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Strange behavior of Cleave, Swift Flurry, Blast and Citzal's Lance

Featured Replies

Here are a few video I took to display their synergy behavior, I wonder if any devs can take a look and value if this is an issue or not!

 

1) Cleave stance + Swift Flurry. Cleave attacks can trigger itself if a Cleave attack killed an enemy.

 

 

2) Cleave stance + Citzal's Lance. Citzal's Lance does AOE damage to nearby enemy, so will every cleave attack be an AOE attack?

 

 

3) Blast + Swift Flurry + Discipline Strike. This is an old issue existed in last patch, but it is still doable with Blast + Swift Flurry + Discipline Strike.

 

 

Any thoughts?

Edited by dunehunter

I think it’s pretty damn kewl XD

"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

 

  • Author

I think it’s pretty damn kewl XD

 

Yeah it is pretty cool, but a Citzal's Lance + Cleave stance is like a passive version of PoE 1 Barbarian Carnage + Heart of Fury. I think the designers changed carnage mechanism to avoid similar cheesy combo. 

 

I think cleave should be changed to a cone instead of aoe, and cleave attack should not trigger itself.

I still don't get why they changed the Lance and Blast to work like PoE's Carnage. Especially because they changed PoE's Carnage in Deadfire to avoid such things.

 

Also: prevent Swift Flurry's and Cleave Stance's additional attacks to trigger themselves. Also prevent Swift Flurry attacks to trigger Cleave Stance and vice versa. You simply need a flag for every attack, like "isBonus" if it's from Swift Flurry or Cleave Stance and then do a simple "if (attack->isBonus) {//no no execute this attack}" or whatever. Should be simple.

Edited by Boeroer

Deadfire Community Patch: Nexus Mods

I agree—my “kewl” comment was tongue-in-cheek ;)

"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

 

  • 4 weeks later...
  • Author

Any chance this issue can be looked or addressed? :)

Im in agreement. These strats are always cool when I see them.

 

That being said, I'll pass the info along and see if its how the designers want it :)

 

You the best,

 

-Caleb

I like big bugs and I cannot lie...

It totally breaks the game. Nobody in their right mind can want this. :)

Deadfire Community Patch: Nexus Mods

It's ridiculous how even single overpowered cleave stance is at current state.

 

When you can't deal one by one with all mobs - just gather them all, pick the weakest and then boom - all mobs are dead.

 

Using this feature with Barbarian / Fighter class - extremely powerful versus 1+ enemies.

 

Cleaving stance with other things affecting on radius, damage and more attack triggers just bonkers.

I don't even know is there any reason to play melee class in so slow paced combat (recovery 3+ seconds after each swing) other way than using such momentum and explode all enemies at once.

Done this with Moon Godlike Wizard

q22yrpP.png

Perebor steam

  • Author

It's ridiculous how even single overpowered cleave stance is at current state.

 

When you can't deal one by one with all mobs - just gather them all, pick the weakest and then boom - all mobs are dead.

 

Using this feature with Barbarian / Fighter class - extremely powerful versus 1+ enemies.

 

Cleaving stance with other things affecting on radius, damage and more attack triggers just bonkers.

I don't even know is there any reason to play melee class in so slow paced combat (recovery 3+ seconds after each swing) other way than using such momentum and explode all enemies at once.

 

Yeah thats why D&D rules deal very carefully with Cleaving. In Pathfinder rules, Cleave can only attack one additional enemy, while Greater Cleave can hit extra enemy only if u hit not miss. So anyway there should be some strict rules to any abilities giving extra hits.

It totally breaks the game. Nobody in their right mind can want this. :)

Munchkin-Main-v2.png

We want it! We want it all, and MOAR!!!

*** "The words of someone who feels ever more the ent among saplings when playing CRPGs" ***

 

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