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Everything posted by AndreaColombo
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As suggested in this thread. Concelhaut's Draining Touch has a casting time of 3.0s / 4.0s, which compares rather unfavorably to that of other summoned weapons (consistently at 3.0s / 0.0s). Considering that, contrary to other summoned weapons, Concelhaut's Draining Touch disappears after hitting your foe once*, I see no reason for its casting time to be any longer. * The thread also mentions that Concelhaut's Draining Touch will not disappear if used in a Full Attack with another weapon in the off-hand, which is likely a bug.
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A Transmuter's ability Form of the Fearsome Brute (also obtainable via a potion) includes the following armor: As shown in the screenshot, there are two problems with this armor: Its recovery penalty is 100%, by far the highest in the game and definitely too high in absolute terms. This looks like a leftover from the early beta days, when heavy armor had a 100% recovery penalty. When all armors had their recovery penalties cut, this one was overlooked and stayed at 100%. In addition to the above, this is explicitly flagged as a medium armor and provides medium-armor-grade protection. Its recovery penalty should therefore be consistent with other medium armors, not heavy. +35% is what it should be to be consistent. In its current implementation, this armor makes Form of the Fearsome Brute a pretty bad ability (it doesn't help that the ogre's fists are much slower and weaker than a Monk's, and the ogre sports an attribute redistribution rather than straight-up bonus.)
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Saved game: LINK (Note: This is an older upload as I've been using the same save for testing for a while; you may have to swap Aloth's grimoire for the purpose of this test.) Steps: - Select Aloth and access his character record. - Observe Aloth has the Spirit of Decay talent, which adds +1 Penetration to Decay / Acid attacks. - Back to the game, summon a dummy via console to enter combat. - Select Aloth and cast Concelhaut's Draining Touch. - Right-click the touch weapon's icon and observe it deals Corrode damage, which qualifies for the bonus penetration given by Spirit of Decay. - Attack the dummy. - Observe your attacks aren't receiving any bonus penetration from Spirit of Decay.
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Saved game: LINK (Note: This is an older upload as I've been using the same save for testing for a while; you may have to swap Aloth's grimoire for the purpose of this test.) Steps: - Select Aloth and access his character record. - Observe Aloth has the Spirit of Decay talent, which adds +1 Penetration to Decay / Acid attacks. - Back to the game, summon a dummy via console to enter combat. - Select Aloth and cast Caedebald's Black Bow. - Right-click the bow's icon and observe it deals Corrode damage, which qualifies for the bonus penetration given by Spirit of Decay. - Attack the dummy. - Observe your attacks aren't receiving any bonus penetration from Spirit of Decay.
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I agree with the first part; not so much with the second. Firebrand is never a "real" weapon. It is always the effect of a spell, like the explosion of a Fireball except it lasts longer and takes the shape of a sword. It should benefit from Scion of the Flame; the inconsistency would be if it didn't.
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Patch 1.2.0 Updates Thread
AndreaColombo replied to David Benefield's question in Patch Beta Bugs and Support
I can't speak for everybody else, but as far as I'm concerned the problem is not with nerfing per se; the problem is with nerfing stuff that never needed to be nerfed (e.g. Baubles of the Fin, all of the speed buffs, Wildstrike and Greater Wildstrike, etc.) and over-nerfing OP stuff so that it no longer adds any value to anything (e.g. Virtuous Triumph at 25%; it went straight from "must-have" to "why bother?") -
That Fighter and Rogue high-level abilities sit comfortably deep into meh territory is the main issue here (along with the aforementioned bloat of meh low- and mid-tier abilities that make multiclassing attractive so you don't have to waste points on stuff that adds little to no value.) If I look at the Fighter tree, there's nothing past PL 7 that makes me say, "I want this." Paladin is kind of in the middle ground. They have a good number of desirable abilities to spend points on in the early and mid game, but lose appeal at higher levels because the high-tier abilities are meh (perhaps not as much as the Fighter's, but they're not attractive enough to make me want to play a single-class Paladin.)
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Patch 1.2.0 Updates Thread
AndreaColombo replied to David Benefield's question in Patch Beta Bugs and Support
Re: Rooting Pain and Virtuous Triumph. 75% would have been enough of a nerf. If it still felt too powerful, it could be brought down to 50% in another patch (though Virtuous Triumph at 50% I would probably never spend a point on; Rooting Pain maybe.) Re: scaling I agree. It would be good if scaled enemies had more skills or better abilities. Or if they were swapped for harder versions of themselves where applicable.