Then there are holy bombs that completely wreck all undead, demons, wisps and most bosses. And you also get multiple items that give you additional d6 to all bomb damage rolls. In my playthrough Jubilost was probably the main reason difficulty took a huge dive from chapter 1 to chapters 2/3 (Ekundayo with Devourer of Metal and a bunch of archery feats was another but there are enemies he has trouble hitting). Everyone got stronger, Valerie got some good equipment, feats and tower shield training etc, but the difference in killing power between Jubilost and everyone else was huge and it didn't change for the entire game. His AC is terrible but he can cast some defensive spells and as long as you can defend him with fighters and don't run out of bombs everything just dies.This game should just be played without an alchemist. It's that simple. They hit easily dealing 40+ damage per hit, attack multiple times, deal half damage even if they miss, and can easily switch damage types if something isn't harmed by acid.
No enemy - and I mean not a single one - has been able to reduce damage from Jubilost. Adamantine Golems just fall over.
And it's not like it's some specific broken build. It's just the alchemist! Not even the Vivi.
They were thinking:If the Kineticist is even worse I have no idea what they were thinking.
Then there are holy bombs that completely wreck all undead, demons, wisps and most bosses. And you also get multiple items that give you additional d6 to all bomb damage rolls. In my playthrough Jubilost was probably the main reason difficulty took a huge dive from chapter 1 to chapters 2/3 (Ekundayo with Devourer of Metal and a bunch of archery feats was another but there are enemies he has trouble hitting). Everyone got stronger, Valerie got some good equipment, feats and tower shield training etc, but the difference in killing power between Jubilost and everyone else was huge and it didn't change for the entire game. His AC is terrible but he can cast some defensive spells and as long as you can defend him with fighters and don't run out of bombs everything just dies.This game should just be played without an alchemist. It's that simple. They hit easily dealing 40+ damage per hit, attack multiple times, deal half damage even if they miss, and can easily switch damage types if something isn't harmed by acid.
No enemy - and I mean not a single one - has been able to reduce damage from Jubilost. Adamantine Golems just fall over.
And it's not like it's some specific broken build. It's just the alchemist! Not even the Vivi.
Yeah I wrote about the dive in difficulty here as well, but after a couple of hours I realized it was just Jubilost. It was that simple.
As soon as I put him on the bench the game got instantly more interesting. Like against the four adamantine golems I specifically tested it with and without Jubilost and it was stupid. With Jubilost I didn't buff beyond a Haste: just autoattacked the fight first try.
Without Jubilost I had to reload three times, move differently and use specific spells.
IMO alchemists are just worthless for anyone looking for a good time. They're the equivalent of a cheat. As if there pure power wasn't enough they ignore all enemy defenses as well. If an enemy has a defense against something, the Alchemist - who deals the most damage already - is the best class to negate that defense. Swarms are some of the most annoying enemies in the game, but luckily you don't have to switch to shitty torches or deal AoE damage to your own crew: you can just chug bombs like with everything else.
It's all these stacking advantages escalating to an exponential increase in power.
If the Kineticist is even worse I have no idea what they were thinking. The funny thing is a pretty simple fix would help alot to reduce their power: the discovery that allows them to exempt allies from splash damage. If that existed at least you would have to work a bit for the insane damage.
Again, most RPGs have broken shit in them, even Pillars, but it's usually very specific stuff that takes some tinkering to work out. At least Kineticist is kindda complicated to understand when you first read it. The alchemist is just bonkers and kills any challenge the game offers out of the box, lol. Literally the only required is negating splash damage to allies, and people are gonna figure that out once they throw the first bomb. Fast bombs ups the kill potential to a great degree, of course, but even without it alchemists are great.
The problem with games that insist on native higher difficulty is that it automatically restrict options, interesting or otherwise. If you are not at a certain power level when you hit a certain part of the main storyline, you are basically fucked. So, people only make builds of a certain power level in order to be able to stand a chance at getting over the bottleneck, which means, of course, we get to hear the same few class/race combos time and again in builds threads. Vivisectionist in bugmaker, for example.For me it is damn hard to draw the line between broken and non-broken in P:K or any D&D game. Optimizing builds is were all fun is for me and restricting interesting options spoils this fun.
So I just set difficulty higher and fight crazy with crazy.
That is because you didn't take any physical based AoE skills. Cold Sister starts with Torrent ability and that ignores both AC and SR.Alchemist seems to be much stronger at low lvl then Kineticist. With Kineticist you either hit SR with energy blast or full AC with physical blast. And there was whole encounters where my Kineticist was almost useless. Wisps are worst offenders, since they were outright immune to fire blast and I had 20% chance to hit them with earth. High lvl fey SR is nasty too since most of them out-level you and Spell Penetration is useless(?) on Kineticist. Only thing my lvl 9 PC could do against Lady of Shallows, nereid in portal next to Pitax border, was to stand nearby and look scary (Dazzling Display).
Kineticist go nuts with Deadly Earth at 13, but properly built full casters like Wizards (Sorcs, AT), Clerics or Druids is pretty close at power level scale.
And gives them reflex save for 0,5 -> 0 damage with evasion. With physical AOE being 0.5 of blast damage to begin with result is more alike to wet noodle hit.That is because you didn't take any physical based AoE skills. Cold Sister starts with Torrent ability and that ignores both AC and SR.
Have you, uh, tried the real hero of the game?In my playthrough Jubilost was probably the main reason difficulty took a huge dive from chapter 1 to chapters 2/3 (.
But one guaranteed vs enemies like wisps where casters do little and others are missing more than hitting.And gives them reflex save for 0,5 -> 0 damage with evasion. With physical AOE being 0.5 of blast damage to begin with result is more alike to wet noodle hit.That is because you didn't take any physical based AoE skills. Cold Sister starts with Torrent ability and that ignores both AC and SR.
He had a terrible sword-related accident in my game. I recruited him when I played a wizard earlier, and he does deal crazy damage (because everything is flanking and sneak attacks in this game) but he's squishy, needs to be in melee and needs to hit with attacks, so I'd still take Jubilost over him.Have you, uh, tried the real hero of the game?In my playthrough Jubilost was probably the main reason difficulty took a huge dive from chapter 1 to chapters 2/3 (.
Knife is for stab,
pick is for lock,
but what makes a hero?
Why... ask Nok-Nok
Or just get a friendly Alchemist to cast shield on him...Well, you can use Light Shields with Shield Bash to increase his survivability. A bit less damage, but dead characters tend to have low DPR anyway.
Guaranteed damage is difficult to argue. I am probably biased against everything with friendly fire and line, cone or caster-centered explosion. Been nuking my own melee with Cone of Cold since IWD and fancy area markers in newer games only proved that I am beyond hope)But one guaranteed vs enemies like wisps where casters do little and others are missing more than hitting.
Well, yeah, if you want to go that way.Or just get a friendly Alchemist to cast shield on him...Well, you can use Light Shields with Shield Bash to increase his survivability. A bit less damage, but dead characters tend to have low DPR anyway.
News about Varnhold's Lot release date.