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dunehunter

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Everything posted by dunehunter

  1. But that is how it works now. For example paladin aura does not stack with fighter stance. From my suggestion, they can stack as long as it doesn't reach a hard cap, let's say 30.
  2. Okay so i'm replaying Neverwinter night 2 when i'm waiting for the new DLC, in nwn2 the way how they handle buff stack issue is set a 20 cap on how many buff you can reach. In nwn2, every buff stacks, but there is a hard cap 12 for stats, 20 for ab/ac. So I'm wondering is this a better way to handle buff then not allow them to stack each other? At least we can get some fun with some class combo instead of making their spell/ability totally excludes each other. And also prevent deflection to be too high for some combo?
  3. I disagree, while its true the Wizard concept has the potencial to do anything and everything, it has a particular effective deterrent... it's hassle with little gain > Try to have a little of everything... you'll be too spread out to be effective > Buff yourself to ridiculous heights - you're still a subpar fighter, with just better defensive effects > Blast your way forward, and you better pray its dead before you run out of bullets > Utility spells - great out of combat and for convenience, but still eating slots from a rather small resource pool Most of these result in the Wizard either using too many turns for set up, or having too many tools for so little slots and not having the best spell for the situation at hand. Because naturally, he focused on what gives him a better shot at staying alive On paper the Wizard is indeed a god, but in practice it needs alot of circunstances going its way to be godlike Lol I guess u never played the wizard in bg2 correctly, thus u are under the impression they are only good on paper.
  4. 2h rogues are never mainstream in the game, they are good for backstab, but only effective in early game. So I don’t understand why one should not be allowed to use 2h as rogue.
  5. Shouldn’t you get more power by drinking kith blood? It makes more sense that your fampyr form extended after u kill a kith instead of any enemies. And why double after killing vessels?
  6. No situation, that's just an extreme way to compare which weapon is better. In realy circumstance, Rust's low proc chance makes it even less reliable.
  7. Well I mean if I have to pick between Ball and Chan and Rust’s I would use ball and chain. Maybe in offhand but not in mainhand for sure if my build is damage oriented. 7 sec for 30% chance on proc is not as good as prone on critical for 100% imo, because u cannot prone someone who already proned I assume? So in average ball and chain can CC better. Correct me if I’m wrong about that u cannot prone a proned enemy. If your critical chance is 100%, you will almost prone lock with ball and chain, but with rust, u will succeed 1 in 3 critical attacks so overall ball and chain is better.
  8. Backstab is super powerful in early game(lvl 1 - 5), but since it's an additive damage bonus, it's becomes less and less useful in late game. A high level rogue can get +60% legendary weapon bonus, +60% sneak attack bonus, +50% death attack bonus, why bother waste guile to do backstab?
  9. Leather/padded armors’ look is greatly improved in DF, I never use them in PoE 1 because of the look but now I give all my team light armors because they looks baddass
  10. Some dialogue choice grants you 1 full rank of disposition in PoE 1, like that blood sacrifice stuff. I'm not sure if this is the same case in DF...
  11. Lol I know both, but i have never done any translation jobs, but i might be able to refer you to PoE 2 Chinese translation team.
  12. But turning wheel obviously adds lash to your spells, same as eternal flame. Or they are changed in 1.2?
  13. DLC maybe? Yeah the support told me it can be put into one of the DLC.
  14. Wow, I’m a golden tier funder while my item is not made in the game yet, now they are doing a poll ahead of mine, good
  15. It’s way easier to boost acc for attacks vs deflection than spell attack vs will. And the target who u need to arcane damper usuallly have high will def. so imo tranq is much better.
  16. I guess. I also think many people who played PoE1 don't use Slicken in Deadfire because they just assume it works like in PoE (one-time-prone) while prone lost its power. I was guilty of that too until I accidentally cast it one time (because it was in a Grimoire) and thought "woot?". Yep, in my notebook Slicken is even more powerful than Chill fog because it is a constant soft CC that nobody immune to.
  17. Thanks, I still think no hit check on a dispel like ability is too strong, considering the other ability that dispel without hit check is a wizard lvl 9 spell. But I have no idea how to balance it right now. Specially considering that you have a lot of zeal to spam it in late game
  18. That buffed lvl 7 spell (sorry forget the name) that only target vessel and spirit actually does more damage than amplified wave. Too bad you cannot target allies with it, otherwise u can make a ghost heart/cipher, summon spirit pet and cast that on it.
  19. Personally I like all your ideas here but one thing i concern is if the subclass fitting the original game or not. Since all the current paladin subclass has only minor change to the original mechanism. If you make a new subclass that looks like a class overhaul, I feel it’s very weird and not fit the game. If I was you, I would pick the most unique feature and imply it into the subclass. Like all the existing paladin subclasses, even they have only one feature, it distinguishes their role clearly. BW as a striker, kw as healer, goldpact as defender and shieldbearer as tanker/supporter. I’d do something like this: Crucible Knight: Reforge while swinging: alternate FoD, now your FoD add a cumulativd 5% crush damage and +0.5 armor to yourself. This effect ends if you target another enemy. This makes the crucible knight very good at tanking/dps on single target. The more u FoD the target, you get more and more crush lash and armor bonus. But it’s almost useless when killing a lot weaker enemies, which balanced the subclass.
  20. Steel Garrot it's already in the game you can use that to unlock all the classes (i added the missing description for woedica priest and Steel Garrote plus italian localization), this is based on that mod so credits to the original creator (Balkoth56) You mean that mod added missing text for these hidden subclass or u did? Because the last time I tried that mod, these text was still missing.
  21. Definitely a rogue/chanter as it provides huge utilities to the team, the most ideal combo for a non-MC companion. It provides a good balance between support, CC and dps.
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