Sarathiour
Cipher
- Joined
- Jun 7, 2020
- Messages
- 3,276
Any must have mods for first playtrough?
Bubbles, and then it depends on what you're going to play. Toolbox is probably a good idea given how broken the game still is.
Any must have mods for first playtrough?
You can turn all changes on or off individually via the mod manager, so you don’t need to play with the DR change.My main beef with tabletop tweak is tow of the point you mentioned : DR is mostly irrelevant by the time you're getting it, stacking is the only thing that keep it somewhat useful.
Nerfing magic vestment while simultaneously allowing to be cast on unarmored character is also pretty bad, monk dip + archmage armor is already a meme, you don't need tu push people further into this direction.
Trying to autisticly emulate tabletop is a bad idea, a few balance change are obviously necessary.
Also I get that elemental barrage needed to be fix for magus/warpriest/djin abuse, but how exactly does it function post-fix ?
I have a list on my Steam pageAny must have mods for first playtrough?
You can turn all changes on or off individually via the mod manager, so you don’t need to play with the DR change.My main beef with tabletop tweak is tow of the point you mentioned : DR is mostly irrelevant by the time you're getting it, stacking is the only thing that keep it somewhat useful.
Nerfing magic vestment while simultaneously allowing to be cast on unarmored character is also pretty bad, monk dip + archmage armor is already a meme, you don't need tu push people further into this direction.
Trying to autisticly emulate tabletop is a bad idea, a few balance change are obviously necessary.
Also I get that elemental barrage needed to be fix for magus/warpriest/djin abuse, but how exactly does it function post-fix ?
The “solution” to armored characters’ AC being a buggy implementation of magical vestments doesn’t sit right with me—but the mod has a bunch of tabletop options for armored characters to increase their AC, including fighter armor training and mythic abilities.
- Armored Might
- You treat the armor bonus from your armor as 50% higher than normal, to a maximum increase of half your mythic rank plus one.
- Armor Master
- While wearing armor, you reduce the armor check penalty by 1 per mythic rank and increase the maximum Dexterity bonus allowed by by 1 per mythic rank. Additionally you reduce your arcane spell failure chance from armor and sheilds by 5% per mythic rank.
But for hard and below, you don’t really seem to need anything but what the game gives you (esp. if you use Daeran and Nenio for control). For unfair, maybe the new feats/abilities would put armored characters into the realm of unarmored AC, but I don’t think AC stacking is really the way to go anyway; it’s just one tool at your disposal, and a pretty limited one given the way crits work and how many attacks some things get.
- Armor Specialization
- The fighter selects one specific type of armor with which he is proficient, such as light or heavy. While wearing the selected type of armor, the fighter adds one-quarter of his fighter level to the armor''s armor bonus, up to a maximum bonus of +3 for light armor, +4 for medium armor, or +5 for heavy armor. This increase to the armor bonus doesn't increase the benefit that the fighter gains from feats, class abilities, or other effects that are determined by his armor's base armor bonus, including other advanced armor training options.
On elemental barrage… the whole concept of it seems silly to me and not something I would use, so I didn’t look at how tabletop tweaks affects it.
I have a list on my Steam pageAny must have mods for first playtrough?
The mod does more than just shift your alignment thoughI have a list on my Steam pageAny must have mods for first playtrough?
By the way, alignement shift is already included as an option in toybox.
The only sensible implementation would be the one where the player actually has to roll the dice and make the operations by himself. But I don't think Owlcat has the UI designing capabilities to do something like that.When will Owlcat implement Sacred Geometry?
Also I get that elemental barrage needed to be fix for magus/warpriest/djin abuse, but how exactly does it function post-fix ?
It wasn't abuse in the first place. It's only worth it for specific classes and the people tacking it on to everything were just nerfing themselves compared to what their classes could already do.
Desiderius give your the game-wise explanation.there's still all that stupid zig-zagging and those unnecessary non-junction points.
I bought the game upon release
Plus a few more quests where you actually had to think a bit rather than just running around
unnecessary stopping points (why have stopping points where there's no junction?).
Some locations only get revealed at certain points in the game, maybe that's why some junctions seem to go nowhere.
The map has so many zig zags for the same reason the surface on the brain is folded, not smooth. In the case of the brain its to increase the (2-D) surface area in a given (3-D) volume, for the map the (1-D) travel distance in a given (2-D) map size. The point of this is to make skills matter in traveling. If you get your Religion up you can rest more, and Nature lets you travel longer per rest.
Lore-wise, the worlwound is a region that's supposedly horribly mutated and hostile, so probably not something that can be traveled by simply go straight from A to B.
how much is the extra dmg the longspear does on a cavalier charge (using tabletop tweaks).
they also seem to have fixed loremaster with todays patch.
the land clearly mutated a wall or a gorge in thereOK wise guys, explain the "nodes" that are not junction nodes but just stop your travel for no apparent reason
so with TT the charge dmg is actually worse?