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  1. i just saw video from that EA hearing, those people put even my main lizardman Zuckerberg to shame. xD
    3 points
  2. An oldie: Doctor: How's the patient who swallowed a quarter? Nurse: No change yet, Doctor.
    3 points
  3. What, they're gonna stop the apocalypse twice? This isn't Supernatural.
    2 points
  4. That would be my next approach if the others agree: I would like to create trinkets for all other classes that are not swappable (I think... maybe that changes) that alter certain core abilites of the classes. A bit like adding new subclasses, but more subtle and "equippable". I already gave an example for Fighters: Constant Recovery could heal in an aura (allies) but not the fighter (for creating a support fighter). Ciphers could have their buffs (Pain Block and so on) cast only themselves but not on allies anymore (egoistic cipher), Chanters could get a trinket that makes phrases 12 secs long but get +100% AoE, Rangers could suffer -20 ACC but their Animal Companion gains a high amount of base damage and maybe AR (focusing the build on the AC) and so on and so forth. Not too many for each class, maybe 2 or three. THey wouldn't add the power of the class but rather change some mechanics so that if plays differently but also insterestingly and opens up new build options). If people like that idea of course. But it's just too much work to come up and implement 10+ trinkets for every class and let them add new abilites per PL and stuff. That would take ages and the game already is quite old by now.
    2 points
  5. 2 points
  6. Is it though? Seems to me that's exactly how you escalate the situation. One or two dead SAM operators, and next week they are the ones saying that doing nothing is how you encourage further aggression. And so they try a massed missile strike against the destroyer that launched the tomahawks. See where this is going? Do not lose sight of the fact that, even if they broke your expensive toys, no one has been killed yet. Call me crazy, but wouldn't it be more effective to present a clear case with indisputable evidence that Iran is the bad guy here, to try and get broad support before banging the war drums? That's assuming the goal here is to avoid war, of course.
    2 points
  7. Again: trinkets (as I/we want to do them) are not about power or buffing but about enhanced versatility when it comes to spell choice. Just because a class has more spells to choose from doesn't necessarily mean they are more powerful (in an ideal system where all spells are equally useful). Priests have less spell choice than Druids have less spell choice than Wizards. Per se - without grimoires. That means that wizards already are a lot more versatile when it comes to possible/feasible/fun to play build options. This has nothing to do with their level of power - but all with the spell choice. IN that regard, Druids are better than Priests (more spells to choose from) but worse than Wizards. And then Wizards get a huge, huge amount of additonal spell choice via grimoires on top. Thus it's no sursprise that the biggest complaint about Priests (that was voiced very early - even during beta and right after release) is that they feel so "railroaded" when it comes to spell choice at level up. Not only do priests choose from the most restricted spell pool - but also it is the spell pool with the biggest proportion of rather circumstancial spells, some of them even a bit redundant (Blessing vs. Dire Blessing for example). An early suggestion (see @Gromnir's early posts about that but also mine and others'), after the horrible restrictions of the first iteration of Priest subclasses were lifted (restricted access to spells because of subclass choice) was to give Priests trinkets that add spells (not as spell uses but as spell choices) just like grimoires do. Wizards are supposed to be "researchers" of magic and thus is makes sense that they can choose from a huge pool of spells via grimoires. So, I'm not aiming to give Priests the exact same amount of "freedom". Priests already gain a "free" spell choice at evey power level, so giving them two spells per PL like grimoires do is not fair. I personally think giving them even 1 spell choice on every PL with every trinket is too much - thus I also thought of trinkets that only add one ot two spells in total (besides some which do indeed add 1 per PL). On the other hand I don't want to create trinkets that feel too boring or generic. Adding a slight PL bonus for the spells that most players deem "useless" (see Prayers/Litanies for the Body/Mind) seems like a good idea to promote their use. Also adding one ot two trinkets that not necessarily make the character more powerful but give him some "cool" build options (see Deathguard) might help. Arguing that Priests are more versatile than Wizards even with less spells... well... I guess 90% of the forum would not agree with you. Depends what you mean though. If you mean "they can heal, deal damage and buff while Wizards only can do self buffing, deal damage and CC" then maybe I could understand what you want to say, but I'd still say that's not really the case. Anyway: the spells with which they fulfill their roles in a party/situation (healer, buffer, damage dealer) are nearly always the same while a Wizard can pick from a huge variety of spells to achieve the same outcome. Thus a wizard can pick from a huge list of spells that fit his player's idea of a character/build and still can do his thing reliably (e.g. pick either Noxious Burst for dealing damage or Fireball or Malignant Could or Freezing Pillar or whatever) while for a Priest's... it's always Shinging Beacon here, Pillars of Flames there. It's kind of boring. Because of that I (and others) argue that Priests need trinkets that widen their spell choice a bit. Same with Druids, but to a lesser extend. Druids have some really nice items and subclasses that boost certain keywords (elemental in general, shock, storms, beast, plant, rejuvenation) but none for decay for example. Thus the first impulse is to build an Ancient (Beast/Plant), Fury (all elemental+storms) or Livegiver (Rejuvenation). Few people would pick an Animist who specializes on decay spells (if it's about power) because it's inferior. So in order to open up that direction I would add a trinket with a few decay spells and a PL bonus to decay. This wouldn't make a decay druid more powerful than a beast druid. So no power creep. It would him make a bit more powerful than before, sure. But he wasn't on par in the first place.
    2 points
  8. Judgment comes out in the west this Tuesday. Stay calm everybody, no need to overreact...
    2 points
  9. of the less activist Justices, alito is the Court's brown give him the stuff you know folks is gonna ridicule. were no way to dress up this dog. gorsuch sided with the majority, but he got the line which is gonna be quoted most frequent down the road... when this decision gets corrected. "what matters when it comes to assessing a monument, symbol, or practice isn’t its age but its compliance with ageless principles. the Constitution’s meaning is fixed, not some good-for-this-day-only coupon, and a practice consistent with our nation’s traditions is just as permissible whether undertaken today or 94 years ago." ever have a parent or authority figure use the dreaded "because i said so," to explain why you need finish some chore or exercise which were clear pointless or unnecessary? well, alito resorted to legal equivalent o'. "because we say so," as their explanation for why religious monuments with a long enough history gets a presumption o' Constitutional validity. is hundreds, if not thousands o' monuments that clear align with a specific religious faith which exist and is maintained on government lands. is no legal authority or precedent to support alito's decision, but the Court were too gutless to admit the seeming impracticality o' rendering the multitudes o' monuments Unconstitutional. conclusion: the weight of history lends power and vitality to an otherwise unconstitutional edifice. ... why? will the Court use same reasoning to prop up other unconstitutional practices? is a dangerously slippery slope if other practices repeated often enough and long enough should enjoy a similarly transformative metamorphosis, no? but the thing is, we don't expect any such hobgoblins to emerge from the metaphorical closet. is no way the Court uses such reasoning to defend those imagined evils all too numerous to count. this were an aberrational one-off which will carry same weight as trump speaking 'bout sexual harassment or kyrie irving opinions on nasa funding. oh, and before the more liberal minded folks nod agreement, keep in mind a couple years ago we criticized such bass ackwards nonsense when we got J. Kennedy's obergefell decision. IF there is transformative moments or events which has the ugly lemon-failed peace cross caterpillar transformed to take wing as a Constitutional butterfly, it sure as hell ain't the Court's place to decide such. if a history o' societal acceptance altered the fabric o' the First Amendment, we woulda' expected such an event to be accompanied by fireworks and parades, but we don't recall any such events inspired by the maryland Peace Cross. nevertheless, seven Justices heard the song o' freedom when the rest o' us were deaf to it? and thus ends our requisite grumpy post for the week... day. HA! Good Fun!
    2 points
  10. How do you find Will Smith in the snow? You look for fresh prints.
    2 points
  11. EA: "We don't call them loot boxes", they're "surprise mechanics"
    2 points
  12. Only 30k views! You should record a clean version (without Brian Heins speaking over NPC dialogue all the time) and upload it to your YouTube channel. In general, I don't understand why more game developers don't publish their own "gold standard" official gameplay videos instead of relying exclusively on incidental previews from third parties. This is the best advertising you can have, much more important than silly 2 minute trailers.
    1 point
  13. Thanos arrived twice. Thanos > Apocalypse
    1 point
  14. If you're trying to imply those are the drone parts, I seriously doubt that. Also, that place looks like a museum of some sort, maybe Cold War era.
    1 point
  15. Historically he wasn't even at the trial (nor was Scherbina) and his downfall was due to him being bad at politics rather than him speaking truth to power. It's a great series but it isn't close to a documentary, and unfortunately people tend to take it as such.
    1 point
  16. Although this might not be precisely what you're looking for I did mess around a bit with a ranger/beckoner utilizing the bow that causes soul diplomacy on crits. It allows you to have multiple summons at once and can be pretty fun to just "infect" nearby enemies one at a time and the use an AOE spell to activate them all on simultaneous kills.
    1 point
  17. Amazon and Neil Gaiman commented too.
    1 point
  18. I'd say wait at least a month or so, if you absolutely must and have nothing better to do with your time. They are supposed to be testing expansion changes on PTS during summer so you'll have a better idea of whether it's up your alley. Any effort you put in now is going to be more or less wasted.
    1 point
  19. Looks like NoScript and not letting anything run on that page does it. Apparently a script called "dock-gateway" may the the critical one, but I didn't see that.
    1 point
  20. Yeah, the tutorial/intro mission is you tailing another detective who owes money and the guy is a gambling addict who bets on horse races.
    1 point
  21. My understanding was that in the Murder in Baldur's Gate pnp module (I think) it was revealed that Minsc and Boo had been turned to stone long ago and someone had mistaken them for a statue and, heroes that they are, placed them in a town square somewhere. Then along came some adventurers in the current timeline who decided to cast 'stone to flesh' on the statue and voila!
    1 point
  22. Vampiric Illithid exist but they are feral and not all that intelligent. Maybe an Illithid lich would fit the bill better.
    1 point
  23. Immortal vampire turned into a mind flayer maybe who now not only tortures your body but also your mind, a whole new level of subservience and domination? ? Is that even possible???
    1 point
  24. @ Lamppost in Winter Look here under XP Gain.
    1 point
  25. Some days I still can't believe the stupidity of people that could be alleviated with a Google search.
    1 point
  26. Due to how destructive Gods action were for Eora (see the little dispute between Ondra and Abydon or Eothas in Deadfire), Gods agree to not use pbysical bodies and not directly interfere with kith. To promote their agendas they used willing kith sevants, like Thanos, or yourself.
    1 point
  27. I leave Minsc in the initial dungeon to get squished by rocks minerals every time I play BG2. Bioware can do 'comedy' companions pretty well at times (eg Mordin Solus) but Minsc is the NPC equivalent of fingernails down a chalkboard.
    1 point
  28. dialogue in that meeting imply they destroyed their body after abydon died once probably to avoid losing memory and personality after death like abydon did
    1 point
  29. Im less than enthused that Larian is making this game. I don't think I played more than 1-2 hours of Original Sin...I just didn't like the combat. Ive heard OS2 went even further off the rails wrt combat so I doubt their style will suddenly appeal to me.
    1 point
  30. "I am fire. I am ... death" "I have poison arrows!"
    1 point
  31. Interesting choices for "monsters":
    1 point
  32. The cave that's almost underneath my main base that I only found like 200hours in... (is supposed to get an overhaul in the next content patch I heard): I started building my first base below a rock arch, now I've started building a palace on top of said arch and it turns out the beam from my Set shrine aligns almost perfectly with the main entryway. It is a sign from Set! Bring more prisoners, sacrifices need to be made! (and no, I really did not plan for this, at all) The epic version of the Royal Lemurian Armor provides enough cold resistance (makes total sense, less clothing = more hotness, so more cold resistance...) to survive in the North, so I've been exploring around there. Explored east side and re-visited the Mounds of the Dead (this time I managed to get an acceptable framerate) and made it all the way North on the West end of the map (did not mess with the Frost giant place though, though I talked philosophy with one), after that I explored the center, ended up in the Black Keep (see Keyrock's screenshots ) that I managed to clear in two goes (first attempt my weapon broke and I didn't have a spare, second time I had to resort to using a sword I looted to fight the boss as my Pike just wasn't working, really needed a shield for this guy) and then moved on exploring East, where I found these beauties, loads of them: Eventually ended up circling all around the edge on the East side and by accident found a way into the Volcano (fell down a ledge into a loading screen, which saved me...), I quickly started overheating (kinda didn't bring a heat resistance armor set as I didn't expect to go to the Volcano) but noticed the entrance I found was right across an obelisk, so I stripped down and made a beeline for it Then decided to mess with some NPCs fighting a boss, the combination of the Heatstroke and fighting tough NPCs kinda did me in so I got an express ticket home
    1 point
  33. Just wanted to give a quick show of support here from an observer. Those stealth runs look awesome, and seeing the overall builds/creativity employed to tackle this insane challenge is very entertaining. Good luck to all those actively working on it! If I didn't have a baby to take care of, I'd have joined in myself.
    1 point
  34. We need a begrudgingly chuckling emoji.
    1 point
  35. Of course other opinions are available. I know others here have really enjoyed it, just not myself. I'd suggest listening to what they have to say too, to make a decision! And it's not like you can't ever change your mind on it anyways.
    1 point
  36. I wasn't a fan, and it's a massive time-sink, probably twice as long as Deadfire overall and largely because of a lot of trash encounters, artificial timers surrounding the kingdom management system, and a much more extensive main story opposite to optional sidequesting and the likes. However, I would recommend giving it a try at least. It has its worthwhile elements and others have loved it so, who knows? As to how it compares specifically with Deadfire, well... I think it doesn't. I started a second playthrough of Deadfire as soon as I was done with Kingmaker and the more I played, the more the problems in Kingmaker became extremely apparent. Kingmaker is a pulpy high fantasy power trip, your goal is essentially to rise from novice adventurer to king of an entire new nation, and amidst it all there's numerous threats to your realm and pretenders to your throne, plenty of big epic stakes and enemies, but it's all very surface-level, it's all there for spectacle and entertainment's sake. Nothing wrong with that of course, it knows what it is. But Deadfire, as most Obsidian games, thrives a lot more on a solid thematic foundation, and even at its pulpiest there's still a sense of purpose to much of the content therein, if only to describe another facet of this world that is so deeply tied with the undelying discourse the game presents. And whereas the writing in Kingmaker frequently comes across as crude or generic, there's a life and character to the particular cadence of the Huana or the Valians that is unique, lively and very underrated when in contrast to the former. From a sidequest or side content perspective, there's no doubt in my mind that Deadfire's the better game - most of the side content in Kingmaker is lacking, the sidequests tend to be very straight-forward and not plentiful, whilst 80% of what is there to discover in the world map amounts to endlessly rehashed small areas that act as little more than "arenas" to trash encounters. And whilst the game does react to the choices you make, these are almost exclusively dialogue or build-based, and often dialogue options are gutted outright by arbitrary barriers like alignment - in comparison the roleplay in Deadfire seems much freer and more plentiful, as quests and area design allow for a player to resolve the same in multiple ways just by choosing to *play* the sequence differently instead of merely choosing a different dialogue branch. The freedom of exploration and liveliness of the world stand out a lot more in Deadfire when directly compared to Kingmaker, which on the other hand feels generic to a fault, if no doubt appealing on a sheer comfort-food level. All this without touching the worst aspect, which to me is the combat. Kingmaker's combat is absolutely woeful, ubiquitous and inescapable. If the first Pillars had a trash encounter problem, this one has it three times over. And all this without taking into account that the game does everything in its power to worsen and exacerbate every flaw in the IE games' combat system as well. This is the kind of game that follows the same balancing principles as a regular combat/strategy mod for Baldur's Gate II in that even in normal difficulties it requires you to have the prescience of knowing what you'll face when and what scrolls and characters to bring alongside you for which area; and since the game is on a timer all throughout, backtreading to acquire X or Y supply or companion is *very* costly. This is essentially a game where prebuffing isn't just a clever and accidental workaround to combat the way it proved to be in the IE games, it becomes a mandatory element through which all encounters are balanced around - and if you happen to forget to prebuff your party for a single trash mob of spiders (which can also occur as a random encounter on the road), then good luck because you'll likely end with two or three characters sporting a massive -8 STR, DEX and CON permanent debuff at the end of it. If you think this is just a single type of creature, or just a couple who can do this, think again, because basically *everything* here is capable of dealing attribute damage or permanent afflictions (see blindness too) to your party - and that's not even touching on several other baffling enemy designs like the AoE paralize auras on the Wild Hunt which themselves become your usual dungeon filler during the end of the game. Other irritating features, as with the IE games, include crowd control conditions and DoT AoE spells alla Wall of Blades, Web or Cloudkill enduring for minutes after combat ends*, rest interrupts and random road encounters consisting of trash mobs are plentiful to the point you could well have four or five of the former and two or three of the latter occur before you finish either action, enemies having a tendency to be dumb and heavy on spamming single moves or attacks (case in point: alchemist enemies tend to bombard you with a seemingly endless and constant barrage of fireball, regardless of whether it's effective against your party or not (say that we've cast communal protection against fire on ourselves for example), despite also wielding a crossbow for example), and these shortcomings in AI tend to be 'balanced' through inflating base stats and abilities to absurd degrees, to the point that even a regular boar in act 1 can have an STR score of 32. It's compared to games like this that you realize just how much great work has gone into redesigning and improving combat in the Pillars series. All of which also leads me to the bottom line which is... Kingmaker is very likely a game served best by playing with cheats and cheat mods on. Movespeed cheats, difficulty down to a bare minimum, even the removal of random road encounters, anything to not have to deal with the relentless, tedious combat in this game and nevertheless allowing you to experience the story and several companions and companion arcs which are all very decent - I'd likely have enjoyed the game way more had I played it this way and not tried foolhardily to beat the game at the difficulty I did. Anyhow, these are my thoughts on the matter, hope they're worth something. *: On the matter of endless Wall of Blades, I watched a stream on Kingmaker by Lorerunner a month or so ago where upon defeating the final villain and casting three Wall of Blades to do so, the prologue proceeded to play on top of the battlefield with the Wall of Blades still active. All across the prologue you could hear the grinding sound of the blades and see their animation blurred out in the back, absolutely non-stop. It was rather hilarious. Here's the video, jump to 3:20:00:
    1 point
  37. I guess those are the spells that also work with Instruments of Pain, gaining range*6 in the process. They seem to be tagged as "melee attacks" iternally.
    1 point
  38. Turn on blade turning and ghost will teleport just himself.
    1 point
  39. 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 voice
    1 point
  40. They scale ok. If you like the combo of summons + DoT then I'd say Ancient is your thing. There is no other class that combines thise two parts that well. Also heals very well which is always good. Debuffing is also decent. Chanters are also good debuffers and support, but they have no impressive DoTs and the healing is more passive than "on point". They are very good at summoning though. A Troubadour can passively summon a skeleton every 3 seconds. Those don't count towards the summon limit (usually you can only have one summoning instance on the field). You can even make an Ancient/Troubadour and give all your summons Mith Fyr and other passive support. Wild Growth works on all beast/primordial summons of the Chanter as well (wurms, oozes, shrooms). But you'll lose the high level stuff (e.g. upgraded Ancient Weapons summon which is really good - especially as Beckoner). If you have a Single Class Chanter and a Single Class Ancient in the party you can cast Wikd Growth (Ancient) on a summoned Dragon (Chanter) which is quite spectacular.
    1 point
  41. Could someone work their magic on this one? It's one of the game portraits, but edited. I'd greatly appreciate it.
    1 point
  42. I found this picture in one of the threads, can anyone help me properly set the images up? Thank you in advance for any and all help.
    1 point
  43. Enjoy the game, but feedback is a gift: HIT: Graphical and sound upgrades, definitely added to the combat experience. HIT: Multi-classing choices definitely pushed me to play a few more runs. HIT: Large selection of spells and abilities. MISS: I miss the endurance and health system from POE1 - it was truly a brilliant idea. While we are at it, I'm not a fan of PEN and Armor system. MISS: Main storyline was rubbish... as were the companions... too many sidekicks and not enough depth. MISS: Consumables that replicate signature abilities... cheapens certain classes/spells. MISS: Large number of useless (situational) spells and abilities.
    1 point
  44. Starting Stats: Max PER, max INT, then everything else to your liking. I dumped CON and pumped RES. You should probably boost DEX in RTwP and you can't dump it in TB because you'll eventually be a caster and at the start you're still a controller and want to act before the enemies. Weapons: 1st set is Sasha's Singing Scimitar and a stat stick. I've been rocking Marux Amanth for extra defense while casting and the boss killer ability but I'll switch to Weyc's Wand once I get it. This set isn't very necessary until you get Lovers Cried Out because that's the 1st invocation actually worth empowering. 2nd set is Kapana Taga and Rannig's Wrath. It's all about bonus accuracy and flanking immunity. Club modal helps land your invocations in theory - in practicality the only enemies you need help hitting tend to be immune to your invocations. Still nice for your party members. Chanter Side: Thunder Rolled, Shield Cracks, Killers Froze Stiff, Lover Cried Out, and Eld Nary for Invocations. Soft Winds, Long Night's Drink, Thick Grew Their Tongues, and Many Lives for Chants. I also have one non-offensive to increase max/starting phrases - it's literally just whichever one costs the most and I rebuild as new ones become available. I do occasionally use Ancient Instruments of Death once I grab it. My prepared Chants are Long Night's Drink/Soft Winds for trash mobs, Thick Grew Their Tongues/Long Night's Drink for some boss fights, Thick Grew Their Tongues/Many Lives for other boss fights, and Long Night's Drink/Many Lives for interrupt immune bosses. Rogue Side: Persistent Distraction, Dirty Fighting, and Confounding Blind are the only important abilities to pick. I use Ryngrim's, Mirrored Image, and Llengrath's a lot. Very big shoutout to Ryngrim's plus engagement - this passively refills your phrases via disengagement crits very well. I personally built it as a Riposte build but that doesn't trigger pretty much at all until you can stack Cloak and Bracers of Greater Deflection with the improved graze range. So, no Riposte until you're partway through SSS. Except for... Disengagement! If you get Gipon Prudensco, that armor provides a very interesting immunity to disengagement - it makes disengagement attacks auto-miss you. This is extremely powerful in TB where you can run around after casting and use Riposte crits to refill your phrase count. In actual play, the character is far more of a Chanter/Illusionist than a Rogue and spends 90% of the time casting. Your role is primarily debuffing, and then damage dealing in the late game with Eld Nary. My build is very similar to Ascaloth's Cunning Duelist: https://forums.obsidian.net/topic/101088-class-build-the-cunning-duelist/ I dual wield instead of going all in on One Handed and prefer Kapana Taga to Squid's Grasp but most of the principles of the build are the same.
    1 point
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