An awesome perk with great VFX options. Flavorful and epic which allows great mobility in its interpretation of it.
However, I was a bit sad to see that it doesn't give you a Attack Bonus. I think maybe giving it a minor bonus of +1 or +2 as you go up isn't uncalled for.
Perhaps instead, increase the number of spirits that are summoned as you level up? At level 6, let three spirits be at your side, at 8, four.
Or dropping the number of spirits summoned, and allow a more type of undead to be created, level 6, the demented spirit, at 8, the Spectral child?
Something to consider, I am happy with it as is.
The standard bard song grants ab bonus and damage bonus, why should custom ones do the same thing and then more ?
I'll grant you that Nihm. But the base song grows stronger over time. The Dirge Perk, however, does not in any really appreciable effect. I've tested this on a level 8 bard in the fugue, it gives the same bonuses and summons the same number of spirits. The only difference I noted is an additional, minor, increase in damage.
However, this doesn't mean there weren't any bonuses I didn't notice. I am just stating these to give it a more appreciable increase in power, as the bard also grows in power. I was not suggesting all the following effects be put into practice.
I was simply lending my two cents on how to give the perk a more...necromantic flair. even with these bonuses, the base song is still going to be stronger, since it has a large skill bonus attached to it, as well as saves.
This would be nice. Seeing as the bonuses aren't spectacular, (the spirits are pretty weak, and the damage bonus is p. much the same as regular bard song [Numbers-wise]).
The conceal bonus is minimal, and immunity bonus very situational.
I would suggest to just give normal attack bonus normal from bard song. (+1 naturally, and then at level 8 +2)
Nihm, compared to the other bard song perks this one is probably tied with the Jungle song for the least taken.
Battlemarch is +2 extra attacks at level 8. And +AB and movement speed for everyone.
Spellsinger's Chant provides magical damage, a damage spell shield, and spell resistance. Also tied for the best.
The divine song provides +2 AB versus evil, extra +damage, as well as other things.
Giving this song and the jungle song +1 AB and damage each would keep it nice and balanced in my opinion.
However I do feel that Battlemarcher is far too strong certain conditions, and should go down to just one extra attack. I'm not calling for a nerf though, just saying that it seems extremely good.
I guess what I'm saying is that it would be better to give a different benefit, given that the objective is to add variety to the Bard it makes little sense for any other song than the original one to boost ab and damage.
I would agree with stronger spirits if that's needed, and that the Battlemarcher should lose the ab bonus because that is something that overlaps with the original song.
The original provides saves. skill bonuses and temporary HP that the perks do not. Perks add a small bonus to your PC, often with a downside. In this case the bonus is different bard song effects, the penalty is losing the base effects from bardsong. My two cents, make the Dirge also heal all allied undead within range for a small amount. it's got the best dmg boost of any some anyway, +2-3, and instead of AB it gives something like 20% conceal, which is hardly small potatoes as a team wide buff. I have to say though that Canticles of the Righteous is badass, as although most of the bonuses are restricted to vs Evil, the healing is really nice as a party-wide thing.
Quotegiven that the objective is to add variety to the Bard it makes little sense for any other song than the original one to boost Ab and damage.
AB and damage are the main thing about bard song, the rest is easily changed to add variety to bard concepts. I can't comment on the Jungle song, as I have no idea of what its stats are, and without any idea of if the bonuses are useful to a particular bard concept, I'd not take over the original as there's no going back.
I think though, the biggest problem of Dirge is the spirits themselves. Purely by existing, they label you as Evil Necromancer, and there's no way to turn them off from summoning to prevent conflict with anti-undead PCs. Especially problematic in a fight where bystanders might turn on you.
Yea, I didn't realize how awesome 20% conceal is.
However, my suggestion stands, better spirits as you progress in level is nice. :)
Yes, better spirits! 80% atleast!
I don't think you get it, bro.
Better spirits would definitely be awesome. Level them as you do. Summon more of them. Give them more/different spells and so on.
I prefer Vans.
What is this randomness?
Guys keep the screwyness to forums that arnt actualy trying to do anything.
It's a spambot.
It can't be bargained with, it can't be reasoned with.
It doesn't feel pity or remorse or fear, and it absolutely will not stop, ever, until you buy pointless shite and knock-off trainers.
I no bot. You bot. And I really do prefer Vans.
I automatically troll threads when people complain about PERKS. Just seems like the right thing to do.
Mort works hard for us. Way harder than we probably deserve. If you don't like the PERK, don't take it.
Also: PERK. As in extra shit you don't normally get.
Quote from: Pup;192195If you don't like the PERK, don't take it.
it's not that simple, when it doesn't say in the description "No bonus AB" and you can't undo perks. This thread's the most information that's available on it TBH. That unfortunately makes it hard to know if you'll like a perk, so if it turns out to be disadvantageous for your PC, bringing that up is fair play. This was a constructive suggestion off Thomas with a reasonable change given. Even though I don't agree with most of it (the summons being a decent distraction and the improved dmg type, more dmg, and conceal being worth losing 1 AB over IMO), it's fair comment. The main reason I got from DMs on why they haven't posted the bard perk stats is they're still being tweaked, so feedback seems perfectly sensible.
PERK