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thelee

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Everything posted by thelee

  1. i think they just mean when you recover you can switch to the squid weapon slot and your recovery will go faster because you now have an active +20% action speed bonus. what's the outworn buckler trick?
  2. yeah, on paper just looking at spells conjurer looks kinda lame, but they still keep a bunch of good spells (slicken, combusting wounds, and walls) and the +1 PL from familiar goes a long way to smoothing out the higher recovery time on the non-conjuration spells. i probably put it tied up there with enchantment for second place wizard subclass in terms of what I like to use (evocation is GOAT-ed i think).
  3. those are really great suggestions! In particulary, I didn't know that about Squid's Grasp. No micromanagement is too small! I was switching to the medium shield weapon slot in between attacks just for the slight health gen and defense boost. and yeah, it's funny what having 0s weapon switch can do. For me, for other characters, it's a stretch to even pick up Arms Bearer for a third weapon slot, but with my blackjacket I found myself wanting more than 4, just because of how effortlessly you can switch around to take advantage of the smallest boosts. (I wanted to do Bronlar's as well but that went to a companion. Similar thing with the cudgel and also (not mentioned here) SSS axe - those also went to a different party member though would've been great here)
  4. constentin covered it but just wanted to add that clear out does at least give you two chances for your weapon to hit on your main target. you only get one shot at landing a poison, but you can at least double up your chances of actually hitting hte weapon attack (which is required for the poison). because of the hoops you have to go through to use poisons, poisons are best used if you target the lowest defense (i kept both a fortitude and a will poison in my quick slots), and you target enemies that you aren't currently targeting (for the damage) and/or prioritize an important debuff (storm toxin or stone joint... theoretically fungal bile could be useful, but there are easier ways to knock off 1 AR). simply trying to land a poison for the damage in other situations is going to be a waste of poison and action economy.
  5. ooo that's a good find. so that means my favorite chanter/druid build will be able to apply tons of afflictions on enemies via chants and druid aoes?
  6. huh, really? i had no problem doing this with street sweeper. is it just some order of operations thing with blunderbuss shots and when concussive cleansing effect gets triggered?
  7. how does this help with Nagas? but goddang i never ever made the connection that auranic sigils or the arcane lantern things in FS are destructibles. OK, i guess I have to remember to pick this item up now. for glacierbane it's mostly that it's just boring, not that it's not good. very very hard to justify using over almost any other item category. where you can do more interesting things. all combined i end up almost never ever using war hammers bc the unique items are so underwhelming, they end up being a dead-end category. there's no "chase" item. (but now i guess i'll have to reserve a slot for resounding call)
  8. sorry for double post, but there used to be enchantment points in poe1 and i feel like i read je sawyer talking somewhere on twitter about having a point-based system for stuff in deadfire. but if there were, i'm not sure we have any visibility into it, a purely internal system. i guess it has to be judgment call. that's a pretty tall order to be done across all the items in the game, and some of it is going to feel real bad (kitchen stove's thunderous report seems way too good but any one who nerfs that is probably going to have a mod that sees almost 0 downloads).
  9. you know, i'm not sure even OBS really had a philosophy or design principle. because there are some stuff that is just way too good as a per-encounter ability (kitchen stove with that massively good thunderous report, modwyr with bottom's up). *shrug* edit: my completely random speculation is that items they designed earlier on were more likely to use per-encounter, but they eventually leaned a lot harder on per-rest because it's easier to avoid blowing out encounter balance if things are once/rest.
  10. for me i almost always play with rymrgand's challenge, so there's a real cost to rest-spamming. both monetarily (have to keep replacing food) and also because i can't stock up on good rest bonuses so i end up with lame rest bonuses (if i haven't been paying attention to how long i've been at sea i might literally just be left with water and hardtack). so it's not quite a no-rest challenge, but there's friction that can be a necessary counterbalance for on-rest vs on-encounter abilities. more generally the on-rest mechanics of this game are kind of a poor fit. most of the game is geared around encounters and trying to avoid the tedium of skill resource management between fights, and between empower points and the growing amount of items they added that had on-rest effects, there's a gameplay design tension. generally i'm in favor of the idea that we shouldn't have on-rest effects at all, but in practice i think that would be a huge power creep. outside of generalizations, the trinkets come so late that i'm not sure how much of a harm making those per-encounter would actually hurt the game balance. i actually ended up having lots of fun with the merge trinket from hauane o whe and the fiery core trinket from dorudugan, but at that point there were only like... 6 encounters in the game left, some of them extremely easy, so i ended up using it only like two or three times. would've been nice to have them up in every battle, and i already had to kill megabosses not sure i should be worried about encounter balance for some extremely under-leveled faction/mainquest content. edit: maybe instead of makin them per-encounter, they are multiple uses per rest? i'm just thinking of leaping boots, i really like that item, and 2 uses/rest hit a sweet spot where i didn't feel like hoarding the ability, but i still had to be a little careful with it. edit also to add - the unique amulet you get from assembling across the three DLC really should be per-encounter. a 20s dominate can be pretty powerful, but as a payoff for three DLC, and an amulet slot, and the fact that you can miss with the dominate, really makes it feel underpowered for one/rest usage.
  11. most of the trinkets, honestly. 6s is a really long time for a once/rest effect with huge interrupt risk. my last run i forced myself to use a lot of the trinkets, and most of them were a lot of fun to use (sidenote: holy crap Muatu from SSS is extremely good, especially if you infuse him with souls). i think if their cast times were shrunk down a lot, they would be easier to use w/out causing major distortions in power (once/rest is a pretty hard constraint). that being said there are still trinkets i didn't bother with, but maybe i'd bother with them if they were cheap in terms of action economy. in terms of "normal" items that stand out - i basically don't bother with unique war hammers. bland and niche effects. Sanguine Great Sword - never use, it's really just underwhelming for the hoops you have to jump through to get. Rotward Amulet - too small a resist for such a narrow set of abilities. Futility - the recovery penalty is soooo minor.
  12. iirc mule kick is how some folks figured out how to beat dorudugan in turn-based mode. grave calling is relevant here anyway since it gives a massive acc bonus to vessels
  13. to OP's topic, i don't play barbs that much, but i don't think there's a way to avoid barbarian being worse at single target. they're just not designed for it. at best you can be close to neutral. both the tier 9 roars, for example, are extremely good in big fights, but still pretty useful in a boss fight even if a bit less efficient.
  14. they also provide a might boost and various damage or recovery boosts. useful for an offensive caster. (though honestly dazing shout/driving roar are so good at dps that SC barbarian eventually functions as an extremely effective offensive "caster")
  15. konstanten is especially inefficiently distributed for precisely that trade off, sacrificing some choice stats (int and dex and perception) and investing way too much in constitution and unnecessarily in resolve (barbarians have a deeeep deflection hole to crawl out of so the 13 resolve feels like a waste). honestly his skald or howler options are real uninspiring (bad int, slow attacks, no perception to help crits). barbarian is at least workable since while he might be lame, at least he can be lame for a very long time with 17 con boosting a massive health pool.
  16. during my ultimate run practices, i actually failed pretty hard on even easier fights. i got an unlucky roll on the beasts where you wake up, and they were explosive. with a squishy character, totally unused to playing solo, i killed the first boar at less than full health and the explosion annihilated me. Game Over in just a couple minutes.
  17. ime both paladins and chanters need some min-maxing, mostly because of the aura/chant radius and from my experience working with pallegina and konstanten, who have mediocre intellects (especially konstanten). it just feels like you're trying to dig your way out of a hole rather than particularly excelling at them
  18. ah yes i completly forgot taht it sucks up all your focus. ok, sounds pretty good to me then. good job!
  19. i mostly like it. my main concern is that between 1 and 3 we have a lot of upside for the class now, especially since it looks like you removed a lot of the symmetry on the wild mind effects. what if (3) triggered a foe and friend miscast, instead of the foe-only version that you have now. make it a little bit less of a trivial empowerment upgrade. otherwise, thumbs up
  20. alright, finally had some time to test it and indeed only the main target gets the 2x cleansing effect/attack. still a neat little power boost to clear out though indeed the extra roll just to push is a little confusing to make sense of - glad you shared that implementation detail before i went going through my combat log to test out the mechanics, would've been hella confusing.
  21. only main target? i could've sworn i saw enhanced buff cleansing on more than one target
  22. paging @Elric Galad looks like an unintended interaction between your eld nary fix and how her revenge is implemented
  23. Keep forgetting to look into this more, but a short while back I was doing some more gaming with the party that has this merc build in it, and I noticed something very curious - I had Street Sweeper equipped, in the fight against Manzaggo. Lots of Fampyrs who cast Minoletta's Piercing Sigil. So I did something I very rarely ever did - I did Clear Out with Street Sweeper instead of my blunderbuss+melee load out. Then I got very intrigued by the fact that all the Fampyr buffs got cleared more than expected! After a couple more trials, it looks like Clear Out is very clearly two hit attempts per target with my 2h weapon. That means 2x damage and, with Street Sweeper, -20s off buffs instead of -10s. It's not a fluke - I've started using Clear Out even when I normally wouldn't (e.g. vs a single target that is already safely engaged by my tank) because 2x hits for 2x interrupts and -20s off buffs turns out to be extremely useful against late game tough foes. Unfortunately, I've had literally zero time since then to look into this more. Does anyone know about this or have more insight into what's going on here? no mention of this strange behavior on wiki or in my weaksauce attempts at searching the forums. I don't know if it's just 2h only, or if it also works with main hand melee or what not (when I do it with my blunderbuss set up, there is just wayyyyy too much info in the combat log to even notice that there's 2x hits, if it also doubles up there).
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