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  1. Past hour
  2. Anaelya joined the community
  3. Today
  4. sintell joined the community
  5. Gorgon replied to Gfted1's topic in Way Off-Topic
    aaaaaa.. ****. I'm late
  6. Gorgon replied to Gfted1's topic in Way Off-Topic
  7. sqdqsdsqd joined the community
  8. Fixed that for you. Liked the larger than life persona that he became. Also some of his work - but none of his politics, obviously.
  9. OK, semi-scratch some of the above. For some reason, for me, it looks better on DLSS-Ultra-Performance vs. Balanced. >.> Post-Processing Quality seems to hit fps fairly hard and so far doesn't seem to lose much looks if you have it Low. I might even like it better, since stuff like chromatic aberration/other seems tied to it. Ray Tracing (global illumination) vs. non-RT global seems to have little fps effect on/off so I left it on. Anyway, I got it where it looks pretty good/better on the big TV at 50-55fps. I'll post a vista scenic SS in the pic thread. Don't judge graphics vs performance too much in the tutorial section, wait to you get to the first town/world proper (won't take too long). There's a simple PhotoMode. Kliff still feels like a brick. Flavor NPC's say the same things over and over and over. Voice acting is ok but nothing distinctive. Horse riding is fine. There seems to be an auto-loot chest available but you cannot (?) put anything into it, it's only for "rescuing" dropped loot that you missed/didn't see. I picked up a bird and Kliff just held it in his hand I've gone over refund time, so I guess I'm keeping it. :P
  10. Sarex replied to Gfted1's topic in Way Off-Topic
    Chuck Norris
  11. my rogue have 6 int and sap duration is 4s . I don't feel that it's too little, a most of the time the enemies I use it on die before they wake up from it. I don't have to use it often (only to interrupt the casting of dangerous effects or if I don't want lose hp with my rogue) but agree that sap is op that point must have on every type roge
  12. Nice. I also enjoy a high risk/high reward build from time to time. It just makes things more exciting.
  13. I'm currently playing a similar rogue concept but with a different build (different talents and different attributes) and with a different team set. I'm at the end of the game, I only have white march 2 left and in white march 1 I have to finish the Durgan's Battery floor (Foundry).. and i dont know when i end it becaose and dont always time have time to play that game I don't want to tell you how to play or how you should play„ but you say quote „ She is also squishy. Very squishy. She will die a lot „ if your roge die lot you do smothing wrong. my experiences with a similar concept rogue are different. I'm playing this game for the first time, and it is on „Potd” ( Because hard was to easy i must start again after 5 level) and I make a point that I'm not a pro player (I don't do everything perfectly, I forget to use spells, I often don't press pause at the right moment, I don't want to list all the mistakes I make but I have to say there's still a lot of room for improvement) If I had to define myself, my level would be advanced. My rogue was squishy only erly game, but once you learn how to play rogue and you will know how to use the team's potential „Potd” you will feel like you play not potd but something between easy and storyline. My set-up is so broken that I have no challenges in the game ( only andra the dragon was a challenge I defeated her on level 12 after lot attempts without sroll,consumables and summons with no one party mebers dying,but now when i know how to do it would be easier) Alpine dragon was the easiest dragons (I lost so little hp that I had to check to be sure it was not bug that i immortal and as a reminder, I play on potd and this was supposed to be one of the more difficult bosses) and I make a point that if difficultly scaling show up choose High level ( and even that not helping) I don't want to criticize you or take away your joy for your rogue but I see better choices. Personally, I would have distributed the points and talents differently but even if I were forced to play your build your selection order is not optimal. I'll give you one example: Backstab at level 2 is a bad choice. Even if you put all your points into stealth (i go for 16 level with items and bonus like boon, and dont regret it,) , you won't be able to use it on every opponent because it will detect you before you use it. Therefore, I would advise taking it only after you take Shadowing Beyond and no earlier than level 6, because earlier you have much more important talents that you will need
  14. Amen... I spent a full afternoon trying to work out if it was safe trying to roll back my phone to v18 again 😆
  15. Crimson Desert -- initial setting/performance evaluation etc Spent 70 minutes trying to find performance that fits me. I will say that if you're a 1080/1440 type, the game looks decent, whether native or a bit of upscaling. You can have a lot of things on High/Ultra and it may still get you 60fps, which is good re: older systems. With 4k as the starting resolution, it's a bit tougher on my old rig. I can get the usual mostly 60 if I fiddle a lot, but the game has the usual modern day problem where dropping a lot of settings doesn't really do tons for FPS until you go so low it's awful - and if you go below High on lighting, post-processing, shadows etc it start to look like poo ( especially if using DLSS 4, Quality or Balanced), like more and more artifacting and blurriness. Motion Blur, btw, is under Accessibility. oh, if you have it don't use ray reconstructuring, it appears to dramatically tank fps at the moment. EDITEDIT: so for me it's not that I can't get ok FPS, it's that upscaling doesn't seem to work very well/doesn't look as good as DLSS usually does. Like the way they optimized graphics = less pixels for DLSS to work with and the result is kind of a mess. My main issue in this early time is that Kliff moves like a brick. I feel like if I'm walking and want to get him to turn, he's a 3ton brick. Stiff, slow to respond. It's driving me crazy, can't get used to it yet. This is using KB/Mouse, haven't tried a controller. KB/Mouse can be remapped - somewhat. But there are so many actions that require two or more button inputs, and many actions that use the same key, that it's difficult. I typically want to move anything tied to CNTRL and ALT elsewhere, to the right, and it's tough in this game. And I think WASD cannot be remapped, if you're left-handed or other preference. I am undecided. I guess I have 30-40 more minutes to figure out if refunding/trying later would be better. :P
  16. Finally had to upgrade to iOS 26 - iOS 26 compatible devices don't get the iOS 18 updates with the current security fixes needed to fully stop DarkSword. Needless to say I hate every change Apple made to the UI. President Trump, it's not the hard working, illegal Mexican immigrants that you should lock away in CECOT. It's people who think changing user interfaces for the sake of changing them is a good idea, and round and lock up everyone who was involved in creating Liquid Glass as well.
  17. So, apparently DLSS 5 is the fusion of 3D graphics and Artificial intelligence (at molecular-genetic level). Artists at Obsidian: Be afraid. Be very afraid.
  18. As the title suggests, I hope to see more special derivative attacks on higher-level creatures. This would greatly enhance the interactive feel of combat! It would be incredibly satisfying! For example, if the player makes a dodge move at a certain moment, the insect would generate a special attack that the player must react to instantly. On a side note, I feel that the current feints of scorpions and mantises don't quite achieve a truly deceptive effect. Even if you miss, their subsequent attacks still give you ample time for a second parry. I think that to use feints to deceive the player into a perfect parry, the player's reaction time must be reduced in the next attack after the feint. For example (though unrelated to derivative skills), in the first game, the Mantis's Orchid Scyther, when it looks around, unleashes a three-hit ground slam combo. This gives new players little reaction time; you might need to practice a few times to avoid being instantly killed by the same move. This design gives you a sense of improvement, that's what I mean. It would be better to design certain attacks as points where the player must break through. I think the feints could be improved. From my first encounter with the Mantis larva, I've never been fooled by its feints and taken its next attack, the reaction time is far too ample. However, the current bugs, like the Tarantula's five-hit combo, are much slower than the Tarantula in the first game. This reduces the feeling of accumulating experience and successfully breaking through, but the defensive counterattack design of this generation of Tarantulas is really cool, I love it!
  19. It suddenly occurred to me, maybe I got it backwards? Higher-level bandages should be designed to heal more, but their healing will be interrupted immediately upon taking damage. Conversely, regular bandages heal less, but can withstand 1-2 attacks without interruption, making them more suitable for players who are not good at perfect parrying. High-level bandages are high-risk, high-reward, and are the choice for players who rely on perfect parrying.
  20. Regarding Spicy Coaltana's combat skills, I have some thoughts. I wonder if this weapon will eventually have an area-of-effect skill similar to the Mysterious Man's. If so, my idea is that the trigger mechanism could be designed as follows: It relies on "perfect" blocks to accumulate a charge gauge. However, the charge gauge should be designed so that it's not easy to fill the required number of blocks when fighting a single enemy or an enemy with low aggression (in normal combat, without intentionally stopping to wait for a block). When facing three or more enemies, or enemies with high aggression like the Tarantula, the number of blocks is easier to fill the charge gauge. When the charge gauge is full, the combat skill can be activated. The total damage of the combat skill is "shared" by surrounding enemies. This combat skill damage cannot be too powerful, otherwise other weapons will lose their luster, but it can have some damage that helps in this battle, since it only relies on "perfect" blocks, and perfect blocks especially require some skill in group battles. Alternatively, some weapons could also develop their own exclusive active skills. However, this could be a huge undertaking. Another idea is to fill the power gauge with both perfect parries and damage taken, which also sounds promising.
  21. Виктор joined the community
  22. JoJo: Steel Ball Run JoJo goes western. It's insane and probably the best anime I've seen this year.
  23. Youtube Video Guide Disclaimer: This playstyle is not for everyone. This is all about micromanaging every movement your rogue makes. If you don’t like this style of play, you will not have fun with this build. If you leave this character alone for a second, she will die. If this sounds fun to you, read on. In the middle of the night they came. Dark shadows on the wind, almost soundless. Tquintan heard them though. She always did. She was one of them, trained to move without being seen, and strike with furious anger. She was good. Not the best, but good enough to warrant a death sentence. The Orlans of the Deadfire had a cruel sense of justice. Tquintan had challenged a senior in her guild, and won. The others in the guild did not take kindly to this upstart trying to climb the ladder of assassins before she had proved himself. So they did what they do best. Well, they tried. Tquintan got away. With nowhere to go, she went south and joined a caravan headed for Gilded Vale… ======================================================================= This is my take on a classic backstabbing stealthy sneaky glass cannon rogue. I know there are probably ways to optimize it better, but this character was a beast. Did far more damage than any other party member, soloed a dragon, took down Concelhaut without letting him get a spell off, and was a damage dealing machine from level 1 to level 16. She is also squishy. Very squishy. She will die a lot. Hopefully not before she has taken out 3-7 enemies (sometimes more). I beat the game on POTD with all upscaling and injuries on, and she had a grand total of 300K damage, 1045 kills, more crits than hits, and was knocked out 88 times. ;) Race/Stats/Background Hearth Orlan (want those crit bonuses) Deadfire Drifter Might - 17 Con - 3 Dex - 19 Per - 20 Int - 15 Res - 4 Perception and Dex are our most important stats. We want to attack fast, and crit often. Might is next for the damage. Because we are so squishy, we attack many times, crit many times, and kill fast. If you don’t kill them fast and they turn around and target you, you need to get out! Int is also nice as it makes our afflictions last longer, which is broken strong when it gets to sap at level 13. Dump Con and Res to as low as they go. Embrace your inner micromanager, and accept the fear of death at any minute. Skills: Max Stealth, couple points into Athletics for second wind, couple points into Survival for move speed. Important Story Talents Flick of the Wrist: A flat ACC bonus to our weapon of choice Merciless Hand: More Crit Song of the Heavens: More Per Skaens Boon: I just wanted to be evil… Dex doesn't hurt either. Blooded Hunter: More Stealth Dungeon Delver: More Crit and Stealth Blood Pool: Sagini (Itumak too) More Per Gift of the Machine: More MIG is always welcome. Level Progression These are the abilities/talents I took. I respecced so many times testing different things that I couldn’t really tell you the order. I put them in what I think is an optimal order for a full playthrough, but mix and match as you please based on your team composition. 1: Crippling strike (or blinding strike doesn’t matter, though late game crippling strike is better) 2: Backstab (obviously, also why we invest in stealth points) 3: Reckless Assault (this model gives extra melee damage at the cost of defense, but you are wet paper towel anyway so may as well go all in, have it on at all times) 4: Shadowing Beyond (this is where we start getting tricky, though our damage is not quite respectable enough to be taking enemies out in a single swing, but it is damn fun) 5: Escape (now we have a combo! Escape to the backline, crippling strike, go invisible, backstab, if buffed from a priest, should take out casters and ranged units quickly) 6: Two Weapon Fighting (get that attack speed up!) 7: Deathblows (More sneak damage, but now you need two afflictions to proc. So easy to do if you have a priest and wizard or druid in party. 8: Weapon Focus Ruffian (Stilettos and Sabres!) 9: Finishing Blow (This is a good one, make sure to use it against low health enemies. It will not be overpowered at this point in the game, but later…. Your backstab crits will be in the multiples of hundreds) 10: Bloody Slaughter (Crits against weak enemies, combined with deathbows….) 11: Dirty Fighting (more crit damage) 12: Devastating Blow (Mỏre damage for finishing blow) 13: Sap (Ok, this is the most overpowered ability in the game for a rogue. You get 2 uses per encounter, it stuns the enemy, and then you get 7-11 seconds to just wail away on them as they can’t do a damn thing. They are usually dead by the time it wears off. Then, you do it again. I can count on hand the amount of enemies who were immune to stun and this didn’t work. It is how my rogue basically soloed the Adra Dragon. Incredible ability) 14: Vicious Fighting (better dirty fighting) 15: Deep Wounds (Damage over Time DOT) 16: Beast Slayer (Just for dragon killing…) Team Composition There are certain things you need to make this work. My team was Eder, Kana, Aloth, Durance, Hivarias. But almost any composition will work as long as you have…. 2 Tanks: You need two frontliners to take a ton of engagements. If the enemies curl around your tanks and come to the side, where you are standing and target you, you are dead. I used Eder and Kana, they did very well tanking large groups while I killed enemies off to the side. Plus, they are pretty low micro intensive. Affliction Casters: You need afflictions to proc sneak attacks, 2 for uber sneak attacks with deathblows. The best characters to do this are wizards, ciphers, druids, priests. The Priest is the easiest, just get painful interdiction. Wizard also has a huge AOE spell Arkemers something something. Druids can cast insect plague for sickened, relentless storm for stun, etc. Ciphers can do Secret Horrors and Phantom Foes, both of which have massive AOE…. the combinations are endless. The important thing is your backline is inflicting affliction for your rogue, buffing the team. They can throw out damage spells after that. A Priest: Painful Interdiction, some Heals (you will need them!), the occasional Withdrawal for longer fights, resurrection for when you die, and the suite of Priest buffs, Crowns of the faithful, Devotions, Blessings, etc, etc, etc. Durance was responsible for standing in the back and buffing the hell out of everybody. Playstyle Combat starts and one of two scenarios will unfold. a) Your rogue is grouped up with your team, b) your rogue is off the side hiding. Scenario A Your rogue is standing where he needs to be, right next to the priest. Combat starts, the buffing begins, the tanks move forward, the casters throw out some debuffs, your rogue waits in stealth. Once the dance at the frontline is settled your tanks have engaged the enemies, the rogue moves in on the flank side, and begins to stab. She quickly kills a couple, and then uses escape to jump to the backline where is an annoying priest and a ranger. Teleport right beside the priest (he is the most dangerous) and hit him with Sap. Now he is stunned. Stab Stab Stab Stab, dead. Pop hide in shadows and sneak up behind the ranger and backstab him for big damage. He won’t last long. Scenario B Your team is in one place and you are in another. Just stealth up behind the backline and start stabbing. Use Shadow Beyond and escape to move from target to target. Use escape to get our there quickly, use Sap to run and burst. In this scenario though, you don’t have the priest buffs on. You are flying solo so make sure to really carefully babysit. Gear Weapons Dual Stilettos are a fun way to go. You get amazing ACC and they do good damage because you are attacking so fast. They also have innate DR, which is nice. Your backstabs won’t be huge, and you need a wizard or a priest to get some inflictions on enemies. The game has some great Stilettos, one you can buy early in Gilded Vale, and another you can get on the first floor of the endless paths. With those two you can head to Ondra’s Gift, buy some Vithrack brains, and you good two unique Exceptional Stilettos for all of act 2. Later in the game you get some more amazing Stilettos. It is a solidly represented weapon. Some good ones: Azureiths Bleak Fang Oidhreact Miserys End Vent Pick HOWEVER….. If you really want to min max, do an insane amount of damage, make POTD feel easy, and feel like a god, then do this instead. As soon as the White March starts, do it. I mean all of it. From beginning to end. We need Krakens Eyes. Once you finish and get your 2 Kraken Eyes, upgrade the Sabre Bittercut to Legendary. Add a Corrosive lash, Durgan Reinforced, and put it in the Wax Mold and copy it. Now you are dual wielding two legendary sabres with increased attack speed. And you have all of Act 3 and many bosses and bounties and the endless paths to enjoy it with…. You can upgrade something to Legendary once you hit Level 16, but I had a huge chunk of content left after I did this. Honestly though, it was almost too strong…. NOTE: Always have a bow equipped in off slot just in case you get stuck behind tanks and need something to do. Or you get stuck and can’t move) Armor For most of the early and mid game you should use Angio’s Gambeson for the DAOM spell. Of course you could also just go with clothing or robes. Late Game Vengiatta Rugia is best in slot of a sneak attack rogue. And best in style. Scales of the Raven is also a good choice, but it also a late game item. I used Vengiatta Rugia so I could ditch the Glanfathan Stalking Boots and use boots of speed instead. I made it Legendary, and added an +2 Int upgrade. Angio's Gambeson (early) Vengiatta Rugia (Late) Scales of the Raven Blaidh Golan Durance Robe Boots Use the Glanfathan stalking boots until you get Rugia armor late game, and switch to boots of speed. Or use Boots of Speed as soon as you get them. Honestly, it is a huge quality of life boost to move faster during combat! Helmet Maegfolc Skull for the +3 MIG and the style. Neck Mantle of the Excavator: +4 PER cloak Rings Ring of Thorns +3 Dex Ring of +9 Defenses Gloves Gloves of Quickness for the increased attack speed Belt Belt of Mortal Protection (just to save you from crits that might one shot you) Belt of Constitution +3 (more HP) Looped Rope (defences against afflictions) Driving Wave I wore the Looped Rope from the moment I got it. Getting your movement impaired with this build is a death sentence, and 20+ defence on these afflictions is nice.
  24. I think I have base 15 Int and I usually eat a fish before a fight. This rogue has eaten a lot of fish....
  25. Yesterday
  26. anything could be fake in the age of ai and misinformation cnn reporting it does make most assume it is real but bigger media corp make embarrassing mistake before
  27. The video they use has to be a fake, surprised the F-35 just trucked on after that explosion, even accounting for thermals making the explosions look bigger (I recall a Ukrainian vehicle getting hit by a Vikhr that went off like a nuke in thermal)
  28. I read the Qatari strike as a pretty clear message from Iran; if you strike Kharg Island, we're taking the rest of the Gulf oil industry down with us. Go ahead, make our day. Redacted, of course, doubles down on his threats. Yes it'll take years for the Gulf oil industry to recover. Brilliant plan this: ready, take aim, shoot foot.
  29. https://www.theguardian.com/world/2026/mar/19/trump-mocks-japan-pearl-harbor-iran-war HAHAHAHAHAHA
  30. Going to be fun times when not only can poor countries not buy oil due to being priced out, but they can't buy fertiliser either. Something like 80% of the people alive today wouldn't be if not for the Haber Process making nitrogen fertilisers cheap, and that process Requires natural gas. Next largest nitrogen fixing process produces something like 0.6% by mass (and about 0.3% by nitrogen content) of Haber. The damage to the Qatari gas field will take three years minimum to fix.
  31. world largest natural gas reserve are hit by both side f 35 was hit by irgc

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