Greater Enduring Spells feels lackluster since it applies to so few things unless you're a merged caster hitting CL31. I don't really have a good suggestion for how to make it better since making it apply to minute/level spells cast by everyone earlier in the game would feel pretty overpowered. If you could think of a better way to make it relevant for non-merged characters while keeping it balanced I think that'd improve the mod.
Aww too bad. Currently doing a Reanimator Lich run and I'm looking for subtle mods to increase the duration of the summons without the cheaty feel lol. Thank you for the response BTW
Can I have a cheat version where GES just makes all my spells, with any kind of duration, just plain permanent?
I know I can use toybox cheats but they're not really permanent, just very long duration, and toybox still has a ton of bugs with the duration cheat that hasn't been fixed (seriously guys, it's been 3 years!).
If Toybox has issues with permanent buffs not being permanent, contact Toybox developers. Either on discord, or directly file an issue on their Github.
Same with BubbleBuffs (although it works for me, so I don't which problems you have).
Honest feedback: Having played all of yesterday, I have to echo what the others have said; that increasing some spell duration but decreasing many others, significantly reduces the usefulness of this mod. I was hoping for a QoL improvement but I didn't get that.
You're still stuck on that?! I thought we have moved on. I asked, you said no. I thought we were done.
My main point now was "that increasing some spell duration but decreasing many others, significantly reduces the usefulness of this mod". Not allowing ES and GES to stack and enforcing the need for extended metamagic severely weakens buffs as opposed to plain vanilla. Your attempt at QoL actually increases the burden on duration maintenance.
So I then asked, what's the point of this mod? You replied "not the enablement of cheating" but permanent duration IS cheating.
Instead of addressing my concerns, you only reply with snarky, condescending statements.
You're one of those developers that I've worked with, that ignore the end-user, then blames the sales team for your failed business venture. There's a reason why this mod only have 4 endorsements.
This is not QoL mod. This is a mod that increases player power before they are CL25. At lvl 10 they can go and cast those extended divine power, extended haste and have them last for 10 minutes, going through the dungeon under more buffs = being more powerful.
You replied "not the enablement of cheating" but permanent duration IS cheating.
Even tabletop has Permanency spell which can make some spells permanent. Not even mythic, just get to your Wizard to level 10 and if you want you can have permanent See Invisibility on yourself.
Difference is what is getting made permanent. Round/lvl spell and hour/lvl spell are not the same thing.
then blames the sales team
Since when were you buying something? This a free hobby project with open permissions. I had an idea, I made it, I published it. At least couple of people out there said that they like this mod. And if you don't - that's not my problem, that's yours. Find a mod that you like or make it yourself.
Agreed! I like the changes this mod makes and the provided reasonings make sense. People just came in and demanded the mod author make something completely not what the author intended, like that legendof7th person below who just straight asked for a cheat mod and wouldn't accept "no" as an answer lol.
have to use extended metamagic on the spells to get them to an hour long in order to make them perm
so after some testing, some things are perm, and some things are way worse and only last 1 hour where they lasted 24 hours with the 2 feats previously. would be nice if the buffs that lasted 24 hours before would now be perm with this mod
for a half dozen or so spells can become permanent but the rest have been nerfed with this.
the list of perm spells that i have found so far include -mage armor -delay poison (and mass) -aura of greater courage -life bubble -magic fang, greater -long strider (and greater) -feather step, mass -magical vestment -greater magic weapon there may be a few from other classes that i don't have in my party
but overall this actually nerfs the enduring spells perks from lasting 24 hours to now only lasting an hour or less for a large majority of the spells
have to use extended metamagic on the spells to get them to an hour long in order to make them perm
so after some testing, some things are perm, and some things are way worse
I don't want to sound snarky, but have you read new descriptions?
Yes, only extended spells that would normally last MORE THAN one hour (not 1 hour, but longer than 1 hour) can become permanent. Which unitl CL31 means that only 10/lvl spells or longer become permanent. No need to test each spell.
but overall this actually nerfs the enduring spells
And in my opinion new rework makes them significantly better.
without this mod at lvl 5 you can have spells that last 1 minute per level, lasting 24 hours. with this, they last 10 minutes. seems like a huge nerf to me.
by the time you get to CL31 you have more then finished the game, so if you are trying to get to that point just for your 10 minute / level spells to become permanent you have generally moved onto something else. and the buffs that last an hour or longer right out the gate are too few and far between to be worth nerfing the rest of the buffs for it. i find with this i have to cast more buffs more often. thus not really freeing up spell slots but using more of them for things i would have otherwise only had to cast once a day.
in order to fix this might i suggest a 4th perk to be added to the line in the mythic ranks so if a spell lasts 10 minutes or longer it becomes permanent. or something along those lines. that way its still a huge investment of 1 metamagic + 3 mythic level feats. this would allow for a much larger amount of buffs to be perm and give a way to un-nerf them
was never meaning to seem like i was just bashing on the mod, i like the concept but i feel it falls a bit flat on execution and is a bit misleading.
Without this mod your extended haste at lvl 6 will last a bit more than 1 minute. With this mod it will last 10 minutes. One or two casts of Haste will bring you through the whole map, which is just not possible for unmodded game until CL25 and CL25 characters are already gods walking the earth that need no help.
If you don't agree with my opinion, it's fine. It's impossible to make a mod that satisfies everyone.
is a bit misleading.
Misleading how? I think mod works exactly as written in description. If you think description can be worded better, please give your input, I'll consider it, I'm not fixed on that part.
haste is not available to be used for the enduring spells in vanilla, and imo it should stay that way, but the things that make a bigger difference to me are the other buffs like resists and all the luck stuff. haste is nice for 1 extra attack, but the other buffs more then make up for a lac of haste because you actually hit more often
and i find it misleading because although, sure it does buff some spells, it nerfs more spells then it buffs.
I'm sorry, but that's not what "misleading" is. There was no promise that it will only buff things. It's not "Enduring But Better in Everything", it's "Enduring Reworks". There are descriptions stating how my version should work and they the only thing what this mod must abide by.
In any case my vision is final here. Arguing any more on what's stronger and weaker would be pointless. You have your opinion, I have mine, that's it.
If you'd like, you're free to develop your version of ES that conforms to your vision. Source code is MIT-licensed on Github if you want to take pointers.
m8 i dabble in a lot of stuff but you seem to be overextending you'r idea of "missleading" into negatives
while most people say ur mod is not a rework its anerf,rework should make something more enticing*, not broken or underpowered at the same time.(ppl stated that it's not)*
Uncle Google "When a character is "reworked", that means that their powers, abilities, and stats are given the once-over by the WB development team in an effort to improve their usability in the game. "
and what chu did was disturb the thin balance of ussefulnes and utter sh*t ;D you also said that the cost of 2 mythic abilities was 2 much for the perk (witch i assume you dealt as utter sh*t for the cost of 2) so you nerfed the upgrade to near sh*t knocked the cost up making it cost 2 mythic abbilities and 1 mythic feat BRAVO)
"https://www.reddit.com/r/Pathfinder_Kingmaker/comments/pvgylw/greater_enduring_spells_is_pretty_great/" 1k upvotes for a reason m8
"GES pushes some long duration buffs into permanent buffs. We both know your Barkskin will not suddenly run out ever. So let it always be there and not waste any more time on that." yea sure but Remove Fear,Delay Poison,Alignment protection and so many others will OH WHAT A FUN OF Barkskin will not suddenly RUN OUT
What more you probably havent noticed but base "Enduring Spells" And "Greater Enduring Spells" is in nearly every guide as a must have for spellcasters/buff/healers witch leaves me to belive that either you multiclassed by 1/5 lvls (witch you claim you didn't) or you balanced it out only for classes that were made to be minimalsit casters like paladins/inquisitor/ranger etc witch disturbs a balance of full casters witch as i stated beforehand Should always take that
SO WITCH PART OF THAT STATEMENT MAKES YOU THINK THIS IS A REWORK ? ps. The best idea woudl be to bolster the "Enduring Spells" so it bosts anything from 1 min. to 4,99 min. (4 minutes 59 seconds and 400 milliseconds), and that would be good for both cases repair the cost instead of increasign it And it woudl make perfect sense for an upgrade to be better than worse than the original abbility hope you will point out the mistakes if i have made any and i will respond :D
It's a rework, because it reworks how it works in a way that makes it better in my opinion.
Rework -When a character is "reworked", that means that their powers, abilities, and stats are given the once-over by the WB development team in an effort to improve their usability in the game. Nerf- is a term that means to make a weapon, ability, character or anything else weaker or less effective in some way. Buff- conversely is a term that means to make a weapon, ability, character or anything else stronger or more effective in some way
so yea it dose not fit the definition because it makes one of the 2 less usable :D so not a rework but nerf becausle its weaker
Luckily for all of us this mod is not bundled with any changes. Those who agree with my opinion on ES can get it, all others can skip it entirely.
yup at least for that i thank you because if i would need to delete my save file because of a little typo from nerf to rework i would have been astonished at the level of incometency
You (and those abstract "most") are entitled to your own opinion.
So are you but that dose not change the proper definitions anti vax or flat earthers may have their opinions on thigs but that dose not change the fact that they are untrue or do not fit the reality of things and as far as i am concerned flat earthers are right earth ain't a ball it's not exactly roudn but neither is it flat after all we do ahve mountains n stuff so it's a spiky elipsoid and vaxines may cause sickness but it's so you make an immunity to it not to cause authism and yes this mod makes one abbility better but it changes the other to nearly ussles so it's a nerf
-because it dose not make it more usable or in case more fitting it makes cheese easier witch yea it makes more fitting to a buff than a nerf but if i wanna cheese i can download a toy box s conclusion if an updated version helps less styles of gameplay (than original intended) aka. "makes only one good and rest sh*t " it's not a rework it's a nerf
So yea it's YOU'R OPINION however it is incorrect
so instead of saying something everyone knows cause it's kinda obvious (i do not include people below 50iq they have a right to not know"witch i assume /hope you knew already)you would adhere to the definition and woudl reffer to it ?
ps.also you stated a lot of other problems you foudn you had with enduring abilities and made them worse witch deserves a discussion of it itself how hipocritical it is and i even gave you the proper easier and simpler weay for you to solve the stated by you issues of buffing the base enduring and leaving the second abbility "Greater Enduring" as is in the original
Not like it's crucial, but this mod isn't very compatible with others. And please remove prerequisite Metamagic Extended Spells, I know, if using this mod alone then it doesn't make much sense why I'm asking this, but there are other ways to get Endured Spells, imagine that. Please!
It's certainly not compatible with anything else that changes Enduring Spells - but why would you install two mods changing same thing?
As for prerequisite - I know that you can apply Extend through other ways other than metamagic feat. And yet requirement will stay, it's a design choice, because I feel like overall first ES ability is noticeable stronger and needs some downside.
good work to more choice, and I think it's quite subtle to tell whether this mod is overpower without myth ability an extend spell will cost something more or less, you must extend a spell even it lasts long enough before
33 comments
Greater Enduring Spells feels lackluster since it applies to so few things unless you're a merged caster hitting CL31. I don't really have a good suggestion for how to make it better since making it apply to minute/level spells cast by everyone earlier in the game would feel pretty overpowered. If you could think of a better way to make it relevant for non-merged characters while keeping it balanced I think that'd improve the mod.
I know I can use toybox cheats but they're not really permanent, just very long duration, and toybox still has a ton of bugs with the duration cheat that hasn't been fixed (seriously guys, it's been 3 years!).
Also buffbot/bubbles has not been updated.
If Toybox has issues with permanent buffs not being permanent, contact Toybox developers. Either on discord, or directly file an issue on their Github.
Same with BubbleBuffs (although it works for me, so I don't which problems you have).
Although, you definitely lied about the cheating part.
You wanted a cheat, you didn't find it here, can't help you.
My main point now was "that increasing some spell duration but decreasing many others, significantly reduces the usefulness of this mod". Not allowing ES and GES to stack and enforcing the need for extended metamagic severely weakens buffs as opposed to plain vanilla. Your attempt at QoL actually increases the burden on duration maintenance.
So I then asked, what's the point of this mod? You replied "not the enablement of cheating" but permanent duration IS cheating.
Instead of addressing my concerns, you only reply with snarky, condescending statements.
You're one of those developers that I've worked with, that ignore the end-user, then blames the sales team for your failed business venture. There's a reason why this mod only have 4 endorsements.
This is not QoL mod. This is a mod that increases player power before they are CL25. At lvl 10 they can go and cast those extended divine power, extended haste and have them last for 10 minutes, going through the dungeon under more buffs = being more powerful.
Difference is what is getting made permanent. Round/lvl spell and hour/lvl spell are not the same thing.
This a free hobby project with open permissions. I had an idea, I made it, I published it.
At least couple of people out there said that they like this mod.
And if you don't - that's not my problem, that's yours. Find a mod that you like or make it yourself.
Makes me happier that there are people who appreciate this mod.
so after some testing, some things are perm, and some things are way worse and only last 1 hour where they lasted 24 hours with the 2 feats previously. would be nice if the buffs that lasted 24 hours before would now be perm with this mod
for a half dozen or so spells can become permanent but the rest have been nerfed with this.
the list of perm spells that i have found so far include
-mage armor
-delay poison (and mass)
-aura of greater courage
-life bubble
-magic fang, greater
-long strider (and greater)
-feather step, mass
-magical vestment
-greater magic weapon
there may be a few from other classes that i don't have in my party
but overall this actually nerfs the enduring spells perks from lasting 24 hours to now only lasting an hour or less for a large majority of the spells
Yes, only extended spells that would normally last MORE THAN one hour (not 1 hour, but longer than 1 hour) can become permanent.
Which unitl CL31 means that only 10/lvl spells or longer become permanent. No need to test each spell.
But I'm happy that other people think otherwise.
by the time you get to CL31 you have more then finished the game, so if you are trying to get to that point just for your 10 minute / level spells to become permanent you have generally moved onto something else. and the buffs that last an hour or longer right out the gate are too few and far between to be worth nerfing the rest of the buffs for it. i find with this i have to cast more buffs more often. thus not really freeing up spell slots but using more of them for things i would have otherwise only had to cast once a day.
in order to fix this might i suggest a 4th perk to be added to the line in the mythic ranks so if a spell lasts 10 minutes or longer it becomes permanent. or something along those lines. that way its still a huge investment of 1 metamagic + 3 mythic level feats. this would allow for a much larger amount of buffs to be perm and give a way to un-nerf them
was never meaning to seem like i was just bashing on the mod, i like the concept but i feel it falls a bit flat on execution and is a bit misleading.
One or two casts of Haste will bring you through the whole map, which is just not possible for unmodded game until CL25 and CL25 characters are already gods walking the earth that need no help.
If you don't agree with my opinion, it's fine. It's impossible to make a mod that satisfies everyone.
If you think description can be worded better, please give your input, I'll consider it, I'm not fixed on that part.
There was no promise that it will only buff things. It's not "Enduring But Better in Everything", it's "Enduring Reworks".
There are descriptions stating how my version should work and they the only thing what this mod must abide by.
In any case my vision is final here. Arguing any more on what's stronger and weaker would be pointless. You have your opinion, I have mine, that's it.
If you'd like, you're free to develop your version of ES that conforms to your vision. Source code is MIT-licensed on Github if you want to take pointers.
- while most people say ur mod is not a rework its a nerf ,rework should make something more enticing*, not broken or underpowered at the same time.(ppl stated that it's not)*
Uncle Google"When a character is "reworked", that means that their powers, abilities, and stats are given the once-over by the WB development team in an effort to improve their usability in the game. "
- and what chu did was disturb the thin balance of ussefulnes and utter sh*t ;D you also said that the cost of 2 mythic abilities was 2 much for the perk (witch i assume you dealt as utter sh*t for the cost of 2) so you nerfed the upgrade to near sh*t knocked the cost up making it cost 2 mythic abbilities and 1 mythic feat BRAVO)
"https://www.reddit.com/r/Pathfinder_Kingmaker/comments/pvgylw/greater_enduring_spells_is_pretty_great/" 1k upvotes for a reason m8SO WITCH PART OF THAT STATEMENT MAKES YOU THINK THIS IS A REWORK ?
ps. The best idea woudl be to bolster the "Enduring Spells" so it bosts anything from 1 min. to 4,99 min. (4 minutes 59 seconds and 400 milliseconds),
and that would be good for both cases
repair the cost instead of increasign it
And it woudl make perfect sense for an upgrade to be better than worse than the original abbility
hope you will point out the mistakes if i have made any and i will respond :D
Luckily for all of us this mod is not bundled with any changes. Those who agree with my opinion on ES can get it, all others can skip it entirely.
Rework -When a character is "reworked", that means that their powers, abilities, and stats are given the once-over by the WB development team in an effort to improve their usability in the game.
Nerf- is a term that means to make a weapon, ability, character or anything else weaker or less effective in some way.
Buff- conversely is a term that means to make a weapon, ability, character or anything else stronger or more effective in some way
so yea it dose not fit the definition because it makes one of the 2 less usable :D so not a rework but nerf becausle its weaker
have been astonished at the level of incometency
and as far as i am concerned flat earthers are right earth ain't a ball it's not exactly roudn but neither is it flat after all we do ahve mountains n stuff so it's a spiky elipsoid
and vaxines may cause sickness but it's so you make an immunity to it not to cause authism
and yes this mod makes one abbility better but it changes the other to nearly ussles so it's a nerf
-because it dose not make it more usable or in case more fitting
it makes cheese easier witch yea it makes more fitting to a buff than a nerf but if i wanna cheese i can download a toy box
s conclusion if an updated version helps less styles of gameplay (than original intended) aka. "makes only one good and rest sh*t " it's not a rework it's a nerf
So yea it's YOU'R OPINION however it is incorrect
so instead of saying something everyone knows cause it's kinda obvious (i do not include people below 50iq they have a right to not know"witch i assume /hope you knew already)you would adhere to the definition and woudl reffer to it ?
ps.also you stated a lot of other problems you foudn you had with enduring abilities and made them worse witch deserves a discussion of it itself how hipocritical it is
and i even gave you the proper easier and simpler weay for you to solve the stated by you issues of buffing the base enduring
and leaving the second abbility "Greater Enduring" as is in the original
I'll be honest - I'm not remaking this mod for you no matter how much you think you're right. Accept this mod being not for you and leave.
As for prerequisite - I know that you can apply Extend through other ways other than metamagic feat. And yet requirement will stay, it's a design choice, because I feel like overall first ES ability is noticeable stronger and needs some downside.
without myth ability an extend spell will cost something more or less, you must extend a spell even it lasts long enough before