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Featured Replies

Re: Rooting Pain and Virtuous Triumph.

75% would have been enough of a nerf. If it still felt too powerful, it could be brought down to 50% in another patch (though Virtuous Triumph at 50% I would probably never spend a point on; Rooting Pain maybe.)

 

I think this is a reasonable perspective, but Obsidian (JE Sawyer specifically) has made it clear that they want to err on the side of overshooting and then ramping power levels back up. I think this is also a reasonable perspective, because you might overestimate how effective a nerf was and you'll spend the next few patch cycles ramping the ability further down and pissing players off each time. So from a want-to-balance-the-game-but-minimize-players-getting-pissed-off perspective, getting players mad once and then making them slightly happy as you adjust back up is probably better than getting players mad repeatedly as you keep ramping down to find the sweet spot.

 

I think even at 50% I would always pick Rooting Pain. At less then that, it becomes more of a decision, and to me that feels "right" where a skill or passive isn't an automatic pick but something that is actually worth weighing against other skills. But I don't play monks that much, so I totally concede that the right number could be anywhere under 100%; I just know that 100% was broken.

 

I'm actually happy that power levels for some abilities and classes are climbing up in this patch because hopefully it demonstrates to players that Obsidian doesn't just want to nerfhammer/bash everyone's favorite stuff but is legitimately interested in leveling the broad playing field (thinking of how wizard subclasses, trickster, etc. got buffs).

Edited by thelee

just to be sure - brilliant inspiration is back ?

I don't understand why people so much complains about figures, alchemy, items, classes nerfs ? Because they can't play on PotD or because their strategy may become useless on next patch ? 

 

I like PoE and I see that easier way to balance game is nerf broken/overpowered abilities and skills, and then step by step add new features

 

I can't speak for everybody else, but as far as I'm concerned the problem is not with nerfing per se; the problem is with nerfing stuff that never needed to be nerfed (e.g. Baubles of the Fin, all of the speed buffs, Wildstrike and Greater Wildstrike, etc.) and over-nerfing OP stuff so that it no longer adds any value to anything (e.g. Virtuous Triumph at 25%; it went straight from "must-have" to "why bother?")

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

 

 

I don't understand why people so much complains about figures, alchemy, items, classes nerfs ? Because they can't play on PotD or because their strategy may become useless on next patch ? 

 

I like PoE and I see that easier way to balance game is nerf broken/overpowered abilities and skills, and then step by step add new features

 

I can't speak for everybody else, but as far as I'm concerned the problem is not with nerfing per se; the problem is with nerfing stuff that never needed to be nerfed (e.g. Baubles of the Fin, all of the speed buffs, Wildstrike and Greater Wildstrike, etc.) and over-nerfing OP stuff so that it no longer adds any value to anything (e.g. Virtuous Triumph at 25%; it went straight from "must-have" to "why bother?")

 

Indeed. Before blindly supporting the nerfs imposed, maybe also think about whether in fact the abilities were overpowered in the first place?

 

Btw, the nerf to Rooting Pain is not 25%. It is 0%. I can't get the skill to trigger now. Can someone else verify this? I will submit a bug report if I find concurring views.

Edit: nevermind, I will post the bug first.

 

Unless you think the nerf to 0% is me crying about the nerfs to abilities.

Edited by mosspit

 

I don't understand why people so much complains about figures, alchemy, items, classes nerfs ? Because they can't play on PotD or because their strategy may become useless on next patch ? 

 

I like PoE and I see that easier way to balance game is nerf broken/overpowered abilities and skills, and then step by step add new features

 

I can't speak for everybody else, but as far as I'm concerned the problem is not with nerfing per se; the problem is with nerfing stuff that never needed to be nerfed (e.g. Baubles of the Fin, all of the speed buffs, Wildstrike and Greater Wildstrike, etc.) and over-nerfing OP stuff so that it no longer adds any value to anything (e.g. Virtuous Triumph at 25%; it went straight from "must-have" to "why bother?")

 

Okay I get it, will be interesting to read why obsidian done that (for example why they stop scaling alchemy bonuses at all, why not +2.5% per level ? ), did they do some calculation or testing fights or they have some big plan how to balance game ? :D 

Edited by mant2si

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)

I'm the kind of a person that prefers consistent but weaker effects that X% but stronger effects. Just helps my mental hygiene. Still, for stuff like Victorious Triumph, I wouldn't mind if the game used pseudo randomness where the longer you go without a given event occurring, higher it's chance to trigger, so that you would *always* get it to trigger it at least once every 4 kills. These kinds of mechanics also tend to work the other way, too, making an event increasingly less likely to happen after happening, so the chance of getting something twice in a row is much lower. 
Helps a lot with making stuff like new Victorious Triumph feel consistent and impactful.

 

I don't understand why people so much complains about figures, alchemy, items, classes nerfs ? Because they can't play on PotD or because their strategy may become useless on next patch ?

 

I like PoE and I see that easier way to balance game is nerf broken/overpowered abilities and skills, and then step by step add new features

I can't speak for everybody else, but as far as I'm concerned the problem is not with nerfing per se; the problem is with nerfing stuff that never needed to be nerfed (e.g. Baubles of the Fin, all of the speed buffs, Wildstrike and Greater Wildstrike, etc.) and over-nerfing OP stuff so that it no longer adds any value to anything (e.g. Virtuous Triumph at 25%; it went straight from "must-have" to "why bother?")

I will still take Virtuous Triumph, but not because I think it’s valuable, but because I have no other choice since I don’t wanna pick these exhortation **** :D

 

Imo it is still useful if u build your paladin as a dps oriented build, but has 0 effect if it’s a support or tank.

Edited by dunehunter

 

 

any chance the difficulty for POTD in 2nd half of the game and ALL bounties and sidequests will be reworked the same way the first few levels got reworked?

 

They are reworked, you are just overleveled for all of them. We'll have to wait for more high-level content from DLCs at this point I think for challenging end-game stuff.

 

No they are not. Only about 1/3rd of the game (predominately the early main quests and sayuka as well as beraths temple) are reworked. You notice this by seeing the special enemies that are always displayed red (with upscaling, not sure if its the same without). Nevermind the fact that these enemies have a massive difference in power compared to the ones that didnt get added after the rework.

 

I also finished the game pre rework and post rework on POTD so you can be sure i know what im talking about. The mid/lategame and pretty much all sidequests have had no changes.

 

 

I also finished the game pre-rework and post-rework and I'm pretty sure you're wrong, at least about the critical path and major quests. For example, one of my earlier attempt at the Ukaizo fight had no skulls and no additional engwithan witches and way less general health and danger. post-rework, at level 20 you still see skulls over the dragon, and you get additional adds (though they sometimes don't appear due to a bug, which seemed to be something that was a known issue at least when i reported it), not to mention that the dragon has basically a bajillion health.

 

But, that being said, it was still a relatively easy fight at level 20 party because it was designed as like a level 15 or 16 encounter (the quest is level 15/16 iirc). Upscaling means the named dragon gets like +6 level so even at level 20 you'll get two skulls, but it has all the danger of a level 15 encounter.

 

It's possible bounties didn't get any harder (i think they're just leaning on the change from +2/3 upscaling caps to +4/6 caps, which I believe means enemies gain +2 levels per your +1 level and i don't particularly remember any new factors to those fights). But to say that nothing in the mid/lategame and "pretty much all sidequests" have had no changes seems like a stretch.

 

EDIT: btw, i don't think special enemies "are always displayed red" in the rework (i know this because i attempted the lady epero estate quest at different levels and got to see the enemies go from always red to nothing). they are just super high level at early levels and the new upscaling setup means they stay ahead of your level gain for a while (named enemies get up to +6). there are just so few quests that are tuned for levels 13-20 (the highest quest level is only 18) so there's a dearth of higher-level challenges once you get to like level 13 or so, even if you're fighting skulled enemies everywhere from upscaling, and it also means that once you hit level 18 there's literally nothing in the game that's designed to give you a challenge (assuming that a quest one level higher is a decent challenge and one at your level is "appropriate").

Edited by thelee

another patch and still no fix for the wrong beraths blessing skill on rogue :(

Hey!

I am playing with an experience point reduction mod and game is super fun!! Gracias!!

 

Found a few more bugs:

 

1) Walked into King's Coffin in Dunnage and when I got close to the bar, a notice chimed up that there was a trap nearby, didn't see a trap at all though (am I missing something maybe??)

 

2) [this might not be a bug] The enemy cannibal characters in the Temple of Tangaloa Ruins - for some reason when I attacked them this time, some of them didn't react who were standing out of sight - though I was hanging further back than I normally do as I wanted to lay a trap for them with a rogue drawing them through the choke point walls and into the trap, as I was worried about my level.

 

3) when I hover over my stats for my characters if they have a bonus - it doesn't always give me a breakdown of where the bonuses are coming from - also do bonuses from items stack in POE2 - I know they weren't in POE1 but they currently are in my playthrough?  Could this be the experience mod I am using?

 

4) along with the yellow level up circle remaining, I also somehow got a blue one to stay there also on Xoti

 

5) sometimes my party members when trying to use Second Wind and/or other abilities just sit there forever and it never activates, it is very random though and I can usually jog between abilities and get the one I need to work

“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

Hey!

I am playing with an experience point reduction mod and game is super fun!! Gracias!!

 

Found a few more bugs:

 

1) Walked into King's Coffin in Dunnage and when I got close to the bar, a notice chimed up that there was a trap nearby, didn't see a trap at all though (am I missing something maybe??)

 

2) [this might not be a bug] The enemy cannibal characters in the Temple of Tangaloa Ruins - for some reason when I attacked them this time, some of them didn't react who were standing out of sight - though I was hanging further back than I normally do as I wanted to lay a trap for them with a rogue drawing them through the choke point walls and into the trap, as I was worried about my level.

 

3) when I hover over my stats for my characters if they have a bonus - it doesn't always give me a breakdown of where the bonuses are coming from - also do bonuses from items stack in POE2 - I know they weren't in POE1 but they currently are in my playthrough?  Could this be the experience mod I am using?

 

4) along with the yellow level up circle remaining, I also somehow got a blue one to stay there also on Xoti

 

5) sometimes my party members when trying to use Second Wind and/or other abilities just sit there forever and it never activates, it is very random though and I can usually jog between abilities and get the one I need to work

 

i don't think obsidian actively monitors this thread, you should file bug reports as new posts in the forum.

You cant control Essential Phantom and Substantial Phantom. Esssential dont cast any spell and Substantial cast Arcane Clean near allies and spell reflect. I think you can control these guys in this patch, or I am wrong?

Any update on Berath's Blessing and the "+2 Insight, +0 Sleight of Hand" bug for Rogues?

Thank you for the nerf to items that summon monsters, those were op :D

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

 

Curious about this as well.

 

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

 

Curious about this as well.

 

 

 

It doesn't seem to but I haven't 100% verified.

The casting changes to some Cipher powers make the Galawain warbow (can't recall the name at current) an excellent substitute for Frostseeker in a Seer build. With Driving Flight, you get two chances at negating the attack recovery, allowing you to quickly spend that Focus on Mental Binding, Eyestrike, and the like.

 

I don't understand why people so much complains about figures, alchemy, items, classes nerfs ? Because they can't play on PotD or because their strategy may become useless on next patch ? 

 

I like PoE and I see that easier way to balance game is nerf broken/overpowered abilities and skills, and then step by step add new features

 

I can't speak for everybody else, but as far as I'm concerned the problem is not with nerfing per se; the problem is with nerfing stuff that never needed to be nerfed (e.g. Baubles of the Fin, all of the speed buffs, Wildstrike and Greater Wildstrike, etc.) and over-nerfing OP stuff so that it no longer adds any value to anything (e.g. Virtuous Triumph at 25%; it went straight from "must-have" to "why bother?")

 

Funniest thing is, they do all that redundant nerfs and somehow miss the actual unblanaced aspects of the game. People discovered how good Streetfighter is, class build forum is now plagued by Streetfighter builds, but they nerf Wildstrike. I mean the ****.

I don't like either the streetfighter change, nor the trickster uptune, to me they seems to be unnecessary. And yes you are right the forum is plagued by these streetfighter/xxx, trickster/xxx builds :p

Edited by dunehunter

I don't like either the streetfighter change, nor the trickster uptune, to me they seems to be unnecessary. And yes you are right the forum is plagued by these streetfighter/xxx, trickster/xxx builds :p

 

what's the streetfighter change? nothing in beta patch notes

 

EDIT: i opted in the beta just to see what this change was, and I think dunehunter is just mistaken, I don't see anything different about the streetfighter.

 

In case anyone's curious the new trickster spells are:

PL1: Arkemyr's Dazzling Lights - 1 Guile

PL2: Mirrored Image - 1 Guile

PL3: Ryngrim's Repulsive Visage - 1 Guile

PL4: Llengrath's Displaced Image - 2 Guile

PL5: Confusion - 2 Guile

PL6: Arkemyr's Wondrous Torment - 2 Guile

PL7: Gaze of the Adragan - 2 Guile

PL8: Kalakoth's Freezing Rake - 3 Guile

PL9: Wall of Many Colors - 3 Guile

 

Overall I think the trickster has become a much more interesting subclass. Sort of like a wizard-multiclass-lite, except you get high-level spells not normally gotten via multiclassing except at the cost of not having as many spells and competing with guile for usage. In addition, like pre-1.2 and unlike the wizard, you can still really spam the low-level stuff. Imagine a bajillion casts of Mirrored Image whereas a wizard only gets 2 + 1empower.

Edited by thelee

Found a bug, I think. Deleterious Alacrity of Motion seems to randomly give either the 15% action speed or the Swift buff, but not both. This can be seen on the character status effect icons, the stats page, as well as recovery tooltips for weapons/spells etc. Can be reproduced in the very intro battle if you use the console to level up to 5.

 

Also existing mods seem to be broken, this may be intentional(?). For example this mod: https://www.nexusmods.com/pillarsofeternity2/mods/30 ... if it's enabled, it breaks a wizard's ability to choose spells at level up or character creation.

I'm still having PoE reactivity issues from my imported save where i'll receive my Effigy's Resentment: Devil of Caroc. But not my Gift from the Machine, which sucks because i've basically never had any other bugs but this and the Vela Import bug

 

 

Yeah, this isn't importing correctly again in manufactured saves -- I believe it was fixed previously but for some reason in the current patch at least it's not importing correctly again. Someone PM me when this gets fixed, it's gonna put my PotD replay on hold I think.

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).

 

Dangit, That sort of bug is the ones that (aha) bugs me the most, since I consider character interactions one of the biggest points of the game.

 

Oh well, if we keep politely (and I DO mean politely) nudging them, they'll get to it eventually... And in the meantime, while I'm waiting, I started BATTLETECH.

 

(Normally, I would think that Harebrained Schemes capitalising the entire name was silly, but actually, it's really useful to differentiate it from all of the other BattleTech stuff it might otherwise be confused with and wow that was an utterly irrelevant comment to male here...)

 

At least my cipher - when I restart - will be a bit better.

Issues I've come across so far with the 1.2 patch:

 

Behavior Editor

You can no longer select abilities in the windows. You can click all you want in the window, nothing happens. You can't even scroll the window. Issue I've had since prior to 1.2 is if you right click on an ability in the selection window, the text from the window behind it bleeds through, making the detail ability information unreadable

 

Combat

I've noticed that on occasion my characters get locked up and just stand there. I just watched my rogue standing there with an ability icon she's going to use, the recovery timer counts down, and then restarts. I saw it happen 3 times. I also saw that my warrior was trying to change his stance. He just stood there with the stance icon without doing anything else. Again, his timer just kept restarting.

Just noticed another bug related to combat after 1.2 patch, one of my characters has the option to use the modal of Imbued Ammunition even though the character that has that weapon isn't in the party.

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