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Featured Replies

trickster currently bugged in patch beta

 

sometimes it shows spells sometimes doesnt

 

yeah it doesn't show any of the spells on the lvl up screen or preview class abilities screen. hired a trickster rogue at an inn and lvl up to 18. looks like the new spells are llengrath displaced image, ryngrims terror, arkemyr wonderous torment, and kalakoth freezing rake.

 

Also my main is a trickster rogue/wizard spellblade and did not get any of the new spells their supposed to get.

subbing.

Edited by AndreaColombo

"Time is not your enemy. Forever is."

— Fall-From-Grace, Planescape: Torment

"It's the questions we can't answer that teach us the most. They teach us how to think. If you give a man an answer, all he gains is a little fact. But give him a question, and he'll look for his own answers."

— Kvothe, The Wise Man's Fears

My Deadfire mods: Brilliant Mod | Faster Deadfire | Deadfire Unnerfed | Helwalker Rekke | Permanent Per-Rest Bonuses | PoE Items for Deadfire | No Recyled Icons | Soul Charged Nautilus

 

The best undocumented change (surely a bug):

substantial phantom can cast.....

  substanstial phantom

And both summons stay on the field. Ooh and they can summon kalakoths minor blight

  • Arquebus "The Red Hand" is now obtainable in Ermezzo's storeroom.

typo in ernezzo

 

A lot of those cipher changes are positives BUT

 

Haunting Chains [tier 9] is single single-target-only and thus objectively worse than Wizard's Ryngrim's Enervating Terror [[Tier 5]
 
Defensive Mindweb still breaks on any damage taken, i.e., including grazes, rendering it useless on higher difficulties (unless you are munchkin-building your whole party to an absurd degree)
 
Wild Leech is still tier 1 / tier 1 and thus not worthwhile ; it needs to be tier 3 / tier 3
 
Body Attunement [Tier 4] is still single-target and thus objectively worse than Hel-Hyraf's [Tier 1] or Expose Vulnerabilities [Tier 3]  (And no, the "spirit shield, but weaker" self buff does not balance this out; I'd suggest bumping the effect to -3/+3)
 
Cipher high-level power roster is still dramatically shorter than any other casting class
 
Cipher abilities still lack appropriate keywording (i.e., "Acid" on antipathetic field; "fire" on Soul Ignition); alternatively, where are the items with bonuses to "Shred" etc?

Edited by Dr. Hieronymous Alloy

"Figurine Items are now charged items with an additional limit of 1/Rest use"

 

Why do the have charges? It's a single player game, surely a nerf like this doesn't need to happen?

It's about balance in order for the content to be interesting to everyone. That's hard enough to do with the wide range of levels a character might have in any given encounter, especially late- and mid-game.

the_ultimate.png
 

Done with Moon Godlike Wizard

we can expect mod manager for PoE1?

I agree with most of the changes, BUT:

 

- I echo Dr. Hieronymous’ sentiment re Ciphers.

- Virtuous Triumph and Rooting Pain are over-nerfed. Why isn’t it obvious that going from 100% to 25% is too radical? Now those abilities aren’t worth spending a point on unless there’s literally nothing else to take.

- I was hoping to see some of the previous gratuitous over-nerfs revised but alas, was I mistaken.

 

Been a while since I last checked Form of the Fearsome Brute. Do its armor and weapons scale with level now? Does its armor have recovery penalty consistent with other armors (as opposed to the 100% leftover from the early beta days)?

 

- Aspect of Galawain and Citzal’s Enchanted Armory are still underwhelming for tier-9 spells. Really not the kind that makes you wish you went with single class.

"Time is not your enemy. Forever is."

— Fall-From-Grace, Planescape: Torment

"It's the questions we can't answer that teach us the most. They teach us how to think. If you give a man an answer, all he gains is a little fact. But give him a question, and he'll look for his own answers."

— Kvothe, The Wise Man's Fears

My Deadfire mods: Brilliant Mod | Faster Deadfire | Deadfire Unnerfed | Helwalker Rekke | Permanent Per-Rest Bonuses | PoE Items for Deadfire | No Recyled Icons | Soul Charged Nautilus

 

Man of Chimes quest is fixed?  

Hurrah, means I don't have to lose out on achievements by spawning in npcs. :)

Thanks Obsidian devs. 

This sounds pretty good so far.

 

So is the Beckoner and WotEP not getting a second pass?

I assume that means this patch doesn't contain any further PotD encounter tweaks, XP-tweaks or mob level tweaks to further correct the mid-game over-levelling bloat?

Good, I personally agreed with all changes

Big nerf for explosion/consumable based builds 
Big nerf for Druid builds

Hello  better spiritshift builds

> Deltro's Caged Helm now uses longest duration effect, instead of stacking.

> Lord Darryn’s Voulge

Bye lighting builds :(

 

Solo PotD builds: The Glanfathan Soul Hunter (Neutral seer. Dominate and manipulate your enemies), Harbinger of Doom (Dark shaman. Burn and sacrifice, yourself and enemies for Skaen sake)

Spiritshift still has the completely uncalled-for nerf to Wildstrike, though. That completely puts me off playing a shifting-based build regardless of the fact that they now retain item bonuses.

 

I also see absolutely no reason to remove power-level scaling from Spiritshift duration. Really an unnecessary nerf to something that wasn’t OP in the first place.

Edited by AndreaColombo

"Time is not your enemy. Forever is."

— Fall-From-Grace, Planescape: Torment

"It's the questions we can't answer that teach us the most. They teach us how to think. If you give a man an answer, all he gains is a little fact. But give him a question, and he'll look for his own answers."

— Kvothe, The Wise Man's Fears

My Deadfire mods: Brilliant Mod | Faster Deadfire | Deadfire Unnerfed | Helwalker Rekke | Permanent Per-Rest Bonuses | PoE Items for Deadfire | No Recyled Icons | Soul Charged Nautilus

 

Can someone explain what overridden scaling means?

 

Does it mean that drug potency no longer scales with the Alchemy skill?

 

For example, at 12 Alchemy "Taru Taru Chew" used to give (+6 Might, Constitution, Dexterity) but now only gives (+3 Might, Constitution, Dexterity) in game.

Cool, my build wasn't nerfed yet... :luck:  :lol:

Looks good for the most part. Definitely going to be reverting the range nerf on Whisper of Treason and the Zahua duration, though.

Spiritshift still has the completely uncalled-for nerf to Wildstrike, though. That completely puts me off playing a shifting-based build regardless of the fact that they now retain item bonuses.

 

I also see absolutely no reason to remove power-level scaling from Spiritshift duration. Really an unnecessary nerf to something that wasn’t OP in the first place.

does spirit shift still scale with level in terms of damage done and armor rating ect?

I would expect so, since no change to that was listed.

"Time is not your enemy. Forever is."

— Fall-From-Grace, Planescape: Torment

"It's the questions we can't answer that teach us the most. They teach us how to think. If you give a man an answer, all he gains is a little fact. But give him a question, and he'll look for his own answers."

— Kvothe, The Wise Man's Fears

My Deadfire mods: Brilliant Mod | Faster Deadfire | Deadfire Unnerfed | Helwalker Rekke | Permanent Per-Rest Bonuses | PoE Items for Deadfire | No Recyled Icons | Soul Charged Nautilus

 

so what excactly did they do to druids?

 

reduced time in shift and what else? Wild strike ?

The Wildstrike nerf was in patch 1.1.

"Time is not your enemy. Forever is."

— Fall-From-Grace, Planescape: Torment

"It's the questions we can't answer that teach us the most. They teach us how to think. If you give a man an answer, all he gains is a little fact. But give him a question, and he'll look for his own answers."

— Kvothe, The Wise Man's Fears

My Deadfire mods: Brilliant Mod | Faster Deadfire | Deadfire Unnerfed | Helwalker Rekke | Permanent Per-Rest Bonuses | PoE Items for Deadfire | No Recyled Icons | Soul Charged Nautilus

 

Nice balance changes. Do like most of class related ones, especially fighter, trickster, druid and cipher.

 

There are a few questionable updates through:

  • Ryngrim's Enervating Terror - cast time (average->slow) and aoe nerf (2.5 -> 1.5)

    - this is a plain overnerf

  • Triumph of the Crusaders - healing nerfed by x2.5

    - is also a bit too harsh. It belongs to tier 4 which contains the beacon and devotions. It was already hard to justify taking and using triumph over them.

  • And Their Fear Followed 6s Paralyze -> 4s

    - this also feels like a little bit overnerf. It's hard to justify taking cc with such low durations unless they have a decent bonus to accuracy.

  • Whisper of Treason - range nerf.

    - tbh I'd prefer it to keep it's original range, get it's duration nerfed even more (down to 12s), (optionally) move it to tier 2 powers, but (!) have a +10 bonus to accuracy or make it benefit twice from character perception bonus.

  • Greater Lay on Hands Zeal Cost 1 -> 2.

    - I find that it was very good at 1 zeal. While at 2 it is too costly. The upgrade bonus needs to be buffed slightly to compensate for the practically doubled cost.

P.S. It would be also nice to see the Draining Whip nerfed from +100% focus gain -> +80% or +70%, but have the base damage of cipher powers buffed by ~20%.

At the moment, you have plenty of focus as cipher, but the damaging powers are not worthy enough.

The idea is to shift the situation a bit towards what we had in PoE1: if you have figured out how to optimize the focus gain, you are rewarded with ability to cast powerful stuff.

 

P.P.S. I also echo Dr. Hieronymous Alloy remark about the need of keywords on ciphers powers (fire on Soul Ignition, acid/corrode on Anti.Field, etc).

Edited by MaxQuest

Looks good, ciphers are substantially more useful now (hello Mental Binding). Still think Mind Wave should have a drop in cast or recovery time.

 

Flagellant's Path now deals only crush damage to enemies in the path, instead of Full Attacks.

The description no longer labels it a Full Attack but it still appears to do so to the target? Might be a bug with the text as one of the upgrades still lists it as a Full Attack. 

 

Two bugs I came across:

  • Portraits on the character page seem to be higher contrast and de-saturated.
  • Level Up indicators (glowing yellow) seem to stay once you've leveled up even when reloading.

Edited by nostalchic

Why do you hate Minoletta's Concussive Missiles so much? This spell is decent at best already, and you're nerfing it again. Come on.

 

Virtuous Triumph nerf is ridiculous, at least make it 50%, don't just make the skill completely worthless. A bunch of nerfs and no consideration for the fact that most mid-to-high tier Paladin abilities are garbage? Sure, I guess nerfing is easier.

 

Fortunately, there are some good things here. DAoM is now a decent buff. And Ciphers feel like auto-include in any group now due to Ancestor's Memory.

"Figurine Items are now charged items with an additional limit of 1/Rest use"

 

Why do the have charges? It's a single player game, surely a nerf like this doesn't need to happen?

One approach encourages mindless spamming, whereas the other encourages careful planning. Which of these do you find preferable?

 

Figurines were OP. If it's just a 'single-player game', and you don't mind overpowered items/abilities, then just use the Unity console mod and cheat like your life depends on it. 

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