Ohhhhh my apologies to the creator then it is probably my other 3rd party mods I’m gonna have to test out which ones don’t work with the new patch and which ones do
Every time an enemy banishes me, they use cancel banish right after immediately making it pointless and a pretty big difficulty decrease, enemies throwing away their action and a level 4 spell slot.
I think Phantasmal Killer may be a little too powerful without the concentration requirement. When an enemy lands a big Phantasmal Killer on multiple party members, and you can't just disrupt concentration to get out of it, it's pretty devastating!
Yo, heads up. Otiluke's Resilient Sphere applies the cancel status to the target of the spell not the spellcaster itself. The target is unable to cancel the spell as the tooltip specifies the owner of the spell is the only party to be able to do so. Great mod btw. Making useless spells great again.
The blight nerf has been felt, I'm using doubt exp so I get blight in act 1, blight doesn't destroy every enemy group immediately now (with enemy health increase of course)
one funny interaction with this spell, if two groups of enemies are fighting (spectator and other monsters), when one enemy hit a target with blight, I also get the blight spread on me, nothing serious tho since the damage is very low
but that seems to indicate the spell is dealing too little damage (the spread, the per turn damage feels about right), my only damage reduction is the tough feat and that already made the spread effect deal almost no damage to me, which makes sense since 1d4
also I only have level 4 spell slot now so I don't know how strong the up cast version will be, my idea is maybe increase the per turn damage and keep the spread damage 1d4
For me Blight has been incredibly underwhelming because im in Act 2, everyone has 16+ CON and resistance to necrotic, even in the fight in moonrise with lots of stacked enemies I think it barely did any damage.
But I do realize that its because of Act 2, not because the spell isn't good.
52 comments
but that seems to indicate the spell is dealing too little damage (the spread, the per turn damage feels about right), my only damage reduction is the tough feat and that already made the spread effect deal almost no damage to me, which makes sense since 1d4
also I only have level 4 spell slot now so I don't know how strong the up cast version will be, my idea is maybe increase the per turn damage and keep the spread damage 1d4
But I do realize that its because of Act 2, not because the spell isn't good.