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Featured Replies

 

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

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

Paralysis is a tier-3 affliction that Chanters gain access to (with a large cone AoE) early on in the game. A high-INT Skald could keep entire groups of enemies perma-paralyzed. I nerfed it personally a couple of days after the game's release (lowered the cone AoE, and reduced the duration to 3s). The invocation (in its current state) is still way too powerful for such a cheap low-level ability.

Great changes!!

"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?

First they make the figurine summons uncontrollable...and now this..

Fine...uninstalling the game until definitive edition is released...done with this game.

 

"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. 

 

They knew figurines will be op due to these new campfire mechanics. Its like back to baldur's gate era where you sleep 8 hours to fight for 10 minutes.

 

I mean, I liked POE1 campfire mechanics cause it was mostly balanced.

 

Think about it...if they used POE1 campfire system here with the new consumables feature and they somehow limit the campfire resource to one per day, then spamming figurines in every fight will be impossible (unless you have a lot of money and sleep in taverns always or you spend 16 hours using rest feature and camping for 8 hours after that).

 

Then we can have the old figurines mechanics back....where you can actually control the summoned units.

 

These many nerfs are making these figurines really obsolete.

 

 

Edited by bartopolis1234

One issue is the uptuned Trickster is way too powerful now, what's the meaning to take a pure rogue over trickster? AoE terrifying for only 1 Guile cost? It's just ridiculously good.

One issue is the uptuned Trickster is way too powerful now, what's the meaning to take a pure rogue over trickster? AoE terrifying for only 1 Guile cost? It's just ridiculously good.

you think ? Yeah trickster beserker looks like being a sick build now

 

One issue is the uptuned Trickster is way too powerful now, what's the meaning to take a pure rogue over trickster? AoE terrifying for only 1 Guile cost? It's just ridiculously good.

you think ? Yeah trickster beserker looks like being a sick build now

 

 

1 Guile for Replusive Visage... what do u think :)

*Opts out of Beta*

 

*Buys Junk*

 

*Opts back into Beta*

 

 

 

Rooting Pain needed a nerf, but to go from 100% to 25% probably puts it in the "not really worthwhile" category. 

 

 

One issue is the uptuned Trickster is way too powerful now, what's the meaning to take a pure rogue over trickster? AoE terrifying for only 1 Guile cost? It's just ridiculously good.

 

you think ? Yeah trickster beserker looks like being a sick build now

 

1 Guile for Replusive Visage... what do u think :)

Yeah no need to do a spelblade anymore

I'd have preferred to see figurines just per rest rather than per-rest AND charged. 

 

I hate using charged items of any kind  in games like this, it makes me feel like the item is "damaged" as there is no way to replenish charges.

I'd have preferred to see figurines just per rest rather than per-rest AND charged. 

 

I hate using charged items of any kind  in games like this, it makes me feel like the item is "damaged" as there is no way to replenish charges.

You'll end up using them when you're overwhelmed in combat as a limited (but highly powerful) resource instead of mindlessly spamming them with each character to create a menagerie of horrors and death. If you wanna feel overpowered at all times - https://www.nexusmods.com/pillarsofeternity2/mods/2

Edited by Insolentius

Cant say i wanst expecting Enervating terror nerf, it was definitly too strong. In compensation they lowered the recovery time, which is very good and makes sense.

You'll end up using them when you're overwhelmed in combat as a limited (but highly powerful) resource 

 

 

 

 

 

That's how I play with them already anyway. The real change will be that now I'll fret a lot about "wasting" charges etc.

 

It's similar to the way some people hoarded per-rest resources in the first game. It's a psychological thing. I don't use figurines that often but when I do use them I don't want to fret about maybe needing them worse later in the game.

Edited by Dr. Hieronymous Alloy

 

You'll end up using them when you're overwhelmed in combat as a limited (but highly powerful) resource 

 

 

 

 

 

That's how I play with them already anyway. The real change will be that now I'll fret a lot about "wasting" charges etc.

 

It's similar to the way some people hoarded per-rest resources in the first game. It's a psychological thing. I don't use figurines that often but when I do use them I don't want to fret about maybe needing them worse later in the game.

 

Yep, I struggle intensely with using anything consumable in RPGs, and always end up with an endgame stash flooded with items I was saving for "a harder fight."

I have the "Injured Crew" notifier up even when my crew is fine. Might go away now that one of them's actually been injured since installing the patch, though.

 

Also, Alchemy doesn't seem to be affecting drugs' effects anymore. I'm getting the base bonuses, with only improved duration. I think this is a bug?

It's not a true IE-game spiritual successor unless you can sell magic items to merchants and buy them back with fully charged! 

 

 

I don't suppose there's an undisclosed fix to Priest dispositions in there?  (Presently, Priest favored/disfavored dispositions have zero effect.)

It's not a true IE-game spiritual successor unless you can sell magic items to merchants and buy them back with fully charged! 

 

 

I don't suppose there's an undisclosed fix to Priest dispositions in there?  (Presently, Priest favored/disfavored dispositions have zero effect.)

 

Even this feature is not in the game, we NEED it !!

 

Btw, Priest disposition affects your spiritual weapon lash bonus, 20% to 30% depends on your disposition i think.

Edited by dunehunter

No nerf to Greater Maelstrom scroll? Aight :D

No nerf to Greater Maelstrom scroll? Aight :D

 

All consumables are not scaled with charater levels, that's a big nerf imo.

Weren’t scrolls scaling with Arcana and potions with Alchemy? If that’s no longer the case, neither are worth using at all anymore.

"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

 

 

No nerf to Greater Maelstrom scroll? Aight :D

 

All consumables are not scaled with charater levels, that's a big nerf imo.

 

 

Ah alright must have missed that

Weren’t scrolls scaling with Arcana and potions with Alchemy? If that’s no longer the case, neither are worth using at all anymore.

Alchemy only increases potions/drugs duration now.

*slowclap* cant wait for more nerfs. congrats to hardcore players hehe

I wasn’t using potions all that much already; now I know I don’t really have to bother with them or Alchemy in the slightest.

"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

 

I'd have preferred to see figurines just per rest rather than per-rest AND charged. 

 

I hate using charged items of any kind  in games like this, it makes me feel like the item is "damaged" as there is no way to replenish charges.

Yep. I see zero reason to purchase figurines now: just like Animacy Cat, they had to wreck a feature for the sake of balance without shaving down the cost. This nerf feels lazy and uninspired*.

 

*Edit: If I ran the zoo, I'd make charges on curios a difficulty setting or add some kind of Arcana functionality/scaling.

Edited by Ophiuchus

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