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Showing content with the highest reputation on 06/14/19 in all areas
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5 points
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Finally managed to beat the game. What to say. I guess "unpolished gem" is the most positive thing you can say about this? There's a lot of good stuff, but it really has it's bad sides too...3 points
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After a lengthy period of gathering players' feedback, theorycrafting and balancing, we have come with a Community Patch Mod - a community based collection of tweaks and improvements. Community Patch consists of the following stand-alone modules: Basic - includes a lot of suggestions from the Deadfire Polishing Poll - a poll made by players for players, in order to pinpoint the possible balance problems and address them. Basic mod - is a conservative patch, it includes only those suggestions that have twice more votes pro than votes against change. (note: in case of suggestion with multiple options - we were aggregating them) Extra - also includes the suggestions from Deadfire Polishing Poll. But only those that didn't make it into Basic package, but still have more votes pro than votes against. Additionally, Extra includes a few fixes for several bug reports that we have found on the official technical forums. Keywords - address the randomness and apparent lack of systematic approach to spell keywords. This mainly affects priest, and to a lesser degree druids, ciphers and wizards. Typos - fixes a wide array of typos found in the English version of the game. Icons - adds a completely unique set of icons for all passive talents and effects. They were handcrafted with being as suggestive, unique and fitting as possible, in mind. For more info, you can check the mod page, or original thread on these forums, here.2 points
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Long almost seven years after last post in this thred, but tbh I think, it should be resurrected awesome interview of the CP creator by Young Yea. I love his voice2 points
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One or two of the 'stupid arguments' that you think you're refuting aren't simply reasons that people think games shouldn't have romances; they are reasons that the developers of this game have announced that there will definitely not be romances in this game.2 points
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I must agree here with @algroth. I found Neketaka to be one of the best cities in an RPG (better then Athkatla.) Grouping all "legit" factions in one cities makes story and gameplay sense, is convienient for quest purposes, and is a good representation of what Deadfire situation is at this moment in history. All factions have additional small settlements. Would it be nice for them to be bigger? Sure, but it is already a sprawling game working with limited budget. Granted, if individual faction settlements were seperate, allying with faction might have been a bit more extreme (like in New Vegas, where player will soon find himself welcome with one faction, while attacked on sight by the other). However, it is not the story Obsidian wanted to tell, as faction aren't at war with each other until endgame. They coexist, scheming behind each other backs, and that's where you come in - freelancing and working with each other, as long as you prove useful. Deadfire is not a very developed area of the world, and it makes perfect sense to have one major city, and multiple small outposts. It seems that really the issues OP has aren't with the city itself but that the game rushes endgame. We interact with the factions a lot, but don't really see the fallout of the conflict - rushed finale and ending slides is all that we have to work with. Seeing the city change is a great idea - and a very expensive one. I think a more realistic proposition would be - longer Ukaizo act, which changes depending what faction you ally with, or post game expansion were we return to Deadfire and see changes to Neketaka and surrounding areas for ourselves. I still thing that expanded Ukaizo would improve the game the most, alas the game is concluded. For the future: it depends what Obsidian has in mind. I think that sticking to one location served them well, allowing them to focus and fully explore limited culture in the world. WIth the potential introduction of fast traveling (valian experiments with adra) I wouldn't be surprised if we were to hop between major areas around the globe (Rauatai, Yekuza, maybe Aedyr etc.), especially if the game would move over to 3d engine, alla D:OS (practicality of 2d backgrounds might be questionable). That of course, creates a challenge of defining multiple places and cultures at once, which might be great if done well, and it might hurt if done poorly, due to how much needs to be defined/written. Coming back the the topic - I do think Neketaka to be a better version of Athkatla, however, sprawling adventures of BG2 were probably more satisfying. Replaying the game recently, it is important to remember how great the opening chapter of BG2 is, and how empty the city feels once the players returns there after Underdark (at least it is, if, like me, you complete all quests there before progressing the story with the factions).1 point
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I'll offer a counterpoint to your argument above: to me Athkatla was basically the finest city hub we'd seen in an RPG... Up until Neketaka. To me Neketaka isn't a problem in the game, if anything it is its biggest virtue; yet I see your post is less about an Athkatla/Neketaka comparison so I'll leave that for another topic, as there's much to discuss here already. Anyways, I feel that you are ignoring a lot of the aspects that grouping the warring factions in a single city add to the overall conflict and depiction of themes and so on. The conflicts surrounding Neketaka isn't just one of interest, it is likewise a cultural clash, and whilst we see plenty of it all across the Deadfire it is never clearer than in that single place where all cultures are constantly interacting with one another and melding, not just at an interpersonal level but right down to the fusion in architecture, aesthetics and the likes. There is a tension to the design of Neketaka that is not merely apparent in the dialogue and interactions, but in the city's construction, layout and aesthetic itself, which would never have had the same effect were we to split the influence of every faction evenly across the different smaller towns. For that specifically we already have a representative settlement for each, in the shape of Port Maje, Sayuka, Dunnage and Tikawara - what tensions and conflicts there are to explore in each I feel are handled solidly too, from the Huana camps in Sayuka to the history of conflicts with slavers and isolationist tendencies in Tikawara, and so on; and much as you propose in your alternative, I feel these already showcase perfectly the philosophies and worldview each faction holds. There was also a practical reason behind the presence of one big city opposite to multiple, from a production standpoint, which the devs spoke of a fair bit during production. As you probably are aware of, the first Pillars had two big city hubs opposite to a single one, in both Defiance Bay and Twin Elms. The response to this was... Somewhat mixed, from both the devs and players alike: the players felt Defiance Bay never felt as lively as an Athkatla, and that Twin Elms felt a little scarce in content, and the devs agreed on both cases and likewise felt like their time to come up with in-depth content and proper detail to render such areas was cut short by this division, forcing them to rush the two somewhat. Whilst having four city hubs with an adequate density of content and attention to detail would sound like a dream come true for many, the kind of work required for that would be exorbitant and the likely effect would be one where all four cities underwhelm instead (and as a small gameplay-related quibble here, if many of the quests across these cities would involve doing stuff in other cities, this would also add a lot of backtreading which is usually best avoided in any game, let alone RPGs which tend to be especially notorious for this). In theory one could split a city as dense in content as Athkatla or Neketaka into four smaller cities without losing on the amount of content present in the game, but in practice, psychologically at least the effect seems a lot less appealing. There's also the matter of what having four big cities means from a setting perspective too - the Deadfire isn't meant to be a place that's very securely settled and has had all these cultures inhabiting it and building settlements on it for centuries, they're literally new to the region, much of which is yet "undiscovered". The settlements are precisely that: settlements. You can see how the majority of Port Maje and Dunnage's buildings seem haphazard and not made with longevity in mind - in the former's case you can even see the state of the wooden planks comprising the walls of the Kraken's Eye for example already rotting away and losing their blue coat of painting. These settlements are *meant* to be small, they're there as an enterprise that even when we arrive to the place the mayor himself is unsure of its present or long-term success. Sayuka is very much a straight military camp. Tikawara has literally built huts out of ship hulls to try and show they're an actual village to those who come and visit them. To make any of these a city would be to dilute the point that all of this conquest, all of this expedition and process of colonization is at a very early stage and happening in the *now*, not decades or even centuries ago. That Neketaka's a massive city as it is has its reasons, but most of all it is because it's the centre of the Deadfire in terms geographical and power-based, it's the capital of the Huana as a culture and the one city presumably preceeding the colonist expeditions and so on. It is, strategically, the only place you'd want to set your base for your expedition (relating somewhat to theories of spatial competition and so on). And, to tie back to what we spoke of before, it also makes for an ideal case study and representation of the cultural clash between all of these factions. From a narrative perspective the "race to Ukaizo" I believe already does a fair bit of what you propose. Disregarding the incentives from our personal questline, each faction is already given a pretty clear and singular reason to why they want to make it to Ukaizo themselves: the Vailians are interested in what they can learn of animancy in what was once a major Engwithan landmark, the RDC's interested in learning more about the storms to see what can be done about the same in Rauatai, the Huana need it because the history of their people and culture is there, the pirates see it as a place with lots of potential booty and a good alternative to settle in and operate with relative impunity and so on. How we reach there also differs greatly given the choices we make and the faction and subfaction we ally ourselves with: eventually we are made to take part in some kind of move against one of the others and, again, we can see the eventual race pan out in several different ways depending on who we sided with and who we struck against in the process. To remove our attention from Ukaizo would be something that if anything would muddle up the narrative and reduce the stakes making our way there and to confronting Eothas and so on. If anything an issue the game had in its pre-5.0 iteration is that the faction conflict and the threat of Eothas didn't feel connected enough, and that's precisely something this last patch was attempting to address with its narrative additions and so on; so to create an ending that tends further away from the game's climax and thematic crux which is the whole event at the Wheel, I feel would only widen this divide instead. Here's the other thing too: I don't think it's an option to *not* finish at Ukaizo either; the narrative of the entire franchise so far has been built around the conflict of power between gods and kith, and the cultural shift from theocentric to anthropocentric instead. A Rauataian invasion to Neketaka or a Principi attack to Port Maje or Sayuka as expansions or replacements to the current final race to Ukaizo would be fun to play most likely, but would ultimately be rather meaningless spectacle, all in a saga that stands out for being motivated by themes and ideas first and foremost. Anyhow, some thoughts on my part.1 point
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As if the IRGC has never needlessly landed Iran in diplomatic hot water before, or that it's categorically impossible for the Iranian leadership's right hand to not know what its left hand is doing:1 point
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I'm not against it. But the focus atm is on Priest and Druid trinkets since there is need. For other classes I would like to do trinkets that don't necessarily have bonuses but that somehow change some ability mechanics. For example a cipher trinket that lets you cast ally-only spells as self buffs (but you'll lose the ability to cast them on allies). Or a Fighter's healing (Constant Recovery + Unbending) would heal in an AoE but not the Fighter.1 point
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I haven't seen anything to corroborate the story yet so it's probably just a rumor.1 point
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When you're off the PC so long you feel like you've forgotten how to use it. Makes me wonder what I need it for, too. The big-name game once every couple years I guess. :P Still playing tablet/mobile games, 3 or 4 I bounce around from daily, idle quest/collection ones. I may have "tablet pinky" (the finger I use to support it on the bottom). 1 pound is a bit heavy for an aging pinky I guess. Pfft. Summer means hubby goes from garage to the garden. Lots of tomatoes, jalapeno's, oregano, melons, cilantro this year. When he wears his straw hat I'm still reminded of S. King's story Secret Window, Secret Garden and wonder if he's going to murder me and bury me under the garden. My vision gets steadily worse - not in a blind way, just where the distance where vision is great seems to get both shorter and longer (since I'm bifocal-land). It's really annoying, is all. Reading. computing, cameras, etc. all become more and more of a PITA. But at least I get to sit around with cold drinks/munchies out in the shade and play games on a tablet all day. So there's that. Ha.1 point
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I have been focusing just on otherwise-vanilla PotD stealth runs as opposed to going full-monty Ultimate, but Sunbeam's range had NOT escaped my notice. It makes Eothas priests surprisingly good at stealth, because of the utility of long-range distraction. Particularly since priest spells otherwise have such crap range. For full-fledged druids, Burst of Summer Flame (an otherwise disappointing spell) has additional utility for this particular task, due to the very fast cast time allowing you to hit precise time windows for your distractions, on top of also having 15m range. Since Fury druids are stuck with that as their level 2 bonus spell, it's a way of getting some use out of it. For stealth runs where you can get back out of combat (i.e. no Berath challenge), Fury druids also have the benefit of the teleport encounter power on their shapeshift, which helps them reach a favorable position to drop combat from after the occasional stealth failure. Wizards aren't entirely out of the range game either, as Arduous Delay of Motion has 15m range so it can be used as a long-range distraction spell as well.1 point
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You know, I've always thought that Sunbeam was somewhat underrated, particularly due to its rather rare range of 15M, making it a useful combat-initiator. But I'd never thought of utilizing that range for stealth purposes, with Scrolls of Sunbeam serving as Sparkcrackers that you can throw much further. So thanks for cluing me into a new trick!1 point
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Trudging across the tundra: Finally made it: Mining the forums for content : I managed to reach the Black Keep: However, at this point I was running out of water to drink and I was at my weight limit before becoming overencumbered, so it was time to head back. Since I have drop loot on death disabled, I decided to find out if lava merely damages you or insta-kills you, for science.1 point
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I don't plan to use all of the ideas I wrote down. Just to have a nice collection. Maybe do a poll... No problems with dual Carnage. They get rolled one after the other (first Carnage, then Stag Carnage) and everything seems to work fine.1 point
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It all carries over, but you only get a new timer after Hasongo and Ashen maw.1 point
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It was sort of a semi-rhetorical question, sort of 'even if Iran were doing it, it seems rather counterintuitive', probably also a touch of skepticism because Trump admin. Anyways, they aren't exactly being subtle here, right off their coast and the Revolutionary Guards are really the only group that close with the capabilities. If I wanted to be subtle, I'd probably have still planted a mine, but timered it so that it exploded a ways off from the Iranian coast, enough to make it not so obvious. Even when it ends up also hurting themselves apparently.1 point
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Leonard Boyarsky and Brian Heins at the E3 Coliseum with extended gameplay footage:1 point
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she has done a handful o' wh daily press briefings in the past six month and none in the last three. why even have a wh press secretary? that kinda slacker effort deserves only one response more serious, the lying is not gonna decrease. sean spicer, on day one, equivocated 'bout crowd size at the inauguration. after getting an earful from the President, spicer came out the following day and adamant defended trump lies. nothing has changed since day 2. only difference is sanders were obvious more comfortable fabricating untruths on behalf o' the President. 'ccording to mueller report, she went so far as to concoct her own lies on the spot as 'posed to simple transmitting trump lies. so, spicer were a reluctant but complicit co-conspirator and sanders were an active participant in wh efforts to mislead. if we see unnatural progression continue, then next wh press secretary will be bernie madoff... right after trump pardons him. HA! Good Fun!1 point
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My role is killing Difficulty PotD. Started 10/10/15/18/15/81 point
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I fought the Witch Queen in Conan Exiles. That was a really cool boss fight and I came super close to dying, but in the end I prevailed (through a lot of kiting) and I walked away with the spoils. There's only room form one queen in these lands. I now have I'm pretty sure it only gets harder from here on out. I think I'm going to attempt reaching the volcano soon. I'm going to bring a whole bunch of alcohol and food and hopefully that will be enough to keep me from freezing to death while I cross the frozen tundra. Once I reach the volcano, I suspect freezing will no longer be an issue, though I fully expect to encounter some brutal enemies.1 point
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America's renewable energy capacity is now greater than coal. (Despite the coal industry's best efforts.)1 point
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Wow ! I have to say I am really surprised how stupid the arguments of some people are. It seems to me that most critics do not understand anything... Let's take a look at three most popular arguments: 1) "I hate romances!" No one forces you to have one. In the vast majority of cases, romance is optional. Implementing romances will not hurt you. 2) "Romance should be done properly, or not at all!" Really? Okay, here's my counter-argument: Games should be done properly, or not at all! All developers should immediately stop working on all games that are not great. 90% of all independent studios should be closed because their games are not top quality. If it can't be done great, it shouldn't be done at all. Why even bother? (Does it still seem like a great argument?) 3) "Romances are very costly and time-consuming. Time and resources should be used for better things." Okay, this is one of the biggest bull**** that has been refuted many times, but people (for some reason) keep repeating it. If you have an interesting character with own opinions, emotions, meaningful past and life goals, writing a romance is not difficult. Do you remember the Bastila from Kotor 1? How long was her romance? Something about 50 sentences (if you don't count a few dialogues where you intentionally teasing her to make fun of her). And it was more than enough because her character was well developed. You can't have a well-written romance unless you have a well-written character. And well-written character IS costly and time-consuming feature. But if you have such a character, writing a romance is nothing hard, time-consuming or expensive. Besides, people should finally realize that Romance ≠ Sex !!! Yes, sex CAN be included in romance, but it's definitely not a condition. Already mentioned Kotor 1 has sexless romance, but it was still an excellent romance. Everything depends only on the quality of the character and quality of the writer. ( More examples: Arcanum, Planescape Torment, Mask of betrayer, all games with good sexless romances )1 point
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I wrote a mod that re-enables the retargeting in turn-based mode - you can find it here.1 point
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I'm with dunehunter here. In my humble opinion, having 4 sec base (!) recovery time after using Sworn Enemy for a tiny bit of damage is in many regards worse than even base Sworn Enemy or it's updates, which all have zero recovery time. And it was exactly the zero recovery time which, lined up with other attacks, gave it that nice bursty feel in POE I.1 point
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Yes, the series is an RPG/RTS hybrid. The first game Order of Dawn came out in 2003. In the aftermath of the Convocation (big, magic ritual through which individual mages of the Circle tried to attain unparalleled power) the world was torn asunder, with people stranded on isolated floating islands. The only surviving Circle mage, Rohen, tries to fix things, building portals to connect the islands etc. In his efforts he gives one of his rune warriors possession of their rune. Rune Warriors were soldiers in the war between mages, their soul bound to runes, giving the bearer of a rune control over the person. The player was that Rune Warrior. You leveled up RPG wise, combat or magic, and stats that govern effectiveness of ability and equipment you could use. You also had a rune board, which allowed you to control your own army of rune bound souls. Some strong souls would become your party members, and the races you could lead in the RTS part were also represented as runes. For the RPG part you had a proper adventuring party of rune warriors. You could also zoom into over the shoulder third person, which was necessary for a handful of quests were you needed to find hidden switches for example. RTS was normal RTS with base building, upgrading units etc. The RTS part could get a bit weak when your party was strong enough, or on maps that started in "RPG Mode" until a trigger turned on the RTS part, allowing you to clear the map before enemies spawned units - of course you had to actually invest in the game to figure that out PC Gamer UK hated the game and found the story confusing, boring or plain bad. I found the person who wrote that article to be an idiot Spellforce 1 had two stand alone expansions. Breath of Winter had you playing a different Rune Warrior, also freed. The story was more mainstream fantasy, catering to the people who had not understood the first game. You tried to find the queen of the elves, who alone with her song could put an ancient dragon back to sleep. Gameplay wise it didn't really differ from the first game, but had new opponents and units. And it had the first non-human party members. Shadow of the Phoenix allowed you to import a previous character, either from Order of Dawn or Breath of Winter, and tied the stories together. For co-op skirmish heroes the game included an extremely high level quest giver who was a teaser for Spellforce 2. Spellforce 2 was a bit of a spin off, the concept of Rune Warriors abandoned for the Shaikan, a human tribe that had entered a pact with an ancient dragon and gained power through its blood, pledging servitude in return. That said, while it changes who the player is, where their powers come from, it still behaved more or less like the original. I keep meaning to finish it and its three expansions, but it came out at the wrong time for me to play it then. Spellforce 3 is the recent game. It is a prequel, playing in a time before the Circle of Mages even existed. You don't need to have played the other games, but it ties directly into the original game and its expansions, so people who have played those will, from a point in the game onward, have a more rewarding experience. edit: Fun fact: when I made a dual wielding rogue in Dragon Age, I was basically returning to my original Spellforce character.1 point
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It worked fine for me. I'm not interested in 'choosing more carefully', that just makes the game a drag, and I can't believe that doing that somehow makes the game more fun for you.1 point
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I just hope it will be a single-player focused game with RTwP combat and without randomized color-coded loot or Larian's writing style. I didn't finish either D:OS, but completed and liked both BG games and their expansions (including SoD). They are focused on completely different aspects of RP and I don't see how a game developed by Larian can be anyhow close to what BG is.1 point
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@Boeroer did a small mistake. Backstab base Raw damage bonus is 20, not 25. And it scales by 5% (+1 pt. Raw Damage) from lvl 2, so at PL 10 (single class rogue + Prestige) base damage will be 30. Also it scales with Might, and since PL bonus is multiplicative, with high Might attribute you can achieve some nice Raw Damage bonus (40-45 Raw Damage it's a real number for high-level character). And this is will work for any weapon. Basically, Backstab damage will be higher nearly x2, compared to vanilla.1 point
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Turn-based Mode is as good as it’s gonna get. I am deep into my playthrough using it, and it is in good enough state to warrant a playthrough if you are not into RTwP. It’s underlying issues haven’t really been resolved - most of all, the game doesn’t properly translate action speed from RtwP meaning classes and characters who benefit from quick recovery don’t get this advantage in TB. Heavy hitting weapons are simply a flat out better choice, abilities which give more “initiative” are skippable, and some classes which rely on quick attacks (monks!) are pushovers. As for the pace, I think it becomes clear pretty quickly that the game wasn’t designed with TB mode in mind, but I think it is quite alright, until you get to DLCs - I am making my way through SSS and some of the fights can take a really really really long time. I mean make a coffee in a thermos and pack a launch kind of long.1 point
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Hey! I haven't had the opportunity to go through the last DLCs for Deadfire, so I started a new playthrough. I was feeling nostalgic for some Pillars. I decided to start a new playthrough using adventurers based on my former Obsidian co-workers. I have Berath's god challenge on, so if one of them dies, then I'll need to go and create a new dev. Josh is obviously the party leader.1 point
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@Infiltrator_SF Test this mod: https://uploadfiles.io/u6f3307y Mod changes three things: 1. Backstab damage bonus always applies correct from invincibility (Shadowing Beyond and so on) with all weapons 2. Damage bonus applies to all 4 projectiles with Blunderbuss attacks 3. Damage bonus applies to all targets with AoE weapons attacks (Whispers of EP, Amra etc.) Damage bonus still the same as vanilla: +100%1 point
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Just tested again to be sure: nope. Only Backstabs on the initial target - even if the secondary one stays right beside and def. is nearer than 2m. The game even pauses between the initial hit roll and the following AoE ones (if you activated auto pause on encounter start). Same with Rod + Blast and Mortars. I can only Backstab the initial target. Sometimes even that doesn't happen to whatever reasons (maybe targets that stand nearer than the initial target roll first and remove stealth then?). However: I can sometimes get Assassinate to trigger with the AoE crits. As if Assassinate as a tiny bit of a time tolerance. Or the AoE attack rolls are not considered to be melee or ranged weapon attacks und thus wouldn't trigger Backstab (but Assassinate since it doesn't have the "weapon only" restriction). Another thing: certain "secondary" effects like Poweder Burns do actually happen before the initial hit roll. They will bust your Backstab. So if you are stealthed and attack somebody with a mortar + Powder Burns then the Powder Burns will roll first, it won't get any bonus from Backstab (since no "proper" weapon attack) but it removes stealth and your Backstab is messed up. Assassinate does work with Powder Burns but the base damage is so low that it's not very impressive. I suspect tha same is true with Blinding Smoke from Hand Mortar. By the way: Backstab is messed up anyway. It currently doesn't work with Shadowing Beyond for whatever reason and also not with arquebus. @Phenomenum found a way to fix this with a mod if I remember correctly. Our upcoming "Community Patch" will include that fix and also a change of Backstab: away with the stupid base damage bonus that makes heavy hitting weapons the best back stabbing devices. Instead Backlstab will add a portion of raw damage that is not connected to your weapon's base damage. Iirc it starts as 25 raw then (which is roughly the average base damage of the heavier weapons in Deadfire) - so basically like the former +100% - but no matter which weapon you use. It also scales its base damage with Power Level (like any other damaging ability: 5% per PL). So at PL 9 you would do 36.25 and not 25. This will make Backstabbing with light weapons viable while it will not make it worse with the heavy hitters. It also retains a bit more usefulness during the game since it scales. Have to check though if this will get included when calculating lash damage. Because if not it might actually be a worse with heavy hitters.1 point
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The AoE is separate from the initial attack roll. That's the case with all AoE weapons. So you will never be able to do an AoE-Backstab unless you use Vanishing Strike (Rogue PL 9). Reason is that the invisibility/stealth drops right after the initial hit and the following AoE hits are handles as seperate hits which will already be done without stealth/invisibility. Same with blunderbusses and other multi-shot weapons (Frostseeker for example). Another thing with AoE would be that you have to be <2m away from the target i order to trigger Backstab and that that is difficult to achieve with an AoE attack roll. Since WotEP has lower base damage than a normal Great Sword it's especially bad for Backstabbing. Exception: the enchantment "Run Through" is very good for Backstabbing because it has high base damage. You can only do it 1/encounter though. Vanishing Strike is an exception because its invisibility doesn't break during duration o matter what you do. That means all attack rolls will count as Backstabs - as long as they are considered as weapon attacks AND they happen not more than 2m away from where you stand. Weird behaviour with Soul Annihilation + Backstab should be fixed. Afaik they work together and SA's raw dmg will receive a bonus from the Backstab damage. Just use another weapon. Chromoprismatic Quarterstaff for example is nice - as are two handed Battle Axes A really great glass cannon "invisibility" build is SC Assassin or SC Streetfighter with Vanishing Strikes, Gambit and dual mortars. Destroys mobs in seconds while being untouchable. Another way is to use SC Monk with Whispers of the Wind (also makes you invisible which an be combined with the Stalking Cloak that stuns from invisibility). However, WotW does not use the AoE of WotEP but only its initial attack - so also no recommendation for WotEP here. Whith mortars again it's devastating though.1 point
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Probably not. I'm not great in front of a camera. You can tell in the Pillars 1 documentary and an interview I did at GenCon. Josh is a Paladin/Monk, always looking for perfect balance. I can't believe it's been close to a year. I had some tragedy in my life and decided to start a new chapter. I took an amazing opportunity at FoxNext Games and even though I miss working at Obsidian, I love what I'm doing now. Kaz, the Wizard, died in my playthrough at the top level of the digsite. He got replaced by Brennecke, a wizard/druid. I feel like that fits a Programmer. Fun fact, I named the Shiba Inu pet Kaz in Deadfire because Kaz always used the doge meme in temp art/icone1 point
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"Watcher, I find your lack of creativity... unsettling." - Aloth "The... Republic... wishes you would name it something more... fitting, Watcher." - Pallegina "Well ain't that name a hoot!" - Xoti "Island Name, Watcher? I think you nailed it." - Maia "Rest assured cap'n, I ain't seen nothin' so uncreative since me time aboard the Big Boat. And, let me tell ya about it..." - Serafen "Like the ebb and flow of the ocean... that name... crashes over me..." - Tekēhu1 point
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Shinzo Abe is currently in Teheran for diplomatic talks. Would be really strange if Iran decided it was a good idea to attack a japanese oil tanker amidst that. This smells more of Mossad/Saudis to me, sanctioned by Bolton/Pompeo/Trump. Manifactured crisis.0 points
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