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Posted

Even on PC I prefer turn based over rtwp. That being said with the changes in attack rolls with TB compared to rtwp misses seem much less likely to occur. Even with 80 something deflection I'm not seeing a tonne of riposte procs. Does anyone know if riposte tank is less effective in TB? I might just need to pay attention to the attack roll and damage log 

Posted

You should most definetely get community patch for riposte, it makes riposte %25 for miss and grazes, which proc very often.

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Posted
8 minutes ago, Okkes said:

You should most definetely get community patch for riposte, it makes riposte %25 for miss and grazes, which proc very often.

Based on my brief time on the forum the CP seems pretty popular. Looks like I'm getting that for sure. Maybe the balance mod. Thanks!

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Posted

The CP mod adds reasonable adjustments  that make the game better without overdoing it as some mods do imo. I would totally recommend it. In addition to the mechanical adjustments it also adds unique icons for every passive ability - which otherwise share a lot of the same icons which is confusing and annoying while leveling up. Without CP you constantly have to hover over the icons so that the game can tell you the name of the ability. Put an end to that with the CP's passive icon pack (it's included with the CP mod, no need to install it separately). 

CP is a modular mod - that means you can install different "sub mods" individually and don't have to install the whole package if you don't want to. 

In addition to that I'd also recommend Spherical's Enhanced UI mod (doesn't alter mechanics but only adds useful, small UI features and bits like tooltips for some mechanical terms, inspirations, afflictions and so on - without altering the UI design itself) - I wouldn't want to miss that even now that I know the rules in and out (mostly). 

In addition to that I also recommend @Noqn's Carnage AoE indicator mod. It adds an AoE indicator so that you can actually see where Carnage will apply. In the vanilla Deadfire game this is not visible unlike in PoE1. 

 

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Deadfire Community Patch: Nexus Mods

Posted
4 hours ago, Boeroer said:

The CP mod adds reasonable adjustments  that make the game better without overdoing it as some mods do imo. I would totally recommend it. In addition to the mechanical adjustments it also adds unique icons for every passive ability - which otherwise share a lot of the same icons which is confusing and annoying while leveling up. Without CP you constantly have to hover over the icons so that the game can tell you the name of the ability. Put an end to that with the CP's passive icon pack (it's included with the CP mod, no need to install it separately). 

CP is a modular mod - that means you can install different "sub mods" individually and don't have to install the whole package if you don't want to. 

In addition to that I'd also recommend Spherical's Enhanced UI mod (doesn't alter mechanics but only adds useful, small UI features and bits like tooltips for some mechanical terms, inspirations, afflictions and so on - without altering the UI design itself) - I wouldn't want to miss that even now that I know the rules in and out (mostly). 

In addition to that I also recommend @Noqn's Carnage AoE indicator mod. It adds an AoE indicator so that you can actually see where Carnage will apply. In the vanilla Deadfire game this is not visible unlike in PoE1. 

 

I was wondering about the part of the mod with the icons. It is pretty confusing and I've overlooked some helpful passives because the icons look identical to abilities I didn't like. It seems helpful that you can pick and choose which changes you can use. I'll probably start with the CP and possibly try the balance mod if the game needs further tweeks.

 

Thanks for the suggestion of the UI mod! It seems random how carnage hits enemies. Having an AOE indicator would be nice. My PoE1 barb must be smarter than sarafen since his carnage seems less consistent.

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