This is why blessing is so overpowered compared to similar damage increasing options. For example blessing fireball versus Grease fireball. You would think 50% fire vulnerability would be just as valid as an increase buff from blessing, but it isn't because multi-action enemies just shake off the vulnerability before you can even use fireball.I want enemy's to be on the same playing field as the player, what I mean by this? I want all powers that use recharge to be changed from recharging using turns to using rounds, because of the current system enemy's with two or more action points seem to have barely any cooldown on recharge powers. As enemy's with two action points can use powers like cleave almost every other round while you have to wait the full three rounds, and those with three action points can use it every round.
Now this is not an attack on the main action point system but an attack on a secondary part of it, that being as stated above the more action points you have the faster recharge powers cooldown. Most multi action point enemy's I have seen have other powers, attacks, and or status type moves to use other then the move they just used and don't need to spam the same move every other round or every round, and this problem does not effect powers that are encounter or at-wills as they are balanced to be use as often or as little as possible such as at-wills having "low damage", not many modifiers if any, or being special effects or stances and encounter powers being usable only once per combat encounter.
Though not my main point I still want to get this thought also in my head across. The secondary effect of action points giving extra cooldown rate is also greatly damaging the power of status effect because any enemy with more then one action point loses statuses twice or thrice as fast, which in turn gimp things such as aroused, blinded, and other nondamaging statuses. I think these non damaging effects should last round lengths and not turn lengths as to effect the enemy's just as much as they effect the player. Statuses such as stun and others will most likely need to stay with the turn system as they are never going to be the same power as an ultimate such as banishment.
Feel like a system that means pretty much all debuffs wear off before you can take advantage of them could use some re-thinking.Enemy powers recharging per action instead of round is entirely by design to compensate for the fact that enemies who get multiple actions per turn tend to be outnumbered three to one. This applies to enemies recovering from debuffs as well.
Feel like a system that means pretty much all debuffs wear off before you can take advantage of them could use some re-thinking.
On the other hand, being able to Shell Cracker a boss and then have your full party take swings on them for two full rounds would be so powerful something would need to be reversed in the other direction. And that would probably be enemies getting buffs like Blessing, which for them could now last for three full attacks. And by that time the cooldown would have gone, so they could put up Blessing again. And then if they need to nerf that and power up other things and is it really worth it at this point?Feel like a system that means pretty much all debuffs wear off before you can take advantage of them could use some re-thinking.
Well I can only speak for myself playing on regular difficulty but it really overcompensates and whisper is a ridiculous spike in difficulty for his dungeon.Enemy powers recharging per action instead of round is entirely by design to compensate for the fact that enemies who get multiple actions per turn tend to be outnumbered three to one. This applies to enemies recovering from debuffs as well.
that's the weaknessWait he has a blatant weakness? Only thing I noticed was you can cheese him by looking at the turn order and seeing who goes twice. I guess carrying remedies around makes sense, although now I'm wondering why those cure you dropping your weapon.
my bad, I wouldn't know, I always choose violenceSpying on the turn order is an effective trick but not what I meant. Whisper is insanely weak to Tease attacks
Violence is not always the answer.my bad, I wouldn't know, I always choose violence
Well when 95% of the game is generally fine with that loadout (including the abyssal depths) it still doesn't go against my point being an absurd spike in difficulty and a bit of overcompensation.If you're having trouble with Whisper, you're either failing to notice that he has a crippling weakness that you can take advantage of, you're playing a build that's too dependent on Powers with the Weapon and/or Spell tags that you don't have any options when you're hit with his debuffs (note that a Remedy will clear those up), or some combination of both.
Yes, and you ran into the edge case where your preferred setup apparently doesn't work as well as it normally does. It happens, just the same as characters who play Tease-centric builds have to deal with when they run into the limited number of encounters that can completely no-sell their attacks. It happens, deal with it.Well when 95% of the game is generally fine with that loadout (including the abyssal depths) it still doesn't go against my point being an absurd spike in difficulty and a bit of overcompensation.
hey if you think being locked out of 2/3 general playstyles and giving them out of place high difficulty in a mandatory fight midway into a dungeon is a great idea then I don't know what to tell you. agree to disagree I suppose.Yes, and you ran into the edge case where your preferred setup apparently doesn't work as well as it normally does. It happens, just the same as characters who play Tease-centric builds have to deal with when they run into the limited number of encounters that can completely no-sell their attacks. It happens, deal with it.
I play an entirely physical loadout and have never lost to Whisper. It's a hard fight, but with a competent build most characters should be able to beat him. It's not that every build that doesn't do tease damage loses to him, its that a very small subset of pure physical builds loses to him most of the time. Very different problem.hey if you think being locked out of 2/3 general playstyles and giving them out of place high difficulty in a mandatory fight midway into a dungeon is a great idea then I don't know what to tell you. agree to disagree I suppose.
That's true, it's not like he's impossible to beat even with a squishier build. I run agility willpower strength and back when I used to insist on having companions on auto, I just reset until I could kill one of the enemies. Once one of them is dead the remainders aren't so scary, the danger is getting focus fired or disarmed+silenced, and remedies can fix the latter as I've learned (I still don't know how a remedy cures you dropping your weapon, but RPG logic is just like that sometimes, I understand). I imagine someone who actually built toughness could more easily survive the first few turns, and if you have companion control it's probably no big deal even without turn peeking. Sometimes you take an L once in a while and reset, it's the nature of games.I play an entirely physical loadout and have never lost to Whisper. It's a hard fight, but with a competent build most characters should be able to beat him. It's not that every build that doesn't do tease damage loses to him, its that a very small subset of pure physical builds loses to him most of the time. Very different problem.
I have a low-toughness max-leadership build with a fairly even mix of all the defensive stats, focused on keeping my companions max buffed and drawing maximum aggro via use of vanguard and shielded stance, so I can approach every fight with the exact same pattern of moves, and Whisper goes down just as easy as almost any other - the only tough ones are if I get unlucky about initiative order and get like triple crit before cait can heal me, so I go down before healing up. I play with companions on auto, standard difficulty. Here's the full build.That's true, it's not like he's impossible to beat even with a squishier build. I run agility willpower strength and back when I used to insist on having companions on auto, I just reset until I could kill one of the enemies. Once one of them is dead the remainders aren't so scary, the danger is getting focus fired or disarmed+silenced, and remedies can fix the latter as I've learned (I still don't know how a remedy cures you dropping your weapon, but RPG logic is just like that sometimes, I understand). I imagine someone who actually built toughness could more easily survive the first few turns, and if you have companion control it's probably no big deal even without turn peeking. Sometimes you take an L once in a while and reset, it's the nature of games.
That makes sense - I've tried to do a rogue playthrough and found it amazing in midgame but absolutely garbage lategame. Everything has too many resistances, it becomes way too inconsistent to rely on your own physical damage, which is unfortunate.Yeah more defensive builds can totally handle this. I had a hard time because up to that point I played a squishy hyper offense character focused on nuking stuff out of existence in 1-2 turns, which was losing efficacy in Glacial Rift and then basically wasn't viable for Undermountain. It was especially hurt by disarm/silence because I was without a doubt the main source of damage. If I were to try and approach this again with companions on auto, but with the same squishy stats and build, I'd probably bring a summon encounter and great heal, then let the summon pull some damage away from me.
How would that even be possible with your build? Wearing a shield makes it impossible to be critically hit.the only tough ones are if I get unlucky about initiative order and get like triple crit before cait can heal me, so I go down before healing up. I play with companions on auto, standard difficulty. Here's the full build.
I guess highrolled?, idk, I honestly don't pay attention to combat dialogue, that's a good point lmao. Didn't think about thatHow would that even be possible with your build? Wearing a shield makes it impossible to make critically hit.
Unsellable
and maybe Undroppable
keywords.