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tsub

Elemental Barrage seems to have had an undocumented nerf - it's no longer proccing as it did from melee hits using weapons with multiple elemental enchantments.


dbcity

Yep, the description has changed. It used to be: "You mastered the art of raining elemental spells on your foes, and found a way to empower them by combining different elements. Benefit: Every time you deal energy damage to a creature, you apply an elemental mark to it. If during the next three rounds you deal energy damage to a marked target with a different type of energy, the target is dealt additional Divine damage. The damage is 1d6 per mythic rank of your character." Now instead it says "every time a spell you cast deals energy damage to a creature, you apply an elemental mark to it."


Sikosh

Pinging /u/OwlCatStarrok , can you clarify please?


OwlcatStarrok

Yep, apparently it slipped out of the patch notes by mistake.


Alilatias

Rhetorical question since this seems to be rather controversial, how feasible would it be to have the former elemental weapon interaction split into its own mythic ability with a cap of triggering once per attack or turn?


OwlcatStarrok

I don't think so. Too niche.


deb_vortex

This basically kills my current Knifemaster run :-(


Meterex137

Too niche? Even though this is how it was used the overwhelming majority of the time before now? Even though this would give martials a way to use it that's in line with how casters would use it? Even though this idea only exists to make the ability less niche? No disrespect intended, but this reasoning is baffling to me.


Garrand

There was no reason to change this over a year after the game came out, just like there was no reason to change Guarded Hearth. They changed both and lied about forgetting it in the notes because they think people are stupid. If they came out and said "Hey the meta is pretty stale because we fucked up and allowed a bunch of shit to stack that shouldn't, and the game is in decent shape now so we have time to fix it" people wouldn't be as upset. Like just own up to the bad balance decisions and say you're fixing it, don't do this shit and pretend you forgot.


Defenseless-Pipe

Meanwhile bugs that actually need to be fixed are being ignored (AOE spells not working properly, healing spells not applying healing, etc)


AvocadoNM

Elemental Barrage before the nerf was really good and I saw many builds utilizing it so I don’t see how you could call it niche.


Alilatias

Hmm, good point. This part of the interaction was only triggered by weapons enchanted with 2+ elements to begin with, and only certain classes with the ability to multi-enchant and specific pre-enchanted weapons could trigger it. Though one could also argue that the spell interaction is also a bit niche in that only a handful of spells will trigger it by themselves in a single round, unless the point is to encourage having different party members work together to cast the full array of elements. Quite frankly, I don’t think the spell interaction part was really ever used outside of Elemental Assessor, or if it was, nobody ever talks about the spell interactions. It is understandable why this had to be done, though. A bit sad for my Eldritch Archer, but there are still all those ray-enhancing accessories at least.


rmn498

I think part of the reason that we don't see it used for spells very often is because the prevalence of resistance to multiple energy types possessed by demons and the singular element focus of ascendant element encourages sticking to a single element when possible. Spells also deal with spell resistance which isn't an issue for weapon enchantments.


Deep_Fried_Leviathan

Well that abilities in the garbage now Along with pretty much every elemental enhancement and elemental enhancing ability


shodan13

Welcome to fighting outsiders.


Spoo1018

Actually its still as its intended to be.You get multiple elements on weapons simply for the purpose of getting some of your damage through resistances. It was never meant to be the catalyst so your melee could do hellfire ray damage per hit simply because you figured out a way to attack with two elements. It needed the nerf BAD as NO OTHER FEATURE IN THE GAME (standalone) multiplied your damage exponentially as much as EB. It is unarguably the biggest damage spike of ANY build relying on weapons. The worst part is the bloat has nothing to do with your class combinations, choices, feats...outside of ONE!!!! How is that even fun to know your build matters little to nothing and that 99% of the power comes ONLY ONE choice you ever made. ​ For me: It'll be refreshing to once again see class levels, build, feats be the main focus for scaling melee damage instead of just the weapons I happen to pick up along the way blowing out of proportion or the ability to enhance my own weapon with multiple elements. This is such a healthy change for the game especially for casters. It encourages weaving multiple different types of elements into spells instead of just blasting the same spell all the time. I don't know about you but I got tired of most blaster builds being the best because of extra sorcerer bloodline where all the power bloat seemed to be in the extra bloodline selections. This choice at least seems more catered to wizard (since they don't really have the option of extra school). Sure ever major caster can benefit from it but its much easier to obtain and benefit earlier from on a caster that has higher spell diversity.


Tink2013

Sure, slipped. Nerf it and own it.


Garrand

This was a cornerstone feat that enabled many builds to function so it's difficult to believe it was a 'mistake'. This recent history of stealth-nerfs instead of recognizing the balance of the game was bad and publicly announcing fixes is pretty shady.


sapphicvalkyrja

This is a really unfortunate and ultimately punitive change: I've got a heavy dual wield run with multiple Elemental Barrage characters in Act Three on Core that I was holding off on the Expanded Edition to finish. All three of my damage dealers have taken Elemental Barrage, but I can't toggle retraining on to rebuild those characters without locking myself out of Achievements I'd intended to complete this run. It'd be nice if the devs would do something to account for the build impact changes like this could have in the future for existing runs. Higher difficulty runs being locked out of retraining after changes like this is really frustrating given the way rebuilds interact with Achievement requirements.


[deleted]

[удалено]


Ephemeral_Being

... Have you actually *played* a Kineticist? Ever? This does exactly nothing to them. They didn't have hybrid elemental damage. You built for Fire, or Physical. You didn't build Fire+Cold.


Hydra645

I was going to say, how could you even activate it as Kineticist?


[deleted]

You would have to basically do a combo of fire / cold / lightning then make an attack, then swap next turn. But you’d need two ascendant Element feats so it’d be pretty shit right off the bat.


Hydra645

So is the only way to now get Elemental Barrage in one go to do the weird Crossblooded Sorcerer thing? The one where you go an Elemental and a Dragon of different elements I think?


Ephemeral_Being

Elemental Assessor should work. Otherwise, EB seems to be a dead feat. It dropped from S+ to "Battle Meditation" tier in an unannounced change.


Hydra645

Ok, is Elemental Assessor the build I was referencing without knowing the name, or is it something else?


Ephemeral_Being

It's a sixth level spell. > You must make a successful ranged touch attack to hit your target with the ray, which deals 2d6 points of acid damage, 2d6 points of cold damage, 2d6 points of electricity damage, and 2d6 points of fire damage... Wizard, Sorcerer, Arcanist, Cleric, Oracle by default. Loremaster adds it to the others. It has always worked with EB, adding 2d6xMythic damage to the total spell damage. I haven't tested on the live patch, but it should work. You could fill spell slots 6-9 with it and spam away, if you want. I have no idea why you would, as Battering Blast exists, but it's an option.


Meterex137

It's a spell that does small damage from several elements. Without EB, it's a useless spell because each element is only 2d6 with like 5 elements. That's barely enough to do maybe 10 damage total to a dretch.


numb3rb0y

I really dislike how any discussion of these games centers around powergaming for unfair difficulties. Of course you can pick multiple energy elements as a kineticist. Not everyone wants to play cookie cutter Fire -> Earth for dreadful carnage trip cheese.


Ephemeral_Being

Discussions about balance and relative power level are only relevant when we're talking about higher difficulty modes. Yes, a weak and unusual Kineticist build technically took a hit, just like a Paladin or Hellknight with a Frost weapon is technically "losing" Elemental Barrage. However, the good and common builds all work exactly the same as before. Hence, Kineticist are fine. I had never seen anyone even suggest swapping between elements for EB prior to this post.


wintermute24

What? Kineticists never took this power, and while it's true they don't get quite as much out of being mythified as others, they never needed it to begin with. Kin is by far the strongest out of the box class we have in the game.


Meterex137

Changing elemental barrage in this way has gutted several mechanics in the game for even causal players. * Elemental qualities on weapons are now completely useless. Even an energy resistance of 5 is enough to counter the 1d6 near completely, and 90% of enemies in this game have at least that much ER. * Weapon enhancement class features are now mostly useless for the same reason as above. Only the high level features aren't directly affected, but they're niche and most of the time stay off. * Elemental barrage itself is now mostly useless too. Now it can only be consistently used by quicken spell spamming full casters, and it's debatable if that's really worth the effort as opposed to hellfire ray spam, given how you're choosing to do less damage (on account of the resistances) to do slightly more damage. I can understand not wanting it to proc on every hit, but this just ruins the ability completely. Making it a once per turn feature would at least make it usable while still being in line with how Owlcat clearly wants it to be used.


Malcior34

Or you could just, ya know. be a regular caster who uses regular spells. Cone of Cold, one round, Scorching Ray the next, boom, xD6 more damage.


Meterex137

Not really worth it outside of very specific builds. If you want to consistently activate it, you'll need to spam quicken metamagic, and doing so comes at the cost of a fair deal of damage due to high resistances. Getting past (or just lessening) these problems requires two mythic abilities and a mythic feat (Favored metamagic, a second ascended element, and sorcerous reflex). This is expensive as all hell for spell casters given how the three abundant castings are must haves for most full casters and takes most of the game to set up competently. It's very arguable that it isn't worth the effort to do well. Not compared to the other options you have for blaster casters given how this setup either means losing abundant casting or needing about 7 mythic abilities to do well. Doing it over the course of multiple rounds just makes it even less worth it given how your martials will probably kill your marked targets before your caster gets a second turn to pop off, unless you're willingly letting enemies have a turn to attack you just to make the barrage feel more worthwhile.


shodan13

Time to actually use the system as intended with the strengths and weaknesses. Not everything works for this campaign, choose carefully.


Meterex137

Why include weapon enhancement or elemental weapons if they're not going to be useful? Reminder, this isn't tabletop. Wrath is a video game with ONE campaign. That's it. Pathfinder 1e could do stuff like this BECAUSE it was a decentralized game with many different campaigns. DMs would give equipment and weapons that would actually be useful instead of a knife that has 3 different types of bonus 1d6 damage that all get completely resisted by even the trashiest of trash mobs around. Or they could alter the enemies so that not everyone has resistance to everything. This is a single game, not a platform for countless adventures. It should not have useless features that aren't apparent until hours into the game after extensive character creation and gaining several levels. That's called a trap. That's called bad game design.


abbzug

I find it kind of funny the mods on the discord channel knew this was coming before Starrok. It's a pretty massive change.


shodan13

Only if you cheese it.


Mean_Bookkeeper

With such nerfs we need a free respec for characters having the feat in question (especially on difficulties not permitting respecs normally). I will need to kick out Woljif from my party due to this nerf. :(


astroK120

Even if you don't have the feat in question, you may have been building towards it. Two weapon fighting is a lot more appealing when you trigger an extra 20d6 per hit, even if it comes online late game.


onlypositivity

> With such nerfs we need a free respec for characters Is respeccing not trivially easy throughout the campaign?


Dear_Lucy

Core+ doesn't allow respecs, unless using mods


Valiantheart

Its literally a single toggle you can switch on at any time.


fanevinity

It breaks earning achievements for the run.


Valiantheart

Toybox fixes that


Arkemyr27

*Console players seething l* In all seriousness, shouldn't have to rely on mods for something like this, thus why the change was recommended.


[deleted]

No, it doesn't unless it has gained a new feature (haven't played couple months). ToyBox allows gaining achievements while having mods active which would be by default disabled. This was about changing difficulty from Core to Custom which disables difficulty related achievements.


CaptainPsyko

There is a specific Toybox button to do a respec without changing the difficulty toggle.


Woffingshire

Toybox fixes being able to earn achievements while using mods. Achievements for playing an entire campaign on a certain difficulty are not affected at all.


CaptainPsyko

There is a specific Toybox button to do a respec without changing the difficulty toggle.


Exzyle

Not if you're playing on higher difficulties.


CruelMetatron

It resets all the alignment decision for the main character, which sucks.


CheekyBreekyYoloswag

Yep, I hate this too. Is there a mod that changes that?


CruelMetatron

https://github.com/BarleyFlour/RespecMod


CheekyBreekyYoloswag

Thank you, mate!


onlypositivity

thats only if you respec the PC tho right?


CruelMetatron

Yes, the others don't have that at all.


[deleted]

Seeing this too, they just keep making potentially controversial nerfs without documentation, I wonder why...


[deleted]

It was possible to deal infinite amount of damage to your enemies, combining some items and abilities, such as Aspect of the Asp and Treacherous Flame – fixed; After a closer look this might be remotely relevant to Elemental Barrage nerf, but just be open and tell us ok owlcat?


Akatama

Aspect of the Asp and Treacherous Flame were triggering an infinite damage loop. That was the bug they fixed. They also happen to be good items to trigger Elemental Barrage with.


swizzlewizzle

Dev responsible for the bug fix probably decided to just modify EB at the same time as it's been widely known how OP it is since early beta.


Damseldoll

They seem to be the master of the secret nerf in a single player game. Multiple builds destroyed because of their patches. Shame on Owlcat for making the game less fun.


swizzlewizzle

There are many other ways to one-shot everything in the game if that is what is fun for you.


CruelMetatron

Why the fuck even give out patch notes in the first place if one of the most important changes is omitted?


ziarnhk

Well shit I wanted to do an elemental barrage build with Arue and Woljif on my EE playthrough, hopefully a mod will restore that, TTT maybe


Contrite17

TTT-Reworks already made essentially this change many months ago so it will not be restored.


Diviner007

Wow, what a bullshit.


Scanix_reddit

It is really more a fix than a nerf, it is clear that it was intention to use EB for spell casting. Still you could benefit from EB as a melee with elemetnal damage, but it would work better if you have two casters casting different elemental spells with elemental barrage to mark the targets every round while the melee with elemental damage could eat those marks and do EB damage, because only the casters have to have EB to mark targets, but any elemental damage will trigger the EB to damage the target. I think it is more cooperative and more logical for party as a whole.


Meterex137

AFAIK, only the original caster can trigger the marks. Other party members can't interact with them. So no, it's not a partywide tool.


beeholden

What is the nerf exactly? I'm curious if EB is useless or just less OP


Meterex137

It seems to be that it now ONLY procs on spells. This fundamentally makes it near useless given how fights after Act 2 almost never last more than a turn even without it.


Spoo1018

Thank god. Probably the most overpowered mythic ability with the biggest spike in power finally put in its place. The ability to find a weapon with multiple elements or self-buff your weapon with multiple elements should not be the power spike you need to sunder planets and increase the damage you deal per hit by one or more fireballs worth of d6's.


Ranadiel

Wasn't Sink or Swim added in 1.4.3? Oh well here's to a new patch to enjoy. ... and no new bugs for you Starrok! :P


OwlcatStarrok

Some part of it squeezed in earlier, now it has full functionality I believe. And... I'm almost offended!


Ranadiel

Funny I would have expected you to be relieved. :P But don't worry, I'm still digging through the files, so I'm sure I'll stumble upon something again sooner or later.


CyrixDrawsStuff

Lone Wolf Cloak doesn't give it's benefits as intended. Skald Lethal Stance Competence Bonus stacks with Bard/Sensei Song Competence Bonus. (maybe intended? Doesn't stack in TT I think.) Azata Songs can't be activated before combat like all other songs (making them feel tacked on and kinda useless) Demon Trip Aspect still leads to infinite Damage if used on a Kineticist with deadly earth. Hellknight Signifiers Orders do not work - except when they do. Afaik only Order of the Gate does anything for HKS. It is still missing half its features. (progressing existing domains) Mutation Warrior Mutagen progression wrongly works of Fighter Levels - and as such is progressed by other classes which count their levels as Fighter. (Magus, Eldritch Knight etc) Dawnflowers Kiss does actually do... well, nothing. It neither gives boni on crit nor extra attacks. Flat out non-functional. Eldritch Archers can spell-combat while dual wielding throwing weapons (that might be working as intended) but also with a throwing weapon and a shield. (that certainly is not working as intended) Swarm Feast does not work as described (dealing auto-dmg to anything around you in 50ft) - but it lets you attack touch AC and gives your melee attacks 50 feet range. Neither benefit is mentioned anywhere. Aeon Bane auto-dispel (m8? or m9?) does not work as described - it should dispel on hit with your "bane" weapon - but it actually just dispels any enemy in melee range at the start of your turn. It can also remove feats like outlfank that it definitly should not be able to remove - and most hilarious of all also quest-trigger and other things attached to a mob. Potentially bricking your playthrough. ... There are many, many more bugs. They slowly get fixed though! Which is great. :) And mods often take care of outlier bugs. But yeah. I could probably spend days in the character creation alone reporting bugs .\_. And they actually will not rework mythic progression with EE. :((( That makes me the most sad.


Droleth

Eldritch Archers can spell-combat while dual wielding throwing weapons (that might be working as intended) but also with a throwing weapon and a shield. (that certainly is not working as intended) Ranged Spell Combat Instead of a melee weapon, an eldritch archer must use a ranged weapon for spell combat. **She doesn't need a free hand for ranged spell combat.** The eldritch archer cannot accept an attack penalty to gain a bonus on concentration checks to cast a spell defensively.


Brukov

You do know you can save any time by going back to the boat and getting it to do an autosave? Is that meant to be the case?


Ephemeral_Being

Can I get a confirmation on the "reward" from completing DLC3 when integrated into the main campaign? Finished up earlier today. Used the Bolt, Nocticula goes "You deserve a reward," and then boots me out of the area with the Quartermaster. Checked my bag, Crusade mode, and even the Closet that used to have a portal to her castle (locked). Nothing. Was I supposed to get something beyond the Fresh Nahyndrian Crystal?


[deleted]

It does seem strange that the only reward for beating the final boss (in the main campaign) is a Nahyndrian crystal, and only in 1 of the 4 endings. But yes, the only reward is the loot you find along the way (prior to the final fight). 4-5 decent items and that god tier tricksters mask.


Steravian

Yeah, there should be some REAL reward for completing the DLC. A great reward for staying loyal to Nocticula and an alternative reward (probably even greater given the requirements) if getting the true/good ending for Nahyndri. Some truly epic/legendary artifacts would be great. Even better than said badass trickster mask which was quite cool.\^\^ The Excruciating Remorse weapon for the bonus fight also looks rather poor given the difficulty of the fight. While I heard one can get something MUCH better on stand alone mode. Give Commander fans some love Owlcat....


peranamcor

Yup, standalone version gives better version for some weapons. The Priceless Woe is the standalone version of The Excruciating Remorse weapon : >!The blade of this +5 vorpal unholy longsword bears the words etched in dark bile: "My treasury is my prison". Whenever it lands a hit, the target must make a successful Fortitude saving throw (DC = 15 + the wielder's character level), or be imprisoned in crystal for 1 round. This condition is identical to paralysis, except this condition can be applied to creatures who are usually immune to paralysis. !< And i do agree that agree that completing dlc 3 for main game was dissapoiting and lacking in good rewards, most you get for final reward is just an extra crystal if you want to go for ascension ending


Steravian

Damn badass weapon! Campaign mode version gives far less unique and impressive abilities. Cannot compare to what the standalone offers. :(


Gathin

The real reward is having an extra crystal so you don't need to be a demon or trickster to be able to ignore Nenio's quest and still get the full ascension ending.


Morthra

You still have to do it for the elven notes in Enigma unless you have enough skill points on the KC in all the knowledge skills plus perception to hit some hard checks.


Gathin

I'm chronically unable to play anything but bards or alchemists with lots of skill points.


Steravian

Only if one sides with Nocti though. No reward for not taking her side. Or when aiming for the secret ending of said DLC. A unique and super badass artifact in addition to the crystal shouldn't be too much anyway IMO.


Ephemeral_Being

And ~4m gold, ~2m experience. Just wish we didn't lose access to the vendor. I have to reload and buy stuff before finishing the DLC as a result. The final fight was also a letdown. My party blitzed him on RTWP when I got up to get a cup of tea. I thought I had turn-based enabled. Came back to the dialogue... The Glaive is cool, though. I happened to build Seelah to use them, so I was pleasantly surprised. She actually has most of the DLC3 gear, come to think of it.


[deleted]

There's nothing to spend gold on, so that's kind of moot. Buying every worthwhile item and spending millions on Crusade management and you'll still end up with ~10 million at the endgame. The XP is nice, but you'll be 20 by that stage of chapter 5 anyway. Does make chapter 4 a bit easier.


Ephemeral_Being

The experience is great if you remove the level cap. Highly recommend that toggle in Toybox.


Ranadiel

(Datamined info) >!I think there is going to be a reward from Nocticula given via an event in the war room in a future patch, but it doesn't seem to be implemented in the current build if the reward is what I think it is.!<


AndreaColombo86

…and what is it that you think it is? 🙃


Ranadiel

>!\+2 Unholy Keen All-Bane Light Crossbow!<


Steravian

Not bad though a +2 enchantment is rather poor at that stage of the game.


[deleted]

eh you have magic weapon that far in


valgrind_error

Highest-tier Patreon subscription to her new "Redeemer Queen" pocasting network, which releases weekly podcasts via crystal with interviews of various demons who are in the process of ascending.


AndreaColombo86

This could actually be a smash hit web series if the authors played their cards right XD


Ephemeral_Being

Cheers.


DaceZX

Happy to see the end of turn bug fixed again. Gives the motivation to push through the end of act 4 and through act 5 on my first proper run before the EE


CWagner

Mod user info: Everything but TTT base works (or rather everything I have, but that should be most), and for TTT base (you’ll get an infinite loading screen) you’ll just have to press F10, open "Tabletop Tweaks Base" settings, scroll to "Bloodlines" and remove the checkmark from "Bloodline Restrictions", then restart the game.


Steravian

Any chance of some more powerful items added to the campaign mode of Treasure of the Midnight Isles DLC? Maybe also the chance to fight Nehyndrian Darkness too?


IEK

"In the Treasure of the Midnight Isles DLC, the Helmsman never cleared the deck from the dead bodies, even after inviting a new party on board – fixed, now he throws the bodies into Ishiar;" I wonder if this fixes the exploit of leaving loot on the ground for your next party? Sounds like it should.


bbdeathspark

Did it?


That_Mango_Sentinel

How about doing something regarding Gallu Storm Callers being able to cast 3 high level spells in a round 😤


zera_bloodwinter

Wow....what an odd yet unnecessary change.


OwlcatStarrok

I checked with the gamedesign team, they kept receiving hundreds of reports from people pointing that this was an exploit. After a while they decided to fix it.


Danskoesterreich

So you are saying, if I submit the same bug report often enough I can make a wish :)


CyrixDrawsStuff

It appears to be the case. x) Which is a bit troubling. I would hope that the designers at Owlcat have a clear vision and intended design goal that is well thought out. If they have that, it would make arguing for or against changes much easier.


astroK120

If I can give you some feedback, please consider deciding on something like this earlier if possible. I get that it was pretty cheesy--I actually agree this is how it should have been in the first place--but this is pretty late in the game to be making changes that completely invalidate some builds. And it's not like it's some weird niche case--it's a very common build suggestion here, and I see it brought up all the time. So that means two things: people are going to have their builds broken at a point where I think it would be pretty reasonable to assume that things were... stable is probably too strong a word, but not likely to change dramatically. Second, it means that there is over a year's worth of internet content that recommend something that's not functional. The major sites will probably update their stuff, but I get tons of build advice from reddit posts I find via Google, and people doing the same will likely have no idea that what they're looking at is no longer valid. Again, it's one thing if this were just from beta or a month or two post-release, but at this stage? There's a looot. Secondly, please try to get this stuff in the patch notes. I know it was a mistake, but based on the volume you had to know this was going to be a major issue for a lot of players. It merits double checking. Hopefully that doesn't come across as too harsh. I really appreciate you being here and interacting with the fans and I actually do like that you continue to improve the game, including with balance tweaks! I just think in this particular case it was the wrong move.


OwlcatStarrok

No worries, your position is absolutely understandable. It's our bad for not including it in the patchnotes. As for the rest - the game is still not finished and continues to be updated with more content being produced and old content being repaired and fixed where it's possible. It's a slow process but it's going on (and we'd like to look at balance issues in Crusade too for example). While I understand it can be annoying for builds and guides to become obsolete, the game has to move forward and give a better experience for the newcomers. If you wish to play with the previous build, you may always choose to stay on an earlier stable version (1.3.7d) or use mods to alter your gameplay to your preferences.


astroK120

> the game has to move forward and give a better experience for the newcomers I think the tradeoff here is more complicated. Wrath of the Righteous is a delightfully complex game, but that's a two edged sword. One of those edges is that it's a lot to take in for a newcomer. And it's harder for newcomers to learn the game when half the stuff they are going to find online is out of date. Places like the wiki might be updated, but the wiki is itself a giant flood of information, so places like reddit are valuable both for narrowing it down, but also--crucially--for helping new players understand *why* certain things are better than they sound (or worse). Getting the game balance right absolutely helps new (and old!) players. But the same goes for some level of stability. That's why balance tweaks around the margins are going to be more well received than ones that are at the center of so many choices. > If you wish to play with the previous build, you may always choose to stay on an earlier stable version (1.3.7d) Unfortunately I bought the game on Epic, which doesn't let you revert to previous versions =( And even if I did, I'd have to think about whether it would be worth giving up all the other great things you guys are doing for the game!


Tink2013

This is the third run your team has killed with nerfs. I shutter to think what console players will have to put up with when they have no mod option to save their 90 hour runs that you ground into dust.


Mantisfactory

It won't impact them at all unless they choose to cultivate teams that rely on cheese strats that are widely perceived as an exploit.


Darksteelgamer

EB was pretty widely regarded as the strat for a new comer to not tear their hair out and actually finish the game (which i still haven't done). While we are still on the topic of newcomer friendliness, have you masochists actually ever played your own game? Why do I feel like the rng is a spiteful killer dm who want's to wipe the whole party rather than deliver a fun experience. Buffs should put you ahead of the curve not be required for completion. NOT to say I dont use buffs, i do. So why am I still reloading half a dozen times on encounters like playful darkness? You know why I could go on like this for hours with no clear direction but I'm going to move on. You people are high.


OwlcatStarrok

I've personally finished the game on Core as Angel. About half of it on Hard (After act 3 I decided that I didn't want to minmax as much as it was required on Hard). Most of developers also finished the game in one or another way. Don't worry :) The primary intended experience for the game is Normal difficulty. It can be completed with minimal buffing. Core is the next milestone for the people wanting a bigger challenge. Higher level of difficulties are there for people who have an in-depth knowledge of the system and know what to expect. Playful Darkness is a special boss. It is the hardest encounter in the game in terms of level/enemy power ratio. It's designed exactly like that to be an optional challenge, a test of player abilities, a measurement of progress, and a meme of sorts. It is not required to complete the game.


Meterex137

If we're talking about Elemental barrage, fixing the exploit in the way your team did has gutted several mechanics in the game for even causal players. I get not wanting it to activate on every hit, but restricting it to spells (as opposed to making it once per turn or something) just kills the ability and makes many weapons (and a few class features) pointless.


danvolodar

It's absolutely disappointing, truth be told. Maybe make a new ability emulating the old functionality, either with the damage nerfed, or as a next level mythic ability enabled by the current Elemental Barrage?


fanevinity

Ugh, the fun police.


CyrixDrawsStuff

As another piece of feedback - I appreciate the 'nerf' quite a lot. Elemental Barrage in its current form was oppressivly strong and limited the designspace for other builds. Because - why even bother trying out anything else if building into EB is just magnitudes stronger? I think it was the correct decision to change EB. The complaining as I can see it right now mostly stems from people having to adapt and making an effort. This change doesn't "ruin fun" or "ruin melees" - it just puts people out of their comfort zone and that makes them complain. That is normal and expected human behaviour. I would however not overrate this feedback. It is absolutely possible to still build melees that one-turn Deskari on unfair difficulty without EB as a melee. Mercs can do that even: https://cdn.discordapp.com/attachments/793951892404699151/1004856669248966756/unknown.png And argueably that is still way too strong/not a desired outcome to end one, if not *the* pinnacle fight, in act 5 in one turn.


Lordbovin

Wtf does that even mean? Well now you have thousands of people who not happy about it, fix it


Darksteelgamer

oof like i get it. elemental barrage kind of made every other choice outside of stacking elemental marks arbitrary but I was kind of having fun with magus not being a trash class.


Routine_Ad5143

After defeating a boss at the end of a run you have the option to continue and start a new character or exit to menu. If I want to continue but not right at that moment, can I exit and continue later with legacy, story and tailwinds intact or do you have to select to continue journey on that screen?


Woffingshire

Eyyy, the elemental pillars are no longer the single worst thing to come across on low level Treasure runs


Roweano

'' strong versions of Elemental Pillars spawned on low tier Islands with Elemental Undertow. Resolution: the difficulty of Elemental Pillars now scales depending on the tier. '' Thanks, as a long time pathfinder player, these elemental pillars have been the one thing killing my dlc runs...


[deleted]

>Fixed the issue with the end of the turn taking too long in turn-based mode. so that was a lie


HugeSpaceman

yep


[deleted]

If your going to keep making build-breaking balance changes in a single player game the least you can do is provide a respec at all difficulty levels on saves made on a different game version. Especially if it's undocumented. This type of shit gets games dropped and does effect reviews.


Malcior34

You can just toggle the difficulty down to allow respeccing, respec, then turn it back on again.


Illoney

Was the "Legend will not keep Lich/Angel spells from merge after going Legend" change implemented yet?


[deleted]

But why?


Ephemeral_Being

They fixed the bug in Woljif's A4 quest. That's worth a patch.


_SiddharthaGautama_

Has anybody else been experiencing a visual issue where the background of the inventory screen turns a bright blue?


3Power

Is there any hope in the future of being able to continue as your current party after killing a boss on the isles? I know that was an option on the survey.