Khashir Posted August 31, 2019 Posted August 31, 2019 (edited) For a first run, would the Community Mod and Wizard Revision mods decrease the game's difficulty? I like the idea of both, but don't want to trivialize my first experience. The Specialized Wizard abilities seem quite powerful, I'm curious how encounter balance shifts with this mod (esp. after the subclass bonus was increased to +2 PL). Edited August 31, 2019 by Khashir
Wotcha Posted August 31, 2019 Posted August 31, 2019 2 hours ago, Khashir said: For a first run, would the Community Mod and Wizard Revision mods decrease the game's difficulty? I like the idea of both, but don't want to trivialize my first experience. The Specialized Wizard abilities seem quite powerful, I'm curious how encounter balance shifts with this mod (esp. after the subclass bonus was increased to +2 PL). The Community Mod is very modest in terms of game mechanics changes. Intentionally so, I think, in order to avoid the perception of watering down the game in the eyes of players such as yourself. It's a solid piece of work. I have never played with the Wizard Revision mod, but given that every other Wizard subclass has the implicit penalty of "Is Not A Blood Mage", the mod would have to buff the hell out of the other subclasses just to reach par with that.
Ancelor Posted September 1, 2019 Posted September 1, 2019 On 8/31/2019 at 1:38 AM, Rooksx said: I like it. Every point of PEN and AR becomes meaningful. Copying and pasting my thoughts from another thread: does it impact damage spellcasters? if not it seems interesting indeed
Rooksx Posted September 1, 2019 Posted September 1, 2019 (edited) 2 hours ago, Ancelor said: does it impact damage spellcasters? if not it seems interesting indeed It universally changes the PEN/AR mechanic, so yes it does impact damage spellcasters. If you're asking whether the mod nerfs such casters, then I'd say not in my experience. Spells like Storm of Holy Fire, Seven Nights and Minoletta's Burst were still quite devastating. Edited September 1, 2019 by Rooksx
Rooksx Posted September 1, 2019 Posted September 1, 2019 22 hours ago, Khashir said: For a first run, would the Community Mod and Wizard Revision mods decrease the game's difficulty? I like the idea of both, but don't want to trivialize my first experience. The Specialized Wizard abilities seem quite powerful, I'm curious how encounter balance shifts with this mod (esp. after the subclass bonus was increased to +2 PL). The Community Patch isn't intended to make classes more powerful. It does buff a lot of abilities, but those are ones that were underwhelming to the point where they were questionable/bad picks. They're improved to the point of usefulness, but not overpowered. The Patch also nerfs a few cheesy things. I haven't used that Wizard Revision mod, but it sounds a bit OP. -25% recovery for non-subclass spells doesn't seem like a stiff enough penalty for retaining access to all spells. Those PL9 passives seem pretty damn powerful as well.
Ophiuchus Posted September 1, 2019 Posted September 1, 2019 Deadfire Tweaks mod's Wizard modules add a +1 spell cast per spell level for non-Blood Mage subclasses. I haven't played with it much so can't vet whether or not it's OP. Slash and Burn: A Warlock Guide
Khashir Posted September 1, 2019 Posted September 1, 2019 (edited) On 8/31/2019 at 1:16 PM, Wotcha said: The Community Mod is very modest in terms of game mechanics changes. Intentionally so, I think, in order to avoid the perception of watering down the game in the eyes of players such as yourself. It's a solid piece of work. I have never played with the Wizard Revision mod, but given that every other Wizard subclass has the implicit penalty of "Is Not A Blood Mage", the mod would have to buff the hell out of the other subclasses just to reach par with that. Thanks for the thoughtful response, Wotcha--I really appreciate the notes about Comm Mod intention. Yes, Blood Mages seem a bit OP, I would like to feel at ease picking another sub-class regardless of the game's difficulty. 7 hours ago, Rooksx said: The Community Patch isn't intended to make classes more powerful. It does buff a lot of abilities, but those are ones that were underwhelming to the point where they were questionable/bad picks. They're improved to the point of usefulness, but not overpowered. The Patch also nerfs a few cheesy things. I haven't used that Wizard Revision mod, but it sounds a bit OP. -25% recovery for non-subclass spells doesn't seem like a stiff enough penalty for retaining access to all spells. Those PL9 passives seem pretty damn powerful as well. Thanks for the note, Rooksx. Following Wotcha's point above, I feel that if I want to play a Wizard, as I increase the game's difficulty, there's an increased need to spec as a Blood Mage (or being at a notable disadvantage). So, I'm looking for ways to remove that pressure, so I can enjoy playing my chosen sub-class without feeling that fights are unpleasantly more challenging because other sub-classes are subpar. Edited September 1, 2019 by Khashir
Ancelor Posted September 2, 2019 Posted September 2, 2019 14 hours ago, Rooksx said: It universally changes the PEN/AR mechanic, so yes it does impact damage spellcasters. If you're asking whether the mod nerfs such casters, then I'd say not in my experience. Spells like Storm of Holy Fire, Seven Nights and Minoletta's Burst were still quite devastating. yeah that's what I wanted to know... (I phrased it poorly)
Khashir Posted September 2, 2019 Posted September 2, 2019 19 hours ago, Ophiuchus said: Deadfire Tweaks mod's Wizard modules add a +1 spell cast per spell level for non-Blood Mage subclasses. I haven't played with it much so can't vet whether or not it's OP. Hey Ophiuchus, thanks for this. Seems a bit more measured of a change. 1
Kaylon Posted September 6, 2019 Posted September 6, 2019 Besides what was already mentioned, I like using: - facial hair for everyone (aumaua, wood elves, godlike, etc) - special subclasses unlocked for the player - level cap remover
Ema Lopes Posted January 1, 2020 Posted January 1, 2020 On 7/20/2019 at 4:56 PM, QuiteGoneJin said: Mine: Community Mod https://www.nexusmods.com/pillarsofeternity2/mods/335 rounds out a lot of edges. Love the new icons Enhanced user interface https://www.nexusmods.com/pillarsofeternity2/mods/32 Self explanitory True Skald and True devoted, they needed the slight buffs imo https://www.nexusmods.com/pillarsofeternity2/mods/293 https://www.nexusmods.com/pillarsofeternity2/mods/290 Wizard revision https://www.nexusmods.com/pillarsofeternity2/mods/298 my absolute fav, more casts, no lockouts, slightly more intuitive and growing benifits to single classing a wizard. and finally https://www.nexusmods.com/pillarsofeternity2/mods/72 had a lot to pick and choose from, i liked the lower rogue resource costs, ability to have ghostheart sharpshooter, and the carnage buffs. Now what are yours? Happy New Year & Merry Christmas ya all! May I get permission to add all these mods into https://www.zettamods.com/games/pillars-of-eternity-ii?
Climhazzard Posted March 30, 2020 Posted March 30, 2020 Back to PoE2 after a long time hiatus, to try finishing the new content, but this time with mods to improve some of the things I still find dissatisfying about the game. Found this thread while looking for mods. Just using stuff from the Nexus because I like to close steam when playing PoE2 to save system memory. Feels like it still has memory leaks as it gets kind of choppy if I play for hours. So anyways... -"Community patch". Every part of it. -"More custom AI conditions" Adds a lot of flexibility for programming your character AI that the original game needed, it's unfortunately still missing some things though, like "Self: beneficial effects suspended" would prevent ability spam when using "Self: Has inspiration (not)". Or like, it has clarity of agony in the monk list, but not enlightened agony. -"Deadfire tweaks" Some parts are OP. I like pretty much everything except the "new (class) tweaks", of those I only used the cipher and rogue tweaks I think. I liked the "new" priest tweaks with the extra casting passives, but after playing with it I think some of the new healing spells are to strong. -"Deadfire combat tweaks" The penetration mod. I really disliked the armor/penetration system for PoE2, this alleviates that. And as a side effect of the changes it makes single wielding a more viable build choice (because it buffs crits to alleviate the overall damage nerf of improving armor) -Female portrait packs, like all of them. So many it's hard to choose a portrait. I'm currently playing a Devoted psyblade, which is good, but being stuck with just a sword to generate focus is starting to feel kind of limiting now that I'm hitting the mega bosses, so I might revisit my transcendent build soon. In which case I'll probably also try out the "Deadly deadfire mod" assuming it is compatible with the PotD tweaks from "Deadfire tweaks". The enemy levels of many world encounters are set way to low for the vanilla upscaling system. 2
Noqn Posted March 30, 2020 Posted March 30, 2020 (edited) Thanks for bumping this thread, Climhazzard. Wouldn't play without: Enhanced UI - https://www.nexusmods.com/pillarsofeternity2/mods/32Community Patch - https://www.nexusmods.com/pillarsofeternity2/mods/335 Out With The Good - https://www.nexusmods.com/pillarsofeternity2/mods/370 Backgrounds Unlocked - https://www.nexusmods.com/pillarsofeternity2/mods/232 BackgroundFix - https://www.nexusmods.com/pillarsofeternity2/mods/204 Stacking Modals - https://www.nexusmods.com/pillarsofeternity2/mods/386 Agreeable Aloth - https://www.nexusmods.com/pillarsofeternity2/mods/78 FG Soulbound Upgrade - https://www.nexusmods.com/pillarsofeternity2/mods/273 Haven't tried but looks awesome: More Priest Subclasses (Ondra, Hylea, Abydon) - https://www.nexusmods.com/pillarsofeternity2/mods/159 Edited March 30, 2020 by Noqn 1
AeonsLegend Posted March 31, 2020 Posted March 31, 2020 Don't think you need the patch for Aloth anymore. The last few Obsidian patches fixed companion interaction considerably. I've never used any mods for this game. Most classes are beyond busted already. What I feel is mostly missing from the community patch is the fact that Fire Godlike still have less fire resistance than Pale Elves. And their HAIR IS ON FRIKKING FIRE! I mean giving them fire immunity would be too OP, but would be in character. I think lowering Pale Elf fire and ice resist to 2 and increasing Fire Godlike fire resist to 5 would be good.
Boeroer Posted March 31, 2020 Posted March 31, 2020 (edited) Yeah - +2/+2 for Pale Elf and +4 for Fire Gidlike would have made more sense. I personally like mods that only enhance the UI best. Thus I think the Enhanced UI mod is superb and I wouldn't want to miss it. Obsidian should have bought and integrated that mod right away when it popped up. Community Patch also has an UI aspect: it gives all passives their own unique icons which helps a lot to find and distinguish passives visually. I wonder how drew all those fine icons though... The "fixes" of Community Patch are not pushing powergamimg at all. They alter some stuff so it makes more sense. E.g. Forbidden Fist ability gets properly tagged as weapon ability so that it can generate focus and work with Swift Flurry (doesn't do both in the vanilla game which is odd). More conistency with priest keywords and so on. There are buffs (of unreasonably bad abilities) as well as nerfs (e.g. Blade Turning ending on movement to end abuse with forced disengagment - that change got even introduced to the opriginal game with an official patch). Good thing is you can turn on/off all the individual mini-mods separately. So for example you can only use the passive icons and nothing else. Besides those I don't use mods, especially not those which make classes "cooler" or more powerful. Edited April 1, 2020 by Boeroer 1 Deadfire Community Patch: Nexus Mods
Noqn Posted April 1, 2020 Posted April 1, 2020 On 3/31/2020 at 1:35 PM, AeonsLegend said: Don't think you need the patch for Aloth anymore. The last few Obsidian patches fixed companion interaction considerably. Really? Vanilla Aloth has just two positive topics, rare ones at that. He basically gains relationship at half the rate of everyone else. I thought the mod did a great job at picking topics that are consistent with his character, too.
AeonsLegend Posted April 1, 2020 Posted April 1, 2020 (edited) The patches don't give extra topics, they give Aloth more positive responses to the ones he already has and it has removed some negative ones that were questionable. I've had no issues with him anymore. As long as you don't go for traditionalism or irrisponsible and respond dutiful and such you're good. He likes it when you say stuff like: I HAVE to do this. Doesn't matter what it is, whether its sacrificing babies or watering the plants. He goes well with Maia. If you please her, then you will likely please Aloth as well. He doesn't like joking around, but he does like getting things done and going for it. Acting high and mighty (pride) is no good. Edited April 1, 2020 by AeonsLegend 1
Lampros Posted October 14, 2020 Posted October 14, 2020 On 7/20/2019 at 2:23 PM, Powerotti said: More AI conditions and soulbound upgrade are nice too Isn't the Soulbound upgrade mod out-of-date now?
Noqn Posted October 14, 2020 Posted October 14, 2020 10 hours ago, Lampros said: Isn't the Soulbound upgrade mod out-of-date now? I think they still cap at Superb in vanilla, or am I mistaken?
Lampros Posted October 14, 2020 Posted October 14, 2020 6 minutes ago, Noqn said: I think they still cap at Superb in vanilla, or am I mistaken? Oops; I guess I wasn't clear. My understanding is that the mod itself may no longer work, since it hasn't been updated after the last official patch. 1
AndreaColombo Posted October 14, 2020 Posted October 14, 2020 I find the lack of love for my mods in this thread ... disturbing. /cue Darth Vader emphysema breathing sounds I’m quite sure that mod still works no problem. What needed changing to make Soulbound weapons Legendary was not altered by the final patch, as far as I’m aware. 2 "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
Lampros Posted October 14, 2020 Posted October 14, 2020 51 minutes ago, AndreaColombo said: I find the lack of love for my mods in this thread ... disturbing. /cue Darth Vader emphysema breathing sounds I’m quite sure that mod still works no problem. What needed changing to make Soulbound weapons Legendary was not altered by the final patch, as far as I’m aware. Ah, ok! And which are your mods?
AndreaColombo Posted October 15, 2020 Posted October 15, 2020 18 hours ago, Lampros said: And which are your mods? Shameless self promotion ahead: Deadfire Unnerfed Faster Deadfire Brilliant Mod Helwalker Rekke 1 "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
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