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Everything posted by thelee
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I haven't played barbarians much, so I was thinking of rolling one. Corpse-eater sounded interesting at first. Oh, eat a kith/wilder/beast corpse and get +3 rage and heal +50 health? Neato. Oh, it takes 3s with 3s recovery and at 0 range? Oh, well, I guess it has to be balanced out somewhere. But wait, this downside: "abilities cost 1 more rage"... what?? Never mind that your likely rage spenders are super cheap so +1 rage cost is a massive increase (with 6 rage you could do 6 barbaric roars on a vanilla barbarian vs... 3), but the +1 rage cost means that if you use three abilities in a fight, you have to eat at least one corpse in a fight just to do the same thing a vanilla barbarian can. I.E. with 6 rage you can barbarian blow three times with a vanilla barb, or barbarian blow twice, eat corpse, barbarian blow again and now you've just done what a normal barbarian could already do... you don't really start to benefit in most cases until the second corpse (and if you're spamming frenzy/shouts you actually need three corpses to turn a "profit"). I mean, sure, you heal 50 health/corpse, but this ignores the fact that you probably had to break off an engagement to go eat a random corpse and the opportunity cost of wasting 6 seconds to do this (likely more with armor). And in fights with vessels/spirits/primordials, you're just straight up worse than a vanilla barbarian. Seems like an awful lot of downside for little gain (e.g. long kith/wilder/beast fights where you can eat enough corpses to turn a "profit" all while that 6 second/corpse opportunity cost isn't somehow costing you the fight). Am I missing something here? Is kith meat/forbidden pie just that good in practice?
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So first of all i played shattered every run because it fixes the one weakness monk has over everything else, get wounds when not being focused. And its outstanding at doing exactly that. So you accusing me of "not playing just considering" is you being unfair and just making assumptions instead of arguing the issue. I really dont want to deal with people who do that quite frankly because this is online and i simply dont have to and theres enough monkeys doing that irl. In general if people attack a person directly by devaluing their opinion overall in this way it means they are bad at arguing the issue because they have anything valid to say. I will address this disaster with priest tho as a last thing i do. You can not actually be serious about ignoring the fact that priests clearly have no impactful subclass WHEN EVERY OTHER CLASS HAS SUBCLASSES THAT ADD TO THE WAY THEY ARE PLAYED rather than just move around a few spells. You ignore this fact entirely and just focus on the arbitrary fact that priest "technically" has no "vanilla" state and thereby completely circumventing the issue which IS OBVIOUSLY THERE. And again with the personal insult instead of staying on topic very nice.. ResidentSleeper Sorry, but this just tells me you don't know how to play priests. Skaen/Wael get bonus spells/abilities that can radically change how you play the character. E.G. a wael+martialclass multiclass is just so radically different from anyotherpriest+martialclass that I can't believe you can say "priests clearly have no impactful subclass" with a straight face. Berath/Magran have impactful differences to, just to a lesser extent than Skaen/Wael. Technically speaking, though, Boeroer is right. Paladins and priests used to have negatives (very severe imo) which basically made them have no non-subclass version. There was never intended to be a "vanilla" way to play those classes. (Though in current release Eothas is very close to a vanilla priest with a severe lack of unique spells.) Also Monks already have built-in solutions to this; Dance of Death and Mortification. You can also just roll a Nazpalca who will get tooooons of wounds while still not being focused on. IMO Shattered Pillar got hit with nerf bat during backer beta/release a bit too hard. All I know is that a lot of people in like BB1 talked about Shattered Pillar like it was the best thing since sliced bread and now virtually no one talks about it.
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It appears that Drunkard's Regret properly prevents hangover from alcohol as of 1.2 (I recently resolved a bug I filed in 1.1 for this). However, it does not prevent "Unforgettable Hangover" from drinking "Forgetful Night". I'm guessing Drunkard's Regret was updated to properly prevent the "hangover" effect from most alcohol, but this left out the special "unforgettable hangover" effect from Forgetful Night. Here's a dropbox link to an autosave where someone has the drunkard's regret equipped and a forgetful night buff, along with an output_log from a game in which the unforgettable hangover effect occured nonetheless. To reproduce this issue, simply rest and consume any food other than mariner's breakfast (which prevents any hangover). https://www.dropbox.com/sh/mbyrvgldrxan5hl/AADqZh89ogZyU6LuFZ3QUNBta?dl=0
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From a priest perspective, in addition to using Barring Death's Door (or another immortality effect like Shieldbearer's lay on hands) as Reviving Exhortation wears off, you could also use Salvation of Time to extend the Reviving Exhortation effect (which is what triggers the massive damage when it wears off). But yeah, these are just hacks on top of what appears to be an extremely badly implemented ability. They should halve the damage it deals. I'm fine with the 4 zeal cost because res effects should not come easily (and the different classes that can res do so at different power levels. arguably priest top rezzers, followed by druid or chanter, and then by paladin (with fighter self-res at last)).
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yes, i can confirm that Pallegina Order (Frermas Mes Canc Suolias) doesn't have any kind of disposition, i've tried that unlocking the hidden classes with a mod also stated in the factions.gamedatabundle { "$type": "Game.GameData.PaladinOrderGameData, Assembly-CSharp", "DebugName": "Frermas_Mes_Canc_Suolias", "ID": "4bc2b585-82e5-4e26-a86b-1cf7b0313fe1", "Components": [ { "$type": "Game.GameData.PaladinOrderComponent, Assembly-CSharp", "DisplayName": 25, "PositiveDispositionsIDs": [], "NegativeDispositionsIDs": [] } ] } Any idea about which ones should fit better for this order? Just off the top of my head, I'd say Positive: Aggressive, Diplomatic, and Negative: Passionate, Clever. The Frermas strike me as equal parts negotiators and enforcers, and they seem very rules-oriented. I wonder if the intent was for any party to be able to use Pallegina without worrying about gimping her, and that's why she has no reputations. But, I mean, the downside is relatively low...
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I did a mod where i've changed the requirements of the the scrolls (levels & skills), so following what you stated , have those scroll spells a greater PL based on the new requirements ? I don't think the levels need to be higher. Scrolls in general got a huge nerf in 1.2, so unless you really want to gimp scrolls it might be worth seeing how the current in-game levels work out.
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I think this aspect of Arcane Dampener was a bug that got stealthfixed in 1.2. I definitely remember having issues trying to rebuff from an Arcane Dampener while it was still active but post 1.2 I just recently had a fight where I was able to rebuff while still having an Arcane Dampener effect active.
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imo concussive shot/tranq were saving graces for my first party, which had maia and my charname was an itinerant (berath/ghost heart). i think it's better than arcane dampener. arcane dampener is temporary and in any hard fight it goes away and all the buffs come back with the duration they had when they got hit. concussive tranq is an effectively permanent solution and works pretty well on the enemy casters with high will. no aoe though i guess :/
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I agree, and I'm torn about the state of disposition in this game. It generally feels less consequential, both from a RP perspective and for the reasons you gave. I liked how much of in-game incentive priests/paladins in poe1 gave to role-playing properly whereas here it really seems more of an afterthought for the average gameplay experience. Maybe they should bring back Unbroken Faith and then increase the influence of disposition.
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While disentangling how priest/paladin disposition works for this post: https://forums.obsidian.net/topic/103595-mechanics-priestpaladin-disposition-aka-does-obsidian-even-understand-their-own-math/ I came across several oddities that strike me as potential bugs. 1. The disposition-scaling factor for priest Holy Radiance does not benefit from power level scaling. It is possible that this is intentional, but in case it is not, currently power level scaling only benefits the base 15 healing and base 12 damage from Holy Radiance. 2. The paladin's faith & conviction and deep faith do not have the range that the 1.1 patch notes state they should. Instead of [6, 10] and [5, 15] the range is [8.2, 10] and [10.6, 15]. If this is intentional and the 1.1 patch notes wrong, disregard, but to me it feels like a whole lot of effort for little gain the way disposition scaling is set up particularly for the default faith & conviction (where the difference between a completely neutral paladin and a completely bad paladin in most cases is functionally 0 because it's the difference between 8.9 and 8.2 to defenses and very few effects in the game have fractional accuracy or fractional defense where that .7 difference could matter (if there even any remaining effects at all... pre-1.2 before drugs and potions could give you fractional stats but 1.2 removed this alchemy-based effect scaling, and i don't know what else there is other than deep faith/faith and conviction). To reproduce: start a new game or reload an existing game and hire a new priest or paladin and mess with dispositions and observe the different effects. You can also read my forum post and see if I'm right or wrong (though I have extensively tested in-game and even wrote a little script to ensure I could accurate predict defenses based on some input dispositions).
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Updated the OP because while testing something else I discovered that PL scaling is actually a multiplicative bonus with everything else, which makes PL scaling (especially damage scaling) much stronger. This just furthers my pet belief that spells/abilities that don't do damage/healing need stronger PL scaling, because the fact that damage/healing can get both a multiplicative damage/healing boost makes them that much better. I mean, does Obsidian truly think that a multiplicative +10% damage (or worse, a +10% damage and a +5% multiplicative duration for a damage-over-time effect) is equivalent in strength to a multiplicative +5% duration effect? It might be closer to balanced to switch those numbers.
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I was starting to get a little bit mystifed just how disposition influenced priest/paladin, and couldn't find any good answer for Deadfire. Instead, I found unanswered questions being asked on reddit or here that posted numbers that made no sense compared to past patch notes. So I decided to do a lot of tests and deconstruct what's happening and oy is it weird. (Someone will probably chime in and say that you could open up some game file and find this all out, but I did it the hard way.) Putting it here so that hopefully people curious about why one bad disposition is so negatively affecting their pally defenses. BACKGROUND priests/paladins have favored/disfavored dispositions. They influence the following things: For priest: Holy Radiance healing, Holy Radiance burn damage, Spiritual Weapon lash For paladin: Faith and Conviction defense bonus, Deep Faith defense bonus In all cases, only a disposition score up to 3 is counted. 4 is counted the same as 3. It's been mentioned in this forum before, but I still see people getting confused about it, but for hired adventurers, they use YOUR current dispositions. This is different from POE1 (where companion paladins scaled by level instead and companion priests not at all). This means that e.g. a priest of skaen recruit is not going to play well with you if you rolled a kind wayfarer main character (which is a perfect overlap between favored dispositions for the paladin and disfavored reputations for the priest). Dispositions are the same as in PoE1 (you can look up on wiki). I don't know what Pallegina's special subclass paladin's dispositions are, the fact that I was testing on a character with crazy reputations and Pallegina still had +8.9 neutral faith and conviction almost makes me think she has none. PRIEST HOLY RADIANCE Holy Radiance heals a base of 15 health. It starts with a base +5 disposition bonus. (So with neutral disposition you will heal 20 health). Each positive disposition gives you a +20%/rank modifier to the disposition bonus. Each negative disposition gives you a -20%/rank modifier to the disposition bonus. So if you are a priest of Wael and have 3 Clever and 3 Shady, you'll get +120% bonus, for a total of +11 disposition bonus. Importantly, like every other penalty in Deadfire, penalties go through an inversion and are treated as a "rate" multiplier, so each individual disfavored disposition will actually outweigh an equivalent-strength favored disposition. Put another way, when you only have one type of negative disposition, it's as it seems (so 3 Honest for Wael would be -60% or a net +2 disposition bonus). But in any other situation, you invert and combine them. So if you have 1 Honest and 1 Clever, your net disposition bonus is actually: +5 * reinvert(.2 clever + 1-1/(1-.2 honest)) => +5 * reinvert(.2 + -.25) => +4.75 (rounds to +4.8 displayed) where "reinvert" is a function that does: reinvert(x) { return x > 0 ? 1 + x : 1/(1/(1-x)) } Note that although a disfavored disposition will outweigh an equivalent-strength favored disposition, this equation does mean that if you only have disfavored dispositions or have more disfavored than favored, the penalty is not as severe as you would otherwise get from a purely additive or multiplicative combination. In fact, even though "15" is the base, you can't actually get this low, the lowest you can get is 15+5 * reinvert(1-1/(1-.6 bad disp) + 1-1/(1-.6 bad disp)= 15.83 (rounding to 15.8 displayed, plus a guaranteed minimum +1.5 from power scaling for 17.3) Holy Radiance is also at PL0 so it has an inherent +10% priest PL scaling to heal effect. Importantly, this and any power level scaling only applies to the base healing of 15 health; the disposition bonus is excluded. But after you apply disposition bonus and power level scaling, you get a subtotal any other modifiers (might, bonus to healing, etc.) are applied this larger subtotal. The same thing applies Holy Radiance's burn damage, except it has a base 12 burn damage, and a +5 base disposition bonus. Again, power level scaling only applies to the base burn damage, but all other modifiers apply to the subtotal you get after applying the disposition bonus and power level scaling. Again, ranks in disfavored dispositions outweigh equivalent-magnitude. The upshot is that the healing scaling is kind of meh; the difference between a blasphemous priest and a devout priest is about 10 points of healing before might and other modifiers. This is not nothing, but is a huge step down from the massive scaling you could get in poe1. On the other hand, scaling for burn damage is still significant, because even though it's still the same +5 base disposition bonus, the damage repeats every few seconds, so the difference between a neutral priest and a devout priest can be a decent chunk of change. If it were up to me, I'd fix it so that the disposition bonus also scales with power level. PALADIN FAITH & CONVICTION PLUS DEEP FAITH This is where I really tore my hair out. Because the 1.1 patch notes have this: Keep the above in mind, because these numbers have almost nothing to do with how faith & conviction and deep faith actually work and makes me suspect that either whomever wrote these lines had massive typos (likely for the faith & conviction stuff) or even Obsidian doesn't completely understand the ramifications of their double-inversion system (very likely). Basically Paladin defense bonuses work a lot like the priest Holy Radiance stuff, except for Faith & Conviction you have a "base" +8 to all defenses, and then a +.9 neutral defense bonus (you still get 20% modifiers based on your favored/disfavored reputations). Once again, disfavored dispositions outweigh equivalent-magnitude favored dispositions. Note that a ramification of this is that the range for Faith & Conviction is actually 8.2 to 10 (with in-game rounding). I have no idea how any designer at Obsidian who understood their own system thought that you could actually get down to a +6 defense, the penalties just don't work this way. (Confirmed studiously in-game). For Deep Faith, it's similar, except a +10 base to all defenses and a +2.25 neutral defense bonus (with 20% pos/negative modifiers). Once again, I have no idea how Obsidian thinks the range for this is 5-15, because the actual range is 10.6 to 15. (Confirmed studiously in-game). Note that due to the way Faith & Conviction works, disposition barely matters for a normal paladin. The difference between a blasphemous paladin and a devout paladin is 2 defense essentially, and the difference between a blasphemous paladin and a neutral paladin is virtually nothing (it is theoretically .7 defense, but very few effects in the game especially post 1.2 have fractional defense or accuracy so in practice there's hardly ever a difference between 8.2 and 8.9). For Deep Faith it'll matter a bit more, as +5 all defenses can be a significant difference. This is again unfortunately a far cry from poe1. PRIEST SPIRITUAL WEAPON Spiritual weapons use the same equation as other scaling, except it's a base +20% lash, with a +5% neutral disposition bonus, and then the 20% modifier (positive or negative) based on disposition rank. The effect of this is that the range of the spiritual weapon lash is not [20%, 30%] as the patch notes say, instead the range is actually [21.25%, 31%] (it's hard to completely verify this in game because it depends on relying on the combat log which does rounding, but for all intents and purposes I have verified this range in-game via repeated attacks on Aloth). Like the other disposition scaling stuff, negative dispositions outweigh positive dispositions. On the plus side, this range is actually slightly better than promised, a 31% versus a 30% lash is not huge, but it's also not nothing. POSTSCRIPT It's possible that the relatively weaker disposition scaling on these various effects compared to poe1 is intentional, because there's no "Untroubled Faith" equivalent. (In PoE1 there was a talent named Untroubled Faith that would erase the effect of any negative disposition.) Instead, in Deadfire, once you accumulate a disfavored disposition it will permanently negatively affect you. Even if you get a 4 in a favored disposition, the way disposition works is that it counts as a 3; the extra point does not help you offset a disfavored disposition. In a system without Untroubled Faith (which IMO was a really lame talent but apparently people around the internet used in their own games) it becomes less of a big deal if you accumulate some disfavored reputations because the stakes are much lower. Though I suspect some of the scaling with the paladin has to be buggy/unintentional... POSTSCRIPT 2 Now that I've confirmed how Spiritual Weapon's faith attuned lash works, I strongly suspect what's happening here is that there's some scripting function that gets called with two arguments, a base and the neutral modifier. Someone on staff explained it one way while (possibly mistakenly) implementing it another, and now everyone who uses this script call is copy-pasting the same mistaken understanding of the range the script function produces, because I suspect in every place it is used, designers thought it was going to give them a linear range of [15, 25] (healing for Holy Radiance), [12, 22] (damage for Holy Radiance), [6, 10] (faith and conviction), [5, 15] (deep faith), and [20, 30] (spiritual attunement) instead of the non-linear range of [15.8, 21]; [12.8, 23]; [8.2, 10]; [10.6, 15]; and [21.25, 31] respectively. On the plus side, if Obsidian feels like fixing this, it should just involve changing one script function and everything else will get updated.
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Like, even with a rank 3/4 surgeon for a lot of injuries it's just faster to sail back to a port to heal up. E.G. 7 days to heal even with a high-ranked surgeon - who actually just sails around and waits that out? IMO crew injuries should either be short enough so that the injury could actually be relevantly healed (maybe balanced out with a higher medicine cost). OR, docking doesn't provide an instaheal.
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Actually a Streetfighter with Heating Up or On the Edge is a lot faster then a Barbarian. Just some clarification note here (not saying Haplok and Boeroer got it wrong here, but just for anyone else following who might have missed the subtle differences). Frenzy and bloodlust give you action speed bonuses (additive to be a total of +45% through both your attack and recovery). Streetfighter's Heating Up gives you a recovery time boost of -50%, which is more like a +100% action speed boost for your recovery. As far as melee is concerned, you only spend about 14.5% of your time in the actual attack, so the Heating Up is like a +85.5% action speed boost. So it's almost twice as good as frenzy + bloodlust. So like Haplok said, it's not just faster, it's a lot faster. I don't recall barbarians get anything remotely on the level of the +50% Heating Up dmg boost, the +70% endgame sneak attack boost, or +100% crit damage from being On The Edge (though the uptime is harder to sustain for On The Edge) so I think if the question is about single-target DPS without anything particularly gimmicky, it's not even close. Unfortunately a flanked streetfighter that is at bloodied or lower is way squishier than a barbarian, which makes even a narrow single-target DPS ranking hard to do IMO. for monk/rogue: why bother with riposte when you can just spam blade turning and actually keep yourself alive to do damage. for that matter, i don't think helwalker is the optimal choice here: if we care about sustainability at all, a flanked streetfighter getting +50% damage from enemies is going to die very quickly even with blade turning on (a couple arrows from someone behind enemy lines). as for monk v barbarian, the streetfighter/sneak attack/crit damage bonus is so high that +10 might from helwalker, while good, is not going to be as good as investing more in action speed at that point and while monks get swift strikes barbarians get the aforementioned +45% action speed. plus with berserk and barbaric blow you get massive hit->crit conversion which gets you that sweet on the edge damage bonus (in an aoe even!). even if you stick with monk i think if you pick nazpalca or shattered pillars you can get wounds uptime to spam blade turning without having to actually get hit by potentially scary enemies (with a damage bonus, no less). anyway, I guess this thread is a theorycrafting thread now. Because of spells. Especially highly effective spells like both Rymrgand's or a lvl 1 spell that blinds in a huge AoE named Chillfog... And I think mainly because the dmg spells of Wizards work best with the empower mechanics. Since you can rest nearly whenever you want that's a huge advantage over classes that don't profit from Empower that much. IF you are willing to use Empower of course. If not then the wizard loses power - but only in your game, not in general. Also: Ciphers are dedicated mind controllers - and mind control is the strongest CC effect in Deadfire. I can't see how a Cipher can not be a valuable member in any party. Especially single class Ciphers who can pick the +ACC passive around will-based spells a lot earlier and also can regain focus per crit. Combine that with the Beguiler's special feature of regainig focus with deception spells and you have one of the best CC char in the game - in my opinion. +100. Also I find it hilariously ironic that it felt like in the backer beta people were constantly complaining about how weak wizards were and now wizards are a popular vote for most powerful class. this is also the exact same thing that happened with poe1. i think this may also be related to people undervaluing beguilers; i think most players just severely undervalue CC. wizards can do a stupid amount of damage when geared right with empower; but even though so many people focus on e.g. empowering meteor shower, wizards are also powerful because they also have powerful CC. (seriously, more people needed to have tried the wizard black bow spell before the 1.2 nerf.) like, even PL1 slicken is a prone effect that repeats, and enemy AI casters tend not to be smart enough to stop trying to waste their spells or get out of the area while they keep getting knocked down (it also gets +2 acc/PL for scaling).
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See these screenshots. The "legacy" (top bar) injured crew display is wrong, either in the number it displays or the number it displays on hover. The correct number is in the new injured crew display in the bottom-right, but it would be best if the two were consistent. Dropbox link for save and output_log follows: https://www.dropbox.com/sh/jmqwwwfo8ryaefv/AAC3Zgc4bwD5tstsRuiT3ZY5a?dl=0
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wat my first attempt at 1.1-level potd I stumbled into it without much of an idea about what to expect, and i'm not going to be embarrassed to say that I was basically carried through most of the game by a random beguiler adventurer I decided to recruit in port maje. i would easily put ciphers in top-3, beguilers specifically maybe even top-2. i think people here focus too much on "can you do a lot of damage" for power level, but e.g. how much single-target DPS you put out is irrelevant if the entire enemy party is busy fighting itself. ciphers in pillars1 were good but were but nowhere near as good due to charmed/dominate being bugged (it would end prematurely if the AI had to change targets or something) and even without them being bugged the duration of those effects are stronger in deadfire (e.g. 50% longer in deadfire for whisper of treason). Add in to the fact that straight-up immunity mind control is much rarer in deadfire than in pillars (there's intellect resistance, but it's still not too common and dominate can still be used to charm; there's even intellect weakness which was never a thing in poe1), and focus regeneration from subclass and the fact that one of the cipher's passives is a bonus to will-targetting attacks (i.e. mind-control and many debuffs) and it's A+. Even with the 1.2 charm nerf, they added back in brilliance on a cipher so I think the cipher power level has gone up even more if anything. EDIT - I mean, erm, OF COURSE beguiler is weak and cipher decidedly middle of the pack. NO NEED TO nerf whisper/puppet master/ring leader and a bunch of cipher abilities. No need to take a second look at the PL7 brilliance inspiration. Move along move along nothing to see here.
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One thing to keep in mind is that POE1 has a lower average sales price by now, thanks to discounting, sales, and such. So even though it has 6x sales of Deadfire so far, it is nowhere near 6x revenue. I feel like in the Fig campaign the numbers they were giving had something like 600k copies sold at 30USD average sale price (lower than MSRP due to promos and bundling and such). If they got to 1.2 million since, it has likely been through even more discounting and promotions, whereas Deadfire has been full MSRP so far. So I wouldn't read too much into the raw sales numbers, though it is clear to me that Deadfire is doing less well than I personally would hope as a fan of the game and the studio. Though what ultimately matters is if Deadfire makes enough money to pay the bills if not being a huge hit. I hope that the case. 200k @ 50$ (subtracting pre-paid backers but adding back in GOG sales and assuming they at least balance out) is 10m$ gross revenue, which may not be bad for an indie title, especially since some of the development cost was funded by fig money, some of which is investment that only needs to be paid out if they hit certain sales milestones so is not a too bad of a liability.
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They're not supposed to be comparable to wizards. Wizards do burst damage, a little bit of self-buffing, and some debuffing. Priests are a support class. They can do party-wide buffs and heals (and probably the best set of revive spells in the game) and have only a small amount of burst damage and debuffs (more or less depending on subclass). If anything, I think a lot of the weakness of the vanilla priest has to do with the fact that outside of direct damage and direct heal spells, power level scaling is really lame. +5% base duration per power level is nothing compared to the power level scaling even PL1 Fan of Flames gets. Who empowers a buff? I would venture to say almost literally no one. (I used to empower arcane veil way back in the day with +10PL empower, but even then I quickly realized in such a situation I'm generally way better off self-empowering and just casting arcane veil again.) I occasionally empower a debuff, for the +5 accuracy, and even then it takes Accurate Empower to make it really worth it. IMO if a spell doesn't do damage or healing or need penetration, it should get additional accuracy/duration power level scaling. (They already do this for something like Repulsing Seal and Slicken, which gets +2 accuracy/PL instead of +1 accuracy/PL. They should make this a more general thing for anything that doesn't do damage/healing.) This would also help a bunch of other spells/classes that are lame with PL scaling or with empower (like a lot of wizard enchantment spells).