Deadfire in general seems to shy away from stackable accuracy buffs in general, which considering they've also flattened enemy deflection a lot is probably a fair thing.
Also re cipher: let's be honest, the class needs a ground up redesign that turn--based is only going to make more apparent. It basically only shines in the vancian challenge mode and POE1's vancian world for a reason; the capability to self-buff/self heal at least would work around that in terms of giving them more things to do than hope to stack enough focus to cast a level 9 power that's worse than ryngrim's terror after a few rounds of grazes. If focus is going to keep working the way it does at the very least either costs are too high or their spells need to be dropped down in cast times across the board.
I can't speak for turn-based, but in terms of RtWP I fully disagree with this characterization of the cipher. People keep talking about Ryngrim's spell and all that tells me is that that spell is way too good for AL5 (my best guess is that it was a direct import from PoE1 and they forgot that terrified in Deadfire is way more powerful than in PoE1). Ciphers already have pretty fast cast times, btw.
I'm not sure it's been brought up in here and I figure it's not necessarily the purview, but every class with flat additive damage sources, the devs massively overvalue them; weapon mastery's +15% is definitely not worth two talents on fighter, and conversely trickster only giving up 10% on sneak attacks without otherwise affecting how they scale with PL makes it really hard to pass up trickster if neither streetfighter nor assassin seem interesting; I think it's the same with biting whip.
It was raised on earlier pages, but my general perspective is "overvalued compared to what?" There's not a lot of ways to boost damage via talents, so much like the relative sparsity of accuracy in Deadfire, the damage boosts become comparatively better. Unconditional (or close to unconditional) damage boosts are extremely uncommon, and you don't need a lot to make a notable difference. I think the trickster "only" giving up 10% is bad not because 10% (unscaling) isn't worth much, but because the trickster gains back way way way way way way more than that in new capabilities or higher sneak attack uptime. Even if the penalty scaled, the trickster would still be utterly worth the trade-off, and heck they could completely lack sneak attack and the trickster would be a viable class.
I think I can get on board with the fact that the +5% fighter damage boost is unnecessary. Linear returns means additional same% boosts are worth relatively less, so it really seems like they could have had both talents provide +10% and the "intrinsic diminishing returns" (MaxQuest's turn of phrase) takes care of balancing out the higher-end talent that *requires* this earlier talent to pick up...
Edited by thelee, 26 March 2019 - 05:37 AM.