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AndreaColombo

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Everything posted by AndreaColombo

  1. Yeah, my point is that the spell should be key worded and the fact that it isn’t is, I’d expect, an oversight
  2. I thought the entire point of Watershaper's Focus was the extra Water PL for Tekehu's FoE-only spells
  3. I don't think Cleaving Stance should be nerfed further. I think recursive proccing should have been addressed instead of nerfing the ability. They should remove recursive proccing and give us back the old Cleaving Stance and Swift Flurry.
  4. Console. They're the spiritual weapon of the Priest of Woedica subclass, which is unavailable to players (Josh said in a Q&A stream they would have wanted to implement it, but didn't have enough time to finish it especially with regards to in-game reactivity.)
  5. 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.
  6. I would actually not be surprised if they made the Chanter's dragon as bad as Aspect of Galawain...
  7. 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.)
  8. I reported Caedebald's Blackbow and Concelhaut's Draining Touch. Nannasin's Cobra Strike doesn't work with the talent because the attack actually deals piercing damage, and the raw DoT from poison is more akin to a lash such as Wildstrike:
  9. 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.
  10. 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.
  11. 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.
  12. Whatever you need the console for, you can get it easier and quicker with the Unity Console mod (and it doesn't disable achievements to boot.)
  13. 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?")
  14. Agreed. That's another weapon whose looks put me off using it. Huge missed opportunity there; could have been a kick-ass looking bow.
  15. 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.)
  16. I think the lash was added either at release or in the first patch. It was long overdue either way. A shame the weapon is VFX-only. It looks unfinished. To think how good it could have looked, had Dimitri worked his magic on it...!
  17. Well, if it’s any consolation, the addition of the electricity keyword means the elemental talent will work with it.
  18. By the way this is by design; it was confirmed during the beta days. They didn’t want summoned weapons to be less attractive for multiclassed characters.
  19. 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.
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