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Noqn

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Everything posted by Noqn

  1. Ciphers This might be off-topic since single class Ciphers are already insanely gratifying to play, but something needs to be done about Haunting Chains. It's a spell that fills no purpose; it costs 3x as much Focus as Secret Horrors, which is far more effective at breaking down enemy defenses since late game Ciphers will only target Will and Fortitude, and is an AoE. If you want to single out a specific enemy from far away, you have Puppet Master, another spell with ⅓ of Haunting Chains' focus cost except a far more potent affliction. The only scenario where Haunting Chains is better is if you face a big target that's immune to Intellect Afflictions but not Resolve Afflictions... but if a single enemy bothers you that much you might as well just put Disintegration + Stasis on them. I personally have no clue what to do about it other than decreasing its Power Level (lol). But I think that would cause issues for ongoing playthroughs. It's just such a fundamentally ****ty spell for its power level, anyone got any ideas? Speaking of Ciphers, I noticed Mind Plague and Time Parasite bounces has NoRepeatTargets set to false, which I think is disadventageous since you want to hit as many different targets as possible with affliction spells. Though the current behavior gives you a chance to roll higher on old targets, of course. What's everyone's opinion on this?
  2. https://www.nexusmods.com/pillarsofeternity2/mods/385 Well, not true New Game Plus... but it lets you start the game at lv20 with all unique items. With level-scaling actually being a thing, I imagine it would be fun to try all the late late-game loot from the DLCs for a whole playthrough! Can be activated in ongoing playthroughs, which I imagine would be convenient for playtesting. "The experience and items will be granted through a script that fires whenever a map, other than the intro sequence, is loaded. To clarify: you won't be granted the experience or items until after you've exited the cabin in the intro scene. The script will only fire once per playthrough, so you can keep it checked in the Mod Manager without issues. However, you might want to deactivate it afterwards, as not to trigger on other playthroughs. You might have to save and quit to main menu once after character creation before the script triggers."
  3. 1 - Equanimity - Passive - -20% Hostile effect durations, -10% Beneficial effect durations 2 - Amkala - 2x damage received, 100% of damage received is healed over 100s 2 - Taijitu - Deal damage based on wounds, clear all wounds. 4 - Ansara - Fullattack with 90% as magic damage in 1/3 burn, 1/3 shock, 1/3 freeze. 4 - Serenity - Passive - While not under duration-based beneficial or harmful effects, +10% miss to hit, graze to hit 5 - Ahimsa - Vow - +5% damage per 3 seconds for 20s until you launch a new attack 5 - khanti - Vow - +5% attack speed per 3 seconds until you move 5 - Shi Tai - passive - 2 sec after a hit by a spell or ability, -2s duration on all effects (only applies again if the 2sec is over) 5 - Tranquility - Passive - While not under duration-based beneficial or harmful effects, +10 Accuracy and +10% negate all attacks 6 - Eversion - Channel yourself, counterattack with ranged bouncing raw damage 6 - Spear-hand Punch - You jab the target, interrupting their spell cast and preventing further spell casting. 9 - Transcendance - Become an unatargetable astral projection that permanently reduces opponenents' defenses when touched by your slow, non-damaging attack I absolutely love the sound of these. 9 - Omnislash - +900% attack speed for 6 seconds, untargetable, randomly attack an opponent every 2 seconds in addition to your weapon attacks 8 - Death and Rebirth - Rapid damage of amounts up to your maximum health (slash/burn vs. Fortitude), revive to full HP with all injuries, afflictions, and duration effects removed Cool concepts but sound broken in practice? 7 - Humble - Melee strike removes all foe's inspirations, makes them immune to inspirations for 30s. Full Attack that not just suspends, but removes Inspirations, blocks new ones for 30s and gives the Monk a 25 Defense bonus vs Afflictions is too good for just 1 Mortification, imo. I'd keep it to a Full Attack that simply removes Inspirations, which still is potent. 2 - Aiki - Reflect all attacks for 1 second Increase the Wound cost, imo. A high-Int Monk would probably be able to sustain it indefinitely in combination with Dance of Death, and a Shattered Pillar would be straight up immortal with this ability. Maybe change the cost to Mortification to completely prevent spam abuse. 3 - Stillness - passive - +1 all defenses per sec until next attack or movement, max 25 stacks I imagine someone disabling auto-attacks, equipping Whispers of the Endless Paths w/ Offensive Parry and just afk
  4. IIRC I tried this recently and it didn't work. edit: Indeed doesn't work.
  5. I second this, a thread for 5.0 builds sounds like a great idea!
  6. Yea, though you'd still end up with v1 higher up in search results due to more endoresements/votes. People on Steam Workshop wouldn't get auto-updates either.
  7. Ouch. Sorry if I'm stating the obvious but he ought to give you other powerusers permissions whenever he returns, sad to see it stalled like this.
  8. Is MaxQuest the only one with upload permissions for the Community Patch?
  9. Thank you, it worked! Another one: "Vigilant Quarry", the racial bonus of Avian Godlikes.
  10. I can't thank you enough for this mod! I found one missing aura: Xoti's Lantern upgrade "Light of the Dawnstar" (possibly "Threshing Aura" as well?)
  11. Patch uploaded: https://www.nexusmods.com/pillarsofeternity2/mods/354?tab=files Covers forced rests in ten Ship scenarios and three Shrine scenarios, the vault in The Forgotten Sanctum, and the one in the Bent Bough Forest.
  12. I just checked out the ondra scenario conversation bundle and it turns out that altough I converted each AdvanceTimeToHour into 27 instances of AdvanceTimeByHoursNoRest with corresponding conditions, I actually forgot to convert all AdvanceTimeByHours triggers. In other words, I'm a ****ing idiot. Patch for the ondra scenario and 15 other forced rests incoming soon.
  13. I got a message (in fact, the first message) on the mod page earlier today about a forced rest that I didn't cover, and I had JUST uploaded a patch when I got a notification from this thread. Are you guys in on a conspiracy or what?
  14. I love the unique description, but I have a small suggestion from: "This blood red helmet's surface is heated on an obvious relic of the enchantments that once ran through it one can only imagine the atrosities committed by its previous owner and when you don this helm a bloody haze washes over you as if you are being possessed by pure rage." to: "This blood-red helmet's surface is heated by the relic of the enchantments that once ran through it. One can only imagine the atrocities committed by its previous owner. When you don this helm, a bloody haze washes over you - as if you were being possessed by pure rage."
  15. https://www.nexusmods.com/pillarsofeternity2/mods/355
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  16. https://www.nexusmods.com/pillarsofeternity2/mods/354 I posted in the "permanent bonuses" thread but I guess I should post it here as well. Effectively removes the forced rest during e.g. Dirty Laundry and entering Ukaizo while still progressing the correct amount of time, meaning you can now keep food bonuses.
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  17. It would be nice to have a "AdvanceTimeToHourNoRest" function, which would be to "AdvanceTimeToHour" what "AdvanceTimeByHoursNoRest" is to "AdvanceTimeByHours".
  18. Bumping this thread to let everyone know I made a mod that "disables" forced resting. You can now finish Dirty Laundry, enter Ukaizo, do SSS content, etc. without losing temporary buffs. https://www.nexusmods.com/pillarsofeternity2/mods/354
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