged by two or more In other words your dead.

     

    Considering that most Cipher spells, including large aoe debuffs like Secret Horrors, Eyestrike or some hard disables, like Mental Binding, take only 0,5 second to cast... this is simply wrong. There's still the recovery, but that's more like 3 seconds, not 6 (and can be further reduced with buffs/special abilities).

     

    The vast majority of them are a 3 sec cast plus the recovery. Plus the armor penalty on top of that.

  11. Some people believe the frequent posters on these boards are “entitled” or “elite,” but the reality is devs don’t have the time (or interest) to play 300 hours of POE2 at this point in the release cycle. However, you have numerous dedicated and rational players that are seeking to make the game more enjoyable.

     

    With that said. I’m perplexed by the devs’ choice to skip the balancing issues this patch, especially with the expansion content coming. My biggest concern with the game is the number of useless skills, abilities, and spells. To clarify, “useless” is defined as one or more of the following issues inherent in a skill/spell:

    1) cast/activation time is too long for the power output

    2) resource cost too high for the power output

    3) duration being too low, regardless of time/resource

    4) power output (damage, healing, debuffs, buffs, etc.) being too low, regardless of time/resource

     

    I believe the majority of spells/skills can be fixed by simply tweaking activation costs or cast times (#1 and #2 above). This might be the easiest and most expedient fix. If a power is substandard, moving the cast time down or cutting resource costs are equally efficient for balance. If spell and ability useage is/was tracked, you could let the data from veterans players answer this question (Which spells/skills are rarely used?) This isn’t a great fix, but it would go a long way if done correctly.

     

    Think about the time it takes a dev to design and animate a skill/spell from cast animation to output/effect. An investment of time was made and all existing skills/spells should be made an asset (or for the inexperienced player, don’t make it a liability if selected).

     

    In summary, why offer a skill or ability if it offers little benefit relative to time or resource cost? I was hoping this would be addressed pre-expansion, but now we must either ignore the expansion or simply play with the understanding that some classes still have 50% useless skills/spells. Yes mods help, but mods shouldn’t be the answer to questions successful games rarely ponder.

     

    The game is good, but it could be great with some much needed balancing fixes.

    My thought exactly. Man this game is so good but so annoyingly frustrating at the same time because of all the stupid balancing implementations that make probably 60-70% of all spells and abilities just not worth using.

     

    Try playing a front line multiclass Melee/ Caster. They just dont work because of the long casting times. Look at a melee cipher for example: If you try and cast any of the ciphers affliction applying spells while on the front line there is a really big chance you will be dead before the full cast and recovery cycle is finished. In the 6-7 seconds it take you to cast and recover you will probably get hit at least two or three times if you are engaged by one enemy and probably 4 or 5 times if engaged by two or more In other words your dead.

  12. One single usage of Lay on Hands makes it easy to survive SA as I wrote above. Of course it's worth it if you build around that. I think for a highly defensive tank who doesn't lose a lot of health anyway it's a great addition to their usefulness in battle. And if you are surrounded by 5 enemies it does obviously a lot more damage than it takes - especially if it crits and you cast Inspired Beacon first.

     

    It's not a no-brainer like it was in PoE - but it's hyperbole to call it "useless" or "Suicide Immolation" - as if it's unavoidable to kill yourself when using it. It is actually fairly easy to use it (with an additional healing ability) and suffer nearly no (or a very small) net health loss. With Exhalted Endurance on top you don't even experience net health loss. And it's also PL7 which means you can combine it with other classes' heals like from Livegiver or even Barring Death's Door.

     

    I agree that the self damage could be a bit less - it's impressively high. But it doesn't make the ability useless or bugged. It was way too good in PoE.  

    So if you have to use lay on hands to survive it what is the point in using it? Lay on hands costs Zeal, time to cast and you could also b attacking instead if using Lay on hands. 

     

    Self immolation has been badly implemented

     

  13. I am going to start my new play through and do an all multi-class party. I think know would be a good time to do this and use a mod for the Level cap remover due to the new content with the upcoming expansion.

     

    Can anyone recommend the best  Mod for removing the level cap so multi-class characters can get level 8 and 9 abilities? Also are mods compatible with all patches or do they cease to work and become redundant when new patches are released eg the upcoming 2.00 patch this Thursday?

  14. I am incredibly disappointed after reading these patch notes. I played Deadfire for about 40-50 hours and then stopped after i encountered some very significant problems with several classes with there balancing and also the hardest difficulty Path of the dammed was to easy after hitting about level 10 or 11.

     

    I was hoping this patch would be a major patch that would overhaul alot of the very underwhelming class abilites. Paladins are borderline not playable due to alot of there abilities being bizarely implemented. The majority of subclasses have very underwhelming class specific powers and are simply best of ignored. To many class abilities, powers and magic items have an inherit "Consequence" or "Cost" that makes those abilities redundant and not worth using.

     

    Path of the dammed should have been tuned from the Med-High Levels. Why have they just tuned half the game and ignored the rest?

     

    It would be good if Obsidian could state there intentions here moving forward. At the moment its looking like I am going to have wait possibly 6-12 months before playing the game. 

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