
dherve10
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Fighter Balance Mod for 2.01
dherve10 replied to dherve10's topic in Pillars of Eternity: Modding (Spoiler Warning!)
Yes, I believe it should -
You must check out this amazing kickstarter. The level of depth of design and gameplay looks amazing for a relatively small project. Also, hoards of enemies; awesome! Give them your support if you love any of these: good story, layered design, interesting rpg progression and combat, DWARVES! https://www.kickstarter.com/project...ves-a-new-storydriven-fantasy-rpg/description P.S: I know this is not directly game related, but hopefully no one will frown on supporting other game companies making great games about Dwarves (Pillars of Eternity has Dwarves)!
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Fighter Balance Mod for 2.01
dherve10 replied to dherve10's topic in Pillars of Eternity: Modding (Spoiler Warning!)
Patch 1.11 - Made it so abilities appear correctly when taking them on level up Patch 1.12 - Fixed a graphical glitch with Knockdown -
Fighter Balance Mod for 2.01
dherve10 replied to dherve10's topic in Pillars of Eternity: Modding (Spoiler Warning!)
Version 1.1 is out! 1) Constant Recovery was changed to return 3% of stamina so it will scale. 2) Rapid recovery was changed to add 1.5% to Constant Recovery's stamina recovery 3) The item mod that improves Constant Recovery also has been changed to a 1.5% boost 4) Veteran's Recovery was also changed to grant 1.5% stamina Recovery Note: ingame, the 1.5% values will be listed as 2% -
Fighter Balance Mod for 2.01
dherve10 replied to dherve10's topic in Pillars of Eternity: Modding (Spoiler Warning!)
So I'm considering boosting the effectiveness of constant recovery to base of 6 regen in order to make it comparable to paladin's lay on hands in terms of healing. The problem is that this would balance it for late game play, making it quite strong in the early game. I would like to make it scale up to base 6, but I currently do not know how to add new abilities to the game. What do others think? P.S. This is not an invitation for the "fighters are fine" crowd to repeat themselves. -
Fighter Balance Mod for 2.01
dherve10 replied to dherve10's topic in Pillars of Eternity: Modding (Spoiler Warning!)
Unfortunately, I've been modding using the PoEAssetEditor utility, and it isn't currently recompiling the files correctly. As such, I've been using a hex editor to change minor values in existing files, but adding new attributes for existing abilities or new talents/abilities is currently out of the scope of what I can accomplish. -
Fighter Balance Mod for 2.01
dherve10 replied to dherve10's topic in Pillars of Eternity: Modding (Spoiler Warning!)
That's a nice start...not to be pushy, but i was wondering if there was any way to add a bonus to Fghters as a class of 15% and an additional 15% for Wary Defender. That would really get the Fighter class concept back in place to what the changes in Defender/ Wary Defender were to reflect in post 2.0. I would definitely try that mod out. I'm sorry, but what stat are you looking to be boosted by 15%? Deflection? -
In answer to some of the worries about fighters, I've tweaked a few of their abilities in a small mod I cooked up. The tweaks are really just to highlight the fighters role/unique traits and also mitigate the overnerf to Defender. The changes are as follows: 1) Clear out was made per encounter to emphasize the cc role of fighters on the battlefield 2) Rapid Recovery was bumped up to a base 3 additional recovery (I would have preferred to just make constant recovery scale to be 1 more base every at 4, 7, and 10 like the monk's transcendent suffering, but this is a bit trickier) 3) Wary Defender now gives +5 to all defenses (including deflection) to mitigate the malus from Defender. mediafire nexusmods
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Defender 2.0 beta nerf
dherve10 replied to limaxophobiacq's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I posted this in the role of fighter page, but thought I'd chime in here as well: It seems that there are a few fixes that would improve quality of life for the fighter: 1) Scaling for constant recovery 2) Some per rest abilities should be made per encounter 3) Disengagement strikes should be made more formidable to punish enemies charging through Also, as regards defender, I agree that it needs a downside, and -5 deflection seems fine, but wary defender should also give 5 deflection to mitigate it. On that note, anyone know how to mod the relevant data in the files? It seems they're packed into unity3d assets or something. -
Role of fighter?
dherve10 replied to Real Rahl's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Why does Defender 2.0 need a malus? It already is exclusive to all other modals, why pile on with a deflection malus as well? If all it did was give you +2 engagements, without the deflection malus it would still be a bad choice just due to not being able to use any other modal. Does it need a malus since access to Wary Defender is earth-shatteringly good? Wary Defender is a measly +5 to reflex, will and fortitude. Better to grab one of the general +10 defensive talents that are themselves poor choices. What abilities have malus? 1.) Reckless Assault gets you a big +20% damage, really big +8 accuracy at a cost of -8 deflection. 2.) Swift Aim - gets you +20% firing rate, +50% reload at a cost of -7 accuracy. 3.) Vicious Aim - gets you +10 accuracy, +20% damage and -20% firing rate. All of these are really great and really powerful. How does Defender 2.0 measure up to these? I don't necessarily feel strongly about it requiring a malus, it was from a quote from Sawyer earlier in this thread; I do, however, think that 2 more engagements is quite good. -
Role of fighter?
dherve10 replied to Real Rahl's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
The biggest problem that I've gathered from the discussion here and on the steam forums is that fighters need scaling for constant recovery, some per rest abiliites should be made per encounter, and disengagement strikes should be made more formidable to punish enemies charging through. Also, as regards defender, I agree that it needs a downside, and -5 deflection seems fine, but wary defender should also give 5 deflection to mitigate it. -
It really added to the immersion in Temple of Elemental when NPC's started out with generic mouse-over titles like Farmer, Guard, Merchant, Goodwife, etc and had their mouse-over titles changed to names after the player discovered them through conversation.
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Please tell me ability icons are placeholder
dherve10 replied to dherve10's topic in Backer Beta Discussion
Sure thing. Thanks for acknowledging feedback. It's super encouraging. -
They look to be the same icons used in NWN2. As such, I'm seriously hoping they are placeholder. The neon coloring is very abrasive to the eyes and I personally would raise an eyebrow, and perhaps sneer disgustedly, if I found that the devs are actually planning on having NW2 icons in the final release of this game.
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They look to be the same icons used in NWN2. As such, I'm seriously hoping they are placeholder. The neon coloring is very abrasive to the eyes and I personally would raise an eyebrow, and perhaps sneer disgustedly, if I found that the devs are actually planning on having NW2 icons in the final release of this game.