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Featured Replies

 

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.

 

 

Well, crap. I was enjoying having one character focusing on Alchemy, even if he still couldn't read the witches' notes.

 

Balancing out the flavor of the game, I say.

 

Joe

If you really enjoy +9 armor potion of spirit shield.

If you really enjoy +9 armor potion of spirit shield.

 

Why wouldn't I?

 

Joe

I've tried the new Whispers of Treason and have some thoughts.

 

Cancelling the charm if you attack the enemy makes sense and is an appropriate change... but, if your companions have already selected a target for an attack, they still attack the same target, even if that target is now on your side. And you can't always tell who a companion is targeting when you are picking your own targets (plus they can change while you are casting). Meaning, at the Engwithan digsite, my companions were regularly cancelling the charms as soon as I placed them (at least until we were surrounded by enough enemies that I could pick one from way in the back). It still worked in the end, but it was more tedious.

 

Re-targeting every single companion before and after casting Whispers of Treason is a little too much micro-management for me. Perhaps the devs could add something so that the companions automatically re-target if their current target becomes friendly, even if they've already selected their action? (They do still re-target after an action completes, of course, but since they are almost always in the middle of one action or another, that's where the problem occurs.)

 

The new range is going to be problematic for squishy ciphers attempting to cast Whispers of Treason from stealth before a battle starts. They'll need higher stealth and maybe boots of speed to run away after casting, before they get surrounded.

 

==

 

I'm kind of sad about Virtuous Triumph, but it was pretty over-powered -- limitless zeal regeneration (given how easy it is for paladins to defeat enemies with full-attack FoD), and available to multi-classes. Better to take the passive that gives you one extra zeal now, instead.

 

==

 

I've avoided any builds based around Alchemy and Arcana since it was pretty obvious they would need to be fixed. But did Arcana actually get fixed? I don't see it on the list, only Alchemy in reference to poison spells/abilities, plus an ambiguous "removed overridden scaling" for potions, poisons, and drugs (I don't see a similar message for scrolls).

The update fixed the bad performance in some areas for me.

 

Unfortunately the "Xoti wants to talk but normal conversation happens" bug is still there, if you talk to her the icon disappears but as soon as you select her again the glow behind the icon comes back (the icon itself doesn't).

Edited by Daled

Great patch, thanks. You are in the right track.  Kudos for chanter changes, specially. A few points:

 

1. I cannot understand how hard it would be to show skill trees on demand. I mean, it's been a thing since at least diablo 2...

 

2. Are illusionists getting more dough in the future? I remember director talking about Trickster and Illusionist both.

 

3. Can you please explain exactly how Alchemy/Explosive scaling works atm? I believe 99% of the players have no idea, myself included.

Was the Defiant Apparel's Captain's Eye effect changed to no longer give -5 deflection when flanked? Previously, you had to click on "Captain's Eye" to see that (it wasn't in the basic item's description). Now, I don't appear to be able to click on Captain's Eye anymore, so it seems like it only has the perception resistance, but I don't see it on the list of item changes.

 

Just to follow up on my own post, Captain's Eye still gives you -5 deflection when you are flanked, but there no longer appears to be any way in the item description to learn about that (you can no longer click on Captain's Eye to get more details). It seems problematic to have detrimental effects completely hidden from the user in the item description, particularly on equipment you are given when starting the game.

Can't check the update now, but what are the extra illusion spells for trickster?

  • Ancestor's Honor is now Ancestor's Memory and now grants the Brilliant Inspiration for 12s instead of +1 Empower Point.

 

hmmm brilliant as a pl7 cipher ability... level 13 single class, level 19 multiclass... Huge buff for pure cipher, and I'm very glad to see that status effect come back in some form

Edited by Redicular

Ah, I had missed that pearl.

 

Was the Brilliant Inspiration at all changed?

 

If not, I don’t get why PL7 for Chanters was a no-go but PL7 for Ciphers is ok. The Chanter’s invocation was nerfed into complete uselessness and now another class gets Brilliant at the same PL and that somehow makes sense.

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

 

Ah, I had missed that pearl.

 

Was the Brilliant Inspiration at all changed?

 

If not, I don’t get why PL7 for Chanters was a no-go but PL7 for Ciphers is a ok. The Chanter’s invocation was nerfed into complete uselessness and now another class gets Brilliant at the same PL and that somehow makes sense.

 

near as i can tell brilliant is still its stupidly overpowered self

 

at a guess? ciphers are(were? haven't tested all the changes) considerably weaker than chanters, ciphers have much worse MAD syndrome - meaning harder to min/max durations, cipher resource requires you to stop casting(so you can weapon attack) to regen whereas chanter could regen 2 phrases during the cast time of an ability(if troubador and the ability is slow enough)

 

all told, ciphers cast much rarer making it much harder to keep brilliant up on everyone all the time.  It might still be possible but that would be the entire build for the cipher(massive action speed+ recovery- to get focus back as fast as possible, stupid amounts of INT to get decent duration, stupid amounts of PER/acc, again to get focus back, and even then the cipher probably can't afford to cast anything else).

 

Still would like the status to be available on at least one other class - priest level 9 spell maybe?, most of  those suck, maybe ranger since their level 9 still remains a joke... xoti gets withdraw for free at pl2, rangers get a worse version at level 9

Edited by Redicular

Ascendant with max DEX/PER/INT can use Reaping Knives on the party's DPS characters for steady focus gain, Time Parasite for extra speed, then Brilliant on everyone. May not be able to keep it on all the time, but certainly a lot.

 

 

All the while Form of the Fearsome Brute, I am told, still has +100% recovery on its armor (along with other issues, all of which persist from the beta days)...

"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

 

 

 

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 just want to say to you guys: YOU CAN BEAT THIS!

You don't have to live your life this way!  :grin:

 

I managed to beat this problem myself. The only way forward is through. Use those items. Use 'em. Keep using 'em. For an entire playthrough, SPAM CONSUMABLES. It'll hurt, but you'll survive, and you'll be like "Wow, this is actually okay!" and it won't bother you in future.

If not, I don’t get why PL7 for Chanters was a no-go but PL7 for Ciphers is ok. The Chanter’s invocation was nerfed into complete uselessness and now another class gets Brilliant at the same PL and that somehow makes sense.

I think they give it to ciphers because they can't use it on themselves...

 

If not, I don’t get why PL7 for Chanters was a no-go but PL7 for Ciphers is ok. The Chanter’s invocation was nerfed into complete uselessness and now another class gets Brilliant at the same PL and that somehow makes sense.

I think they give it to ciphers because they can't use it on themselves...
They also gave it to them because chanters could do it in an aoe to the whole party at once. Ciphers could do it to everyone but themselves and they have to cast it on each party member one at a time. Huge difference between the two.

Paladin

 

Shieldbearer LoH prevent death Duration 5s -> 4s.

Virtuous Triumph 100% Zeal on Kill -> 25% Chance on Kill.

Hands of Light Zeal Cost 1 -> 2.

Greater Lay on Hands Zeal Cost 1 -> 2.

Enemy Paladin AI now shares AI cooldowns between different Lay on Hands types.

 

I really don't like the zeal cost nerf on lay on hands..... I run Pallegina as a single class paladin for my healer in group and nerfing LoH to cost 2 zeal is really going to kill her as my main healer. This realllllly hurts her as a solo class party healer and I hope it gets changed back. I really want her in the party as healer as I dont want xoti or tekehu. Here's hoping the message gets through.

 

Please reconsider this change!

Edited by Gunnaku

Thanks for boost wizard sub-classes. Now the specialist wizard in multiclass compete with true wizard in chosen area. Nice way differentiate single to multi-class. :yes:

///////////////////////////////////////////////

 

+1 PEN for 2handers is great news, although

compare PEN of two-handed sword vs blunt light stick (staff)

staff should get rather recovery 4s -> 3s and keep PEN as it was

staff is very fast and agile weapon, also good for defense. Staff is definitely not an penetration expert.

Thanks for consideration

Edited by gGeorg

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

 

Poison scale with Alchemy. 

Hey-

So the fish merchant in Queen's Berth - the items that he sells an infinite amount for purchase only allows me to click the up arrow to the amount of "2" then I have to manually type in the remaining amount.

 

Not sure if intended or was introduced with a previous update.

 

That being said, would still love to see more balance in regards to enemies too - game could be tougher still.  I mean, I remember pre-BG2 games that really made you have to work for those levels to pass certain stages - like Pools of Radiance, but that was so long ago who knows if I am remembering correctly ... :)  I mean I always used Ultima V as my standard for RPGs ...

“How do you 'accidentally' kill a nobleman in his own mansion?"

"With a knife in the chest. Or, rather, a pair of knives in the chest...”

The Final Empire, Mistborn Trilogy

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.

True. I use them because i can use them again. I don't like charged items. But i do like the summons. And they are expensive enough to buy anyway. I don't want 5k gold gone in 5 summons.

I was using summons in alternative to the usage of charme.

 

Now you also need to go back to the city to buy the figurines from time to time, dejavu regarding the changes to the rest system.

CzSyX91.jpg

  • Author

Hello all,

 

I'm updating the original post as well, but wanted to let you all know we've just placed a small update onto the Beta Branch :)

 


 

Build 1.2.0.0009 Updates

  • Linux Build is now available!
           If you have any issues with this Linux update, please try restarting your steam client.
  • Deleting mods, using the up/down arrows for load priority, and clicking the refresh button now work properly.
  • Fixed a rare issue where sometimes save games couldn't be loaded.
  • Fugue Spore poison Charm effect has been changed to Confused and its duration has been slightly increased.
  • Resolved an issue where some entries in the Companion Relationship history UI were blank.
  • Sungrazer Flail Extinction Event can no longer trigger off of its own attack.
  • All consumables now have a scaling keyword on their base ability to ensure that each one properly benefits from scaling.
  • Scroll of Circle of Protection will now play VFX properly and end its duration.
  • Scroll of the Helpless Beast is now PL 0 and scales only with Arcana and Power Level bonuses.
  • Potion of Form of the Fearsome Brute no longer scales its Ogre form passive effects based on attributes.
  • Frost Bomb is now properly set to PL 0, so it will no longer receive scaling penalties.
  • Wahai Poraga now has the correct Penetration value from pollaxe data.

Does dominate works like charm? As in removal on allied attack?

 

 

3. Can you please explain exactly how Alchemy/Explosive scaling works atm? I believe 99% of the players have no idea, myself included.

 

 

Yeah, thirding this, I am extremely confused and I do not believe I am the only one.

 

 

 

3. Can you please explain exactly how Alchemy/Explosive scaling works atm? I believe 99% of the players have no idea, myself included.

 

 

Yeah, thirding this, I am extremely confused and I do not believe I am the only one.

 

I don't know Explosives well, but here's how I understand Alchemy in 1.2b:

 

Drugs and Potions duration is increased by 5% per Alchemy rank.  Nalpazca counts as +10 ALC for Drug effects.

 

For Healing Effects:  Amount healed increases by 10% per Alchemy Rank.  (This is new with 1.2-- previous builds did not include an ALC effect on basic healing potions.)  Other adjustments (e.g., items that boost Healing Done) are multiplicative.  A simple Potion of Minor Healing (base 40) with 18 ALC (+180%) and wearing the Physicker's Belt (+10% healing done) heals 123.2 HP ((40*2.80)*1.10). 

 

Whiteleaf is unique-- it's the only drug for which Alchemy now affects more than duration.  The per-tick healing is affected just like healing potions are (i.e., +10%/ALC), and the Nalpazca bonus counts.  (This sounds huge, but the base heal is only 1 HP per 3 seconds.  For Nalpazca, that's 2.  For Nalpazca with 20ALC, it's 4.)

 

That's all pretty tame, and, with the exception of healing potions, significantly weaker than they were in 1.1.  Poisons, on the other hand, are nuts.  Duration is increased by 10%/ALC, damage-per-tick is increased by 20%/ALC , and Accuracy is increased by 2/ALC.  The cheapest poison you can make, Fungal Bile, does a base 7 Corrode damage per 3 secs for 30 secs (and Weakens and lowers Armor by 1).  At 20 ALC, that's 35 Corrode per 3 secs for 90 secs (plus those same other effects) with an Accuracy of ([base class] + [standard Level modifier] + 40 + any other enhancements, such as Zealous Accuracy).  And that's the cheapest poison. 

 

None of this is affected by Attributes.  INT does nothing for Durations, MIG does nothing for healing or damage, PER does nothing for Poison Accuracy. 

Edited by Enoch

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