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Patch 5 released with an enormous changelog featuring major changes like the introduction of [[Honour | Patch 5 released with an enormous changelog featuring major changes like the introduction of [[Difficulty#Honour|Honour mode]] and new epilogues. It also included hundreds of gameplay changes and fixes and ended with: | ||
{{quote|And many, many more fixes, improvements, tweaks, and labours of love!}} | {{quote|And many, many more fixes, improvements, tweaks, and labours of love!}} | ||
== Honour mode | The aim of this article is to document these unlisted fixes, improvements, and tweaks. | ||
=== Action economy | |||
== Honour mode == | |||
=== Action economy === | |||
Honour mode features a number of changes to tighten the action economy. | Honour mode features a number of changes to tighten the action economy. | ||
* Extra actions granted through {{Cond|Hastened}} or {{ | * Extra actions granted through {{Cond|Hastened}} or {{RarityItem|Elixir of Bloodlust}} no longer benefit from {{SAI|Extra Attack}}. | ||
** As an example, if you are {{Cond|Hastened|Hastened}} and have {{SAI|Extra Attack}}, you can attack twice with your first action, but only once with the second action. | ** As an example, if you are {{Cond|Hastened|Hastened}} and have {{SAI|Extra Attack}}, you can attack twice with your first action, but only once with the second action. | ||
** The extra action from {{SAI|Action Surge}} still benefits from {{SAI|Extra Attack}}. | ** The extra action from {{SAI|Action Surge}} still benefits from {{SAI|Extra Attack}}. | ||
* {{SAI|Deepened Pact|Pact of the Blade}} no longer stacks with {{SAI|Extra Attack}}. Previously, a multiclassed {{Class|Warlock}} with any martial class could get 3 attacks per action, and earlier than {{Class|Fighter}}'s {{SAI|Improved Extra Attack}}. | * {{SAI|Deepened Pact|Pact of the Blade}} no longer stacks with {{SAI|Extra Attack}}. Previously, a multiclassed {{Class|Warlock}} with any martial class could get 3 attacks per action, and earlier than {{Class|Fighter}}'s {{SAI|Improved Extra Attack}}. | ||
These changes more closely match [[D&D 5e rule changes#Action Economy|the rules used in the tabletop game]]. | |||
Furthermore, [[Mind Sanctuary]] in Honour Mode merely [[Hastened (Condition)|hastens]] characters within it, rather than allowing them to use actions and bonus actions interchangeably. | |||
=== Simplification of damage mechanics === | === Simplification of damage mechanics === | ||
{{hatnote|See [[damage mechanics]] for details.}} | |||
The interaction between different damage boosts can lead to unexpected (and exploitable) behavior. | The interaction between different damage boosts can lead to unexpected (and exploitable) behavior. | ||
In particular, | In particular, damage riders could get applied numerous times in a single attack with damage rider sources (DRS) causing the attack to deal much more damage than expected. | ||
Honour mode makes sweeping changes to many items and effects to stop damage boosts from interacting with each other. Now, all (or most) damage bonuses are well-behaved and do not interact with each other. | Honour mode makes sweeping changes to many items and effects to stop damage boosts from interacting with each other. Now, all (or most) damage bonuses are well-behaved and do not interact with each other. | ||
This essentially eliminated | This essentially eliminated DRS as a concept in Honour mode. | ||
Many builds centered around exploiting | Many builds centered around exploiting DRS mechanics to deal hundreds (even thousands) of damage per round will not work in Honour mode. | ||
In particular, the changes are: | In particular, the changes are: | ||
* {{SAI|Phalar Aluve: Shriek}} no longer creates a separate damage instance ( | * {{SAI|Phalar Aluve: Shriek}} no longer creates a separate damage instance (DRS) for every damage source. Instead, it adds bonus damage to each damage source. (In the [[Difficulty#Honour|Honour mode]] the tooltip of the effect on the character states that damage bonus is ONLY applied to the attacks made by this sword.){{Verify}} | ||
* {{SAI|Tavern Brawler}} no longer creates a separate damage instance on throws. | * {{SAI|Tavern Brawler}} no longer creates a separate damage instance on throws. | ||
* The weapons {{RarityItem|Assassin's Touch}}, {{RarityItem|Deep Delver}}, {{RarityItem|Dragon's Grasp}}, {{RarityItem|Exterminator's Axe}}, {{RarityItem|Firestoker}}, {{RarityItem|Shortsword of First Blood}}, {{RarityItem|Blooded Greataxe}}, {{RarityItem|Render of Mind and Body}}, {{RarityItem|Sword of Life Stealing}}, {{RarityItem|Crimson Mischief}}, and {{RarityItem|Duellist's Prerogative}} all have had their | * The weapons {{RarityItem|Assassin's Touch}}, {{RarityItem|Deep Delver}}, {{RarityItem|Dragon's Grasp}}, {{RarityItem|Exterminator's Axe}}, {{RarityItem|Firestoker}}, {{RarityItem|Shortsword of First Blood}}, {{RarityItem|Blooded Greataxe}}, {{RarityItem|Render of Mind and Body}}, {{RarityItem|Sword of Life Stealing}}, {{RarityItem|Crimson Mischief}}, and {{RarityItem|Duellist's Prerogative}} all have had their DRS bonus damage removed and replaced with ordinary damage boosts. | ||
** | ** {{RarityItem|Rat Bat}} still has its DRS bonus. | ||
* The abilities {{SAI|Sneak Attack}}, {{SAI|Colossus Slayer}}, {{SAI|Divine Smite}}, {{SAI|Divine Strike}} have added checks to ensure that they do not receive extra bonus damage that should only be applied to the base attack.{{Verify}} | * The abilities {{SAI|Sneak Attack}}, {{SAI|Colossus Slayer}}, {{SAI|Divine Smite}}, {{SAI|Divine Strike}} have added checks to ensure that they do not receive extra bonus damage that should only be applied to the base attack.{{Verify}} | ||
* The on-jump AOE damage effect of the {{RarityItem|Hamarhraft}} does not get {{em|any}} other damage riders added. It is a flat 1d4.{{Verify}} | |||
=== Legendary actions === | === Legendary actions === | ||
* [ | * [[Bulette]] has legendary actions listed in the game files, but does not currently seem to be able to use them.{{Verify}} | ||
=== Item rarity and price changes === | |||
Several items have had their rarities changed for Honour mode. These are: | |||
* {{RarityItem|Caustic Band}}: {{rarity|uncommon|very rare}} | |||
* {{RarityItem|Ring of Flinging}}: {{rarity|uncommon|rare}} | |||
* {{RarityItem|Returning Pike}}: {{rarity|uncommon|rare}} | |||
** Previously it was always {{RarityColor|rare|Rare}}, but now it is {{RarityColor|uncommon|Uncommon}} outside of Honour mode. | |||
* {{RarityItem|Pearl of Power Amulet}}: {{rarity|uncommon|rare}} | |||
* {{RarityItem|The Shadespell Circlet}}: {{rarity|uncommon|rare}} | |||
Additionally, around 100 items have had their prices adjusted, sometimes significantly. Some examples include: | |||
* {{RarityItem| | * {{RarityItem|Evasive Shoes}}: {{price|95|1050}} | ||
* {{RarityItem| | * {{RarityItem|Fistbreaker Helm}}: {{price|60|420}} | ||
* {{RarityItem| | * {{RarityItem|The Whispering Promise}}: {{price|40|85}} | ||
=== Miscellaneous balance changes === | === Miscellaneous balance changes === | ||
* {{SAI|Perilous Stakes}} can only target allies. No more applying easy damage [[vulnerability]] to enemies. | * {{SAI|Perilous Stakes}} can only target allies. No more applying easy damage [[vulnerability]] to enemies. | ||
== | == Universal changes == | ||
The following are changes that apply to all difficulties and modes. | The following are changes that apply to all difficulties and modes. | ||
=== Spell changes === | === Spell changes === | ||
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* Casting {{SAI|Shield}} as an {{Class|Abjuration}} no longer grants a stack of {{Cond|Arcane Ward}}. (''Was this ever the case?''{{Verify}}). | * Casting {{SAI|Shield}} as an {{Class|Abjuration}} no longer grants a stack of {{Cond|Arcane Ward}}. (''Was this ever the case?''{{Verify}}). | ||
* Lockpicking and disarming traps now breaks {{SAI|Invisibility}} and has a chance to break {{SAI|Greater Invisibility}}.{{Verify}} | * Lockpicking and disarming traps now breaks {{SAI|Invisibility}} and has a chance to break {{SAI|Greater Invisibility}}.{{Verify}} | ||
*Find Familiar spell is now 1/per short rest {{Verify}} | |||
=== Ability changes === | === Ability changes === | ||
* {{SAI|Primal Stampede}} now | * {{SAI|Primal Stampede}} now allows a Constitution saving throw to avoid {{Cond|Prone}}. The DC is 10 + Strength modifier. | ||
* {{SAI|Aspect of the Beast (Chimpanzee)}} now has a | * {{SAI|Aspect of the Beast (Chimpanzee)}} now has a Constitution saving throw to avoid being {{Cond|Blinded}}. The DC is 8 + [[proficiency bonus]] + Dexterity modifier. | ||
=== Item changes === | === Item changes === | ||
* Stacks of {{RarityItem|Rhapsody}}'s | * Stacks of {{RarityItem|Rhapsody}}'s Scarlet Remittance are now only gained by killing enemies. Previously, you could easily max the stacks by destroying inanimate objects like crates. | ||
* {{RarityItem|Diadem of Arcane Synergy}} now only gives {{Cond|Arcane Synergy}} when you inflict an effect on an enemy ({{Cond|Threatened}} doesn't count). Previously, it would activate whenever you inflicted any effect on anything. | * {{RarityItem|Diadem of Arcane Synergy}} now only gives {{Cond|Arcane Synergy}} when you inflict an effect on an enemy ({{Cond|Threatened}} doesn't count). Previously, it would activate whenever you inflicted any effect on anything. | ||
* Potential new items. These items are listed in a treasure table associated with [[Araj Oblodra]], but it is not confirmed that they are available in-game by normal means.{{Verify}} | * Potential new items. These items are listed in a treasure table associated with [[Araj Oblodra]], but it is not confirmed that they are available in-game by normal means.{{Verify}} | ||
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** Braindrain Cloak ([[Cloaks|Cloak]]): Whenever you succeed a {{Saving throw}} against a spell, apply 2 stacks of {{Cond|Mental Fatigue}} on the caster. | ** Braindrain Cloak ([[Cloaks|Cloak]]): Whenever you succeed a {{Saving throw}} against a spell, apply 2 stacks of {{Cond|Mental Fatigue}} on the caster. | ||
** {{RarityItem|Arcane Absorption Dagger}} | ** {{RarityItem|Arcane Absorption Dagger}} | ||
* {{RarityItem|Shining Staver-of-Skulls}} Now has a permanent Light cantrip effect to a range of 7.5m. {{verify}} | |||
=== Effect changes === | === Effect changes === | ||
* {{Cond|Arcane Charge}} has been significantly reworked. | * {{Cond|Arcane Charge}} has been significantly reworked. | ||
** Previously it provided bonus damage equal to your [[proficiency bonus]] to | ** Previously it provided bonus damage equal to your [[proficiency bonus]] to {{em|all}} damage against {{Cond|Threatened}} targets. It also imposed a 50% [[movement speed]] penalty while it was active. | ||
** Now, it provides 2 bonus damage to spells against threatened targets. There is no movement speed penalty. | ** Now, it provides 2 bonus damage to spells against threatened targets. There is no movement speed penalty. | ||
** {{RarityItem|Bided Time}} now only activates when hit by an enemy melee attack. Previously, it could be triggered by an allied attack (for example, if you used a {{SAI|Mage Hand}} to hit yourself). | ** {{RarityItem|Bided Time}} now only activates when hit by an enemy melee attack. Previously, it could be triggered by an allied attack (for example, if you used a {{SAI|Mage Hand}} to hit yourself). | ||
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** It can now stack up to 10 times (up from 7). | ** It can now stack up to 10 times (up from 7). | ||
** When taking damage, you lose 2 stacks of Arcane Acuity. | ** When taking damage, you lose 2 stacks of Arcane Acuity. | ||
** This happens with any damage, including self-damage like | ** This happens with any damage, including self-damage like [[Heat]]. This means that Heat items and {{RarityItem|Hat of Fire Acuity}} may not work very well together. | ||
* {{Cond|Radiating Orb}} has been slightly reworked. | * {{Cond|Radiating Orb}} has been slightly reworked. | ||
** It can now stack up to 10 times (up from 7). | ** It can now stack up to 10 times (up from 7). | ||
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** When an affected entity fails a mental {{Saving throw}} with at least 5 stacks, they are discharged, dealing {{DamageText|1d4|Psychic}} damage. | ** When an affected entity fails a mental {{Saving throw}} with at least 5 stacks, they are discharged, dealing {{DamageText|1d4|Psychic}} damage. | ||
* {{Cond|Momentum}} can now stack 5 times (up from 4). | * {{Cond|Momentum}} can now stack 5 times (up from 4). | ||
=== Minor changes === | === Minor changes === |