baldurs_gate_2 Posted July 20, 2018 Posted July 20, 2018 It seems, when it triggers it's passives, you have to sleep after every fight, otherwise it won't trigger again.
gkathellar Posted July 20, 2018 Posted July 20, 2018 Most strong item abilities are 1/rest. Yep. The Protective Eothasian Charm is the same way. If I'm typing in red, it means I'm being sarcastic. But not this time. Dark green, on the other hand, is for jokes and irony in general.
Takkik Posted July 20, 2018 Posted July 20, 2018 That make no sense, if you switch to per encounter economy, make everything based on per encounter. per Rest system (and rest) feel out of place (outside stuff like figurines perhaps). Fight > Rest. Trigger a trap > Rest Trigger a trap 5 sec later > Rest Why not remove rest system and make food a consumable that stay until you're downed? Restrain rest to the ship & inn? So you'll have to be more cautious with injuries? On paper the game switched to a per encounter system, but you still have/can rest after each fight/problem to restor some of your resources. I'm curious to play pathfinder and it's old school rest management (perhaps I'll not like it, dunno), but actual system feel like they chill out to abandon old system.
baldurs_gate_2 Posted July 20, 2018 Author Posted July 20, 2018 Hmm, does the cloak show that it's per rest? Because i m not sure about it.
gkathellar Posted July 20, 2018 Posted July 20, 2018 That make no sense, if you switch to per encounter economy, make everything based on per encounter. per Rest system (and rest) feel out of place (outside stuff like figurines perhaps). Fight > Rest. Trigger a trap > Rest Trigger a trap 5 sec later > Rest Why not remove rest system and make food a consumable that stay until you're downed? Restrain rest to the ship & inn? So you'll have to be more cautious with injuries? On paper the game switched to a per encounter system, but you still have/can rest after each fight/problem to restor some of your resources. I'm curious to play pathfinder and it's old school rest management (perhaps I'll not like it, dunno), but actual system feel like they chill out to abandon old system. I don't mind the items that have per-rest active abilities, but I really dislike it with respect to triggered passives. It's entirely possible not to realize that you've lost a critical part of your build's defensive package. If I'm typing in red, it means I'm being sarcastic. But not this time. Dark green, on the other hand, is for jokes and irony in general.
1TTFFSSE Posted July 20, 2018 Posted July 20, 2018 Yes it shows it is 1/rest if you right?click on the description of the abilities on the cloak. Also since it is 1/rest I tend not to use those items anymore just because I don't want to rest after every encounter.
mjo2138 Posted December 4, 2021 Posted December 4, 2021 i just realized this, too. I think it wouldn't be totally game breaking if these skills were per encounter, but I suppose devs wanted this to be used during boss fights or end game encounters.
Helz Posted December 4, 2021 Posted December 4, 2021 I used this cloak a lot, I'd just switch it for something else after all the charges were gone. There were times when the 1st or 2nd spell were triggered, but not the third, so it can be used on multiple encounters. I like the per rest mechanic because it allows for more powerful enchantments and forces you to use a variety of items.
Boeroer Posted December 4, 2021 Posted December 4, 2021 Its enchantments used to be 1/encounter each - at those times almost every build that was discussed here used it. So maybe it was nerfed for being too strong. 2 Deadfire Community Patch: Nexus Mods
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