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Enoch

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Everything posted by Enoch

  1. Yeah, heals aren't buffs-- they're negative damage. We'd be pretty angry if the various spells, swords, poisons, arrows, etc., we stick the enemy with suppressed one another!
  2. Has anybody tried modding his subclass to reduce the "wild" proc rate to 0?
  3. I'm just sitting here waiting for a Countdown to Doomsday remake.
  4. Not coincidentally, the corpse in that room has some Ripple Sponge on it, which buffs PER (and INT and RES) by 3-8, depending on Alchemy skill.
  5. I dont know all the spell names by hearth but the lvl 1 and 3 ones that boost perception (an hit chance) are almost mandatory for early game, especially on POTD. I've also found that the heals from the druid companion alone are not enough. The one at 0.5 cast time is needed just as much as the +hit buff. I wouldnt make a PC priest (i find them boring) but if you dont, you really need Xoti in your party (or an hired generic priest). I would rate priest higher than they are on the current list. I do think that the nerfs to Athletics and Druid healing were done largely to puff up Priests by comparison. It's... not a great way to make a class more attractive, though. Players are rarely happy about lugging a partymember around primarily for heals.
  6. The problem with Illusionist specialists (moreso than other specialists) isn't that the spells are weak-- it's that many of them benefit very little from being cast at a higher Power Level. (I.e., the primary benefit of specializing.)
  7. When your character attains the level that would allow them to select abilities in that row, they gain the ability in the first column automatically, without having to spend a point on it at level-up.
  8. Well, the thing to spend your money on first is all the skill trainers. But I assume that a 14th-level character has already done that.
  9. With regard to the Cave Grub, I'm pretty sure that was true in 1.02 as well, so I assume that it's working as designed.
  10. Your options are those that don't collide with each other disposition-wise. The condemned dispositions for Wayfarers are deceptive and cruel. So they can multiclass with every priest subclass that doesn't have cruel or deceptive as favored dispositions. Those are only Wael and Skean. The rest works with a Kind Wayfarer. I haven't tried this, but my understanding was always that it works the other way, too. Magran and Berath both disfavor Passionate, so I thought that Priests of their faith couldn't join a Paladin order that favors it.
  11. Still occurring on Quicksaves, but not on named saves. May not have time to pull one and email it tonight. Ultimately, a low-priority issue if every there was one. But it was subtle enough that I wanted to report in case nobody else did.
  12. I'll try to reproduce it and email a savegame this evening.
  13. One interesting counterpoint here is that Arcane Cleanse exists. That spell very clearly causes positive effects on the combatants that it hits to wear off. There is no question that it should trigger crash penalties. Arcane Cleanse is a 9th-level spell. Should a 3rd-level spell be able to do nearly the same thing? Aside, you can end Drug Crash penalties without resting-- just take more drugs!
  14. The problem there is that you then have to balance the effects of Power Level scaling to 20+ ranks higher than previously. Which I doubt that they have done. (By comparison, Alchemy boosts Potions/Drugs in duration and intensity, but character Power Level (for the most part) only impacts Duration.) Also, this would pair certain skills with certain classes such that any other skillpoint allocation would be a noob trap.
  15. Unless the tooltips are lying to me, favored/disfavored dispositions currently have zero effect on Holy Radiance. (Edit: Gromnir has been prodding the developers to look into this.)
  16. The deflection bonuses won't stack, but LDI also boosts Reflex, and Veil also gives Concentration.
  17. Minor observation: Did 1.1b change the way lockpicks work? Situations where Mechanics Skill = Lock Difficulty are now using 1 Lockpick, which I don't recall being the case in the past.
  18. Took a few tries, as I was probably under-leveled, but eventually I managed it with Pallegina using the Bounding Boots to body-block, after which she read a Scroll of Withdrawal.
  19. Wizards and Druids have the most options. Sickened: Fetid Caress, Noxious Burst, R's Repulsive Visage, Vile Thorns Weakened: R's Enervating Terror, Spreading Plague, Wall of Thorns, Venombloom Probably more, too.
  20. https://www.youtube.com/watch?v=qvq4LdngkD4 Boars do Pierce, and so do many of the combatants on Gorecci. Vendor in the middle of Maje sells both Scale (medium with Pierce AR) and Brigandine (heavy with Pierce AR) each for $200 per, and Xoti's Armor has Pierce AR. You can do it. I believe in you. Aren't scale and brigandine actually weak to Piercing? I'm almost sure brigaindine is. I generally see crushing as the least common, especially when fighting kith. So my top choice for each tier is usually leather, mail, and plate. Maybe you are right. I am going to go look. I swear they were ok for it. EDIT: Nope, I am an idiot. Disregard. You are correct. They need another Heavy armor on that vendor to help with Pierce If you're willing to savescum a bit, sometimes the battlefield on the northern side of the island (behind the Druid) drops a Plate Armor.
  21. Can't speak for PotD, but the Veteran-level digsite fight was fun, and I think appropriately challenging for a party of 3 who just made level 4. I had done Gorecci Street already, which wasn't that tough on Veteran with solid tactics-- entering from the N., sneaking S. hugging the W. wall to initiate combat with the folks around the Corpse with the porch crowd out of sight. (I did need to sneak into the Skelly room and disarm one of the traps to get enough XP to level Xoti to 4.) No Boars on the lowest level-- 4 or 5 Panthers, 2 Wyrms, and the Young Drake. Took some consumables (Bear Trap, Bomb, Scroll, Mouth Char, and 3 or 4 healing potions), a few Empowers, remembering to use Ed's mob stance and shield modal, and some Force of Anguish spam. IMO, an appropriate level of challenge for an early-game boss fight at a hard-but-not-masochistic difficulty level. (I could've probably done better had I been more assertive about using Ed's Swashy abilities. I forget stuff like that sometimes, which is probably one reason why I'm more comfortable on Veteran than PotD.)
  22. https://forums.obsidian.net/topic/99409-mechanics-power-level-compilation-thread/
  23. I don't mind Arcane Dampener working against Drugs, but ideally, it would suppress the benefits of a Drug without triggering Drug Crash penalties. It's a good thing that the AI has a tool to use against Drug effects like Svef's immunity to mind afflictions.
  24. I'd argue that it makes more sense than the opposite. It's pretty universally acknowledged that classes/abilities/gear/etc. in Deadfire 1.02 are not in great shape, balance-wise. They know that they're going to want to put some effort into addressing this. But tuning encounters and enemy AI is almost certainly the more labor-intensive process. If you do that before you've taken on the outlier balance issues, you're probably going to do a poor job-- either apex builds will faceroll the content, or "ordinary" builds will struggle too much. Better to narrow the range of character power level before you put all the work into fine-tuning encounters.
  25. Pfft. Try being a fan of Priests. (That said, I haven't ventured above Veteran yet, and probably won't until I need the difficulty to offset metaknowledge advantages. I play slowly-- my most advanced character was only level 10 before I installed the beta and started over.)
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