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  1. Hello, The goal of this topic is to list all the problems we (PS4/XBOX players) found on Deadfire Console version. Feel free to add the problem/bug/crash you constated and rate it with a severity note (from ++1 to 10, ++1= it break the game and make it unplayable, 10 = visual bug nothing too bad but should be fixed)... I will try to edit this topic regularly to add new problems we found in the list... I start with : Very SERIOUS problems which make the game broken, or break the gameplay : • The game crash and the PS4 is returned to desktop (this happen too frequently for a PSN Store game) - Advice : Save each time you finish a fight or before you enter any area, the game is unstable, and must be considered as an Alpha version still under developpment, if you get less than 3 crashes per hour you should be happy . Severity = ++1 • Sometime Deadfire completely freeze the PS4 and we can't do anything except removing power (very very dangerous for the PS4 or any computer), it happened to me in Poko Kohara (can't remember the exact name) in the outside while i opened the inventory, game freezes for 1s on equipping item in inventory - Severity = ++1 • Too frequently, when we try to click "Enchant" on an unique weapon, the game is crashing, and we get a blue screen, i thought i found a way to avoid this while enchanting a weapon which don't crash, i mean one i already tried to enchant like Xoti reaping hook and the enchant screen displayed, but 10 seconds after it crashed the game, great another blue screen, i am not frustrated, not a bit i swear - Severity = ++1 • Under some circumstances (dying in a random?area) the game save can be corrupted (if it happen to me ....) - Severity = ++1 • Sometime transition from one area to another make the game return to home screen and the following message "An error occurred you returned to the home screen to avoid corrupting the save", for me it happen mainly when i am on the ship and want to go in my personal quarters (under the bridge) or if i want to leave personnal quarters to return to world map - Severity = ++1 • Sometime the game crash during save, very nice when you save after a though fight like the one with Concelhaut, i recommend you to buy this broken game if you want to test your nerves and ability to stay ZENNNNNNNN - Severity = ++1 • When swapping characters in any location the game shuts down with PS error code (annoying because you can't complete their personal quests!)- Severity = 3 • Too frequently we click or select an interaction which is right in front of us (door, chest, attack enemy) or we launch an AOE spell and the companion (or watcher) go straight in the opposite side, very very annoying specially during a fight when your tank go at 10 km and can't protect the group or if there is traps around.. Also, because of this sometime it take hours to enter a room, because the interaction is misplaced, we have to trigger cursor mode (triangle) and search the exact point which trigger the interaction/room entrance, ... reloading a save seem to fix this, but it is very disturbing - IT BREAK THE GAMEPLAY PLEASE FIX THIS - Severity = 1 • Once you get further in the game, with the DLC, there are spots where even moving is nigh on impossible, it considers you in constant combat mode while no foes, so you cannot click on items and certain portals needed, I found to remedy that was to open as much things like maps, status, etc. so it forces it to jump, and then detects those portals; Once teleported, it bugs like that again and you need to spend minutes trying to force it. Then once you get further than that area, it keeps crashing in a battle. Note from the player (I was not the frustrated player this time) : Between that and the absurd loading times, I actually yesterday calculated it and for 5 minutes of actual gaming, you spend an hour of loading, crashing, etc.; I'm sorry but between fulltime work and other hobbies, this is just not acceptable for a 59 euro full price game and warrants a refund • Sometime the game start to lag, the game stop responding during 1-4 seconds and then return to normal.. Severity = 2 • Too frequently, while in a store inventory, we can't select any store item (mean we can't buy anything) - Only way i found to fix this is to restart the game - Severity 3 • Loading time are long, too long for a 2020 game, even with on a PS4 Pro + SSD (have both), there is a lot of room/houses/area to explore (mean wait when we enter and when we exit, and waiting from 40 seconds to more than 1.5 minute is frustrating for a console player) - Severity = 3 • Paladin "Lay on Hands" ability is broken, it don't heal, which make the paladin a bit useless - Severity = 2 • Auto pause is bugged (for me auto pause is set if a trap or secret detected) when a secret or a trap is detected during fight, the game auto pause as intended, but it is almost impossible to remove the pause (usually if not during a fight pressing two time square on PS4 remove the pause - this don't work during fight) - FIX : if this happen to you and you can't remove the pause during a fight, disabling the auto pause from the settings should solve the problem, don't forget to re-enable it after your fight... - Severity = 4 • One character block another, this is very very annoying, it was the same in POE, if in a corridor and your tank ended up in the back, he is stuck and can't melee attack because other characters are blocking the path. Severity =2 • During fight, the status window come on top of the spell windows, and we ca no more see half of the spell bar, it is really problematic, because we already fight blinded and with one hand tied in the back, and with this let's say we fight on one feet, blinded and with one hand tied in the back - Severity = 2 • It would be nice if we could zoom in/out the world/Sea map/any map, as we can do when we navigate or are walking, some of us have difficulty to read small characters... Severity = 5 • In the old city, when the group is walking, each time he get the status "Intoxicated" from those poisoned smoke/water (if it is water) the group is stopping and i have to enable cursor mode to get through it (very annoying when it happen every 20 seconds) - Severity = 4 • We should have a way to move an item from watcher/companion inventory to the reserve in one click, in the actual state (may be i miss something) i have to select an item and move it to the stash, manually and one by one, it should be a key (PS4 controller have at least 13 buttons which can be used) to automatically move an item to the reserve (group stash) - Why not "Square" button on PS4 like it was on POE - Severity = 3 • AOE Spells should be more visible, the AOE area should always be visible like it was on POE (if i recall correctly), and we should see the area of effect of spells like the druid Relentless Storm, the first time i launched it i didn't realized it was an AOE, because we don't see any AOE... - Severity = 5 • In a city like Neketaka, we should be able to travel from any room, shop,.., (from the 2nd floor terrace of The Wild Mare in Queen's Berth for example) to any other location in the city, because entering or leaving any room take between 40 seconds to 1 minute, repeat it 3 time to leave the terrace of tavern and enter Neketaka, it is too much, so the best way (you could completely re-code the game for console, this would be the real best way) to avoid this problem would be to be able to travel from inside a shop to any district of the city - Severity = 2 • Wizard "Dimensional" spell do not work as it should be, it don't stun enemies which are between the caster and the ally target. Severity = 2 • Wizard "Expose Vulnerabilities" seem not working, it don't expose vulnerabilities like on POE (we don't see anymore what are the target vulnerabilities, on POE, we have all the infos in the target info windows, if vulnerable to cold, fire, slash, and how much), another broken thing in Deadfire Ekera - Severity = 2 • Sometime (happened several times after i finished a scripted event with Ooze in Neketaka, and during burning house event with the thugs in the back of the house ), if we display the map or any item information pressing "O" to return to the game do not work, only thing which work is force quit the game, anr restart from a save (Fantastic) = +1 • On Xbox, the A button stopped working after some hours of game, the user reported it is the same with all his save, he can't interact with anybody, anything, the button is working, the controller is working ... • In Junvik Village, Gabel shop is bugged, we can open the store inventory but can't buy anything from her, navigation in her inventory is not possible Bugs, and Problems which must be solved asap to enhance the customer experience (Customers = us the players) and prevent other players to avoid buying Deadfire. • Sometime, in our inventory the little description popup disappear, pressing Triangle button work, but... - Severity = 10 • In POE, Wizard Wand had two damage type (piercing and crush), like Scepter which have (crush and slash), now it have only piercing damage type, and a lot of creature are immune to piercing damages, it is a bit unfair, wand should have like scepter two damage type because we wizard don't have much weapon choice it is wand, scepter or staves - Severity = 5 • "Plucked fruit" quest seem a bit bugged, i speaked to Rongi with Serafen which had required "bluff", but dialog choice is still in red... I read the note in his chest and waited on the beach several night around Midnight, but he never came, i felt a lot of frustration to eventually leave the quest for later completely disappointed... Severity = 5 • Sometime after having been close to a sigil (nightmare or any other), even after the fight the curse stay (even one hour after) and we have to save, and reload to "clean" our character and remove the curse... - Severity = 5 • During a fight, we should have access to more informations on the spells, like it was on POE (duration, time it take to launch, area of the spell, if the spell is ZDE or Enemies only, ...) in the actual state we fight with one eye closed, and one hand tied in the back, you can't expect us to write on a paper all the useful informations to be able to have them during a fight... - Severity = 2 • We should have a way to see the position of the character which is attacking (in turn mode)- in the actual state, even on a 50" 4K tv it is very hard to see the location of the character which will attack, i remember on POE (or may be another game) a command which enlight the character, so we can see his exact location... Severity = 7 • Sometime an enemy have been knocked by Eder (enemy is on the ground, on his back), and when another attack this knocked enemy, the attack make the enemy stand up, even if the turn is not ended and still have the knocked status.. I don't know if it is a visual glitch or a bug ... Severity ? • Sometime when we open a container, we see the content changing in front of us, example : a weapon disappear and is replaced by a potion, i don't know if it is a visual bug, but ... Severity = ? • When a new character is recruited it would be nice if we could see his attributes before choosing his class/multiclass - Severity = 8 • When Eder is killed and get second chance during fight, and it is his turn, he can't attack, he is stuck, the only way is to press square (end turn) or triangle (postpone? turn), this give enemies the chance to kill him (another time) - Severity = 2 • During fight on ship (boarding) companions which are not in the team should be controlled by the player, because they use abilities with friendly fire and kill us, it is very frustrating, and we don't get a game to be frustrated (frustrated because the AI can not be set manually, i mean by us), if we could set AI, it would take 20 seconds for us to prevent companions controlled by AI to use friendly fire spells definitively - ... Severity = 2 • The game is big, but we see always the same tips on loading screen (so much loading screen, always the same tips), we should have plenty tips, many many, not always the same 10 (i say 10, but i haven't counted, in any case there is too few tips on loading screen)... Severity = 8 • Wizard "Essential Phantom" is attacking enemies charmed by Seraphin (they are in green and there is other enemies around, but this stupid phantom attack them and remove the charm), Fantastic when enemies are almost immune to our damages and it take several turns to have enough energy for Seraphen to use its LV1 spell ... Severity = 5 • it would be useful to have the exact life remaining (a number) close the enemy lifebar, it would be encouraging for us when fighting a difficult enemy, and will permit to see what we are doing are useful or useless... On an enemy which have a ton of life, sometime it is very hard to see if we damage his life, even if we see our damages... - Severity = 7 • Ring of Overseeing and any item which have overseeing effect (Ring of Overseeing, Aloth armor) don't work (we can't see the effect on the character (summary, the section with all attributes and curent effects, confirmed by comparing the AOE with and without it, no difference - Severity = 7 • Why are the potions so expensive in gold to craft ? I don't understand why I should pay for something I will craft by myself, is the 3500 gold part of the fabrication ? Gold is a poison if we eat it, if I recall correctly It was the same in POE... Ingredients and potions dropped by enemies or found in containers are so rare, why adding money to the recipe? - Severity = 4 • During ship fight (sea battle) we should have acces to the entire maneuver history, sometime we want to turn starboard and starboard to use specific side canons, but an something happen (a phone call, someone speaking at home) and we can't remember if we turned starboard or the other side, and we can't see the last maneuver in history because it is a "new page", in the actual state of the game we should write every maneuver to be sure we remember, because they will be wiped from the history screen... Should be fixed - Severity = 5 • As a Wizard, i notified we found very very few magical weapons (scepters/wand/little staves) and not a single one unique magic weapon, since i started, and as far I know, no Mage soulbound weapon(scepter, wand, magic staff) in the base game, one wand (useless against a lot of enemies which are immune to pierce damage) in of the dlcs, i found a lot of unique melee weapon, some unique pistols/blunderbuss/rifle, but not a single unique wand/scepter/magic stave, may be later in the game (according to the wiki) but if i should finish the game to have a decent weapon for my wizard, it is a bit frustrating (even in "Magic" shops like Arkemyr shop, there is only unique melee weapons or bow/crossbow not a single magic weapon)- Severity = 8 • In localized version of Deadfire (example french) why trying to translate the name of ship weapons (canons), and other gear ? I defy you to found any information about "Couleuvrine impériale", nothing on internet, nothing on the wikies and because during a ship fight we can't see what weapon do what, what range, how much of turns ? Do you expect us to keep any gear information in head, you try first ? leave their original English name so it is easy for us to found informations about it.. It is the same problem with area name translated, it is very hard to find any informations about "Promontoire de Periki", Names should never been translated, it is kind from you, but it don't help us (the contrary) - Severity = 5 • During Ship fight companion/Sidekick/crew which are far from the enemies are not fighting, they stay doing nothing, do i miss something ? ... - Severity = 6 • After a ship battle when we are victorious and we have the loot window, we can't press "square" on PS4 to get all the loot in one shot and send it in the group stash (reserve) we have to take each item one by one, i notified it do not work mostly when there is a lot of items (more than one page in the loot window)... - Severity = 8 • During the navigation on the world map (ship moving on the sea) we should have a way to mark a known destination / or a point on the map, so we could point the ship the the marked location direction and navigate to it. In the actual state, if i want to return to Neketaka and i am far south east, i have to check the known destination windows then click a destination then estimate the good direction and move, and repeat several time until we reach our destination, sasdly the destination don't remain displayed on the navigation screen as it should be... I don't want to use the auto navigate because one time the ship gone into a tempest... May be i miss something but in this case things should be better explained... - Severity = 5 • When selecting a single item in a sell menu by pressing x, it is moved to the basket right away. But if you have few similar items, game will first suggest you to define how much things you need to sell (it's logical), but then you need to move it with the stick to the basket, which is ridiculous - (Possible fix = Long press X on PS4 to sell the entire pile of items - it take me time to discover it) - Inventory and sell items should be more handy - Severity = 5 • On town screen (Map ?), moving mouse cursor with a stick is also completely ridiculous, it should be with r1\l1 or with arrows, same goes for level up menu - Severity = ? • Controller Touch ad should be mapped to the inventory or map, or better be customizable. currently it is mapped to the tutorials, which are mostly not used during the majority of the game - Severity = 5 • no POE save import for a new game. I was not expecting this at all. How could it be wiped out from game? (Me too, but we can at least re-create all our POE choices (and name the set of choices) while pressing Square during New Game creation, and then Selecting the set of choices in the end of NG creation) - Severity = ? • On Xaur tuk tuk island (in the cavern where you found Mother Sharp Rock crew member), two Xaurips are not marked as a combat objectives. when you kill the rest, they are attacking you, engaged character is defending, but it is not counted as a combat mode. as a result, Mother Sharp Rock is still frightened to exit the cage... Possible fix kill those two Xaurik while using the wheel menu->Attack - Severity = 5 • The quest screen should have an indication when a quest is validated (each time going in the quest list and checking the quests one by one, if we have something to do in neketaka for example is painful)... Severity = 4 • After we finished Palegina quest and saved Giacolo, later i returned on the Dunnage and the godlike are still here, we can re-enter the room like if Giacolo was still here and the quest not finished - Severity = 5 • when we are in shop inventory, there is no way to compare a seller item to our items (example : compare a seller glove to our gloves)... • When we are selling items, in the trade window, if we sell more than 20 different items, we can no more see the first item in the window, we can't double check if we don't sold something important to us, this because the sold items section have 20 slots and can't be scrolled down up left right to see all the items... We only see the last twenty... • During scripted interaction (when we have the sort of book on the screen) we can't go up and read previous text - Is is problematic because some event need us to read carefully and understand what we do or have done to decide carefully - Severity = 4 • After healing the Green Lady and her daughters, we receive the "nature's mark" but there is nothing in the Effect screen... Something is missing ? • While we are in a shop inventory we can't press "Triangle" button for more informations on an item (to see the benefit of an enchant for example), neither do the same on a Grimoire to see which spells are inside... - It should be fixed - Severity = 4 • Most of the time, when we change the team composition (remove a companion to add another companion), the group is not complete and one of the companion (the new one or the removed one) is alone wandering and not part of the team, very annoying when you enter a battle thinking your group is complete and finally it is not, also the removed companion can be here and bug the fight, because ha have a turn even if he can't do nothing (no fight) and random companion in the group (may be more) can't do nothing to (can't attack even if it is his turn) - Severity = 2 I will continue to add problems i found while hoping someone on Obsidian side will read this and FIX THOSE PROBLEMS, because in its actual state the game provide more frustration than pleasure and is mostly not playable, some games are time eater because you farm, or because there is a lot of things to do, but Deadfire is time eater, because we spend 30% of our playing time to relaunch the game because it crashed, or because we spend a lot of time searging internet a solution to bypass a bug we found in the game... The best advice i can give to any player who want to try Deadfire, is save constantly, save your game each 5 minutes, save after each fight, save before going in the inventory, be very careful because the game crash very very frequently.
    5 points
  2. 28: When swapping characters in any location the game shuts down with PS error code - Severity = 3 annoying because you can't complete thier personal quests!
    4 points
  3. oh hey, a RDR2-off! I'm mostly making new friends online though I've sure come a long way since my daring escape but I do stop to admire the scenery every chance I get oh, in case anyone was curious, this is the inspiration for my character
    4 points
  4. I'm just swinging by to tell you all your opinions suck and I'm objectively right in everything.
    2 points
  5. 2 points
  6. To counter Huawei, U.S. could take 'controlling stake' in Ericsson, Nokia: attorney general Ooh! It's at the tip of my tongue! What is it called when a privately-held company becomes a state-owned enterprise again?
    2 points
  7. <gasp> And The Sisko is ok with this?!
    2 points
  8. The whole PC model is waste of time, we need floating gun without body. Oldschool. Why: It is using same assets as NPC, they are already there. Mirrors. Cutscenes. Suspension of disbelief. We know about the FACE, it is there, watching what we see with our eyes. Attachment. It is my beard bird girl with tattoos and sideburns.
    2 points
  9. =================================== The Hound of Yezuha, Ultimate Edition =================================== Difficulty: PotD v5.0.0.0040 -------------------------------------------------------------- Class: Brawler (Fighter + Monk) -------------------------------------------------------------- Race: Storm Human -------------------------------------------------------------- Background: Yezuha (Missionary) -------------------------------------------------------------- Stats (char creation, no Berath's Blessings): MIG: 11 CON: 10 DEX: 15 PER: 14 INT: 14 RES: 11 -------------------------------------------------------------- Active Skill: Athletics ® Passive Skill: Any -------------------------------------------------------------- Weapon Proficiencies: Sword (a) Greatsword (a) Small Shield ® Sabre (!) Battle Axe (!) Flail Hatchet -------------------------------------------------------------- Abilities (a=auto, r=recommended, !=important) PL1 Fighter Knock Down (a) Disciplined Barrage (!) Monk Swift Strikes (a) Force of Anguish PL2 Fighter Fighter Stances Confident Aim Monk Clarity of Agony Common Two Weapon Style (!) PL3 Fighter Disciplined Strike (!) Mule Kick ® Monk Swift Flurry (!) Efficient Anguish ® PL4 Fighter Charge ® Weapon Specialization ® Monk Thunderous Blows (!) Duality of Mortal Presence ® PL5 Fighter Armored Grace (!) Conqueror Stance Monk Enervating Blows ® Common Uncanny Luck ® PL6 Fighter Clear Out Monk Turning Wheel ® Flagellant’s Path ® Common Improved Critical ® PL7 Fighter Unbreakable Weapon Mastery ® Monk Heartbeat Drumming (!) --------------------------------------------------------------- Items (*=additional enchantments; !=important, r=recommended): Weapon set 1: Scordeo’s Edge (Blade Cascade*!, Adaptive*!) (!), Slayer’s Claw (!) Weapon set 2: Unarmed, Tuotilo’s Palm (Balanced Shield*, Pugilist*) ® Chest: Contender’s Armor (Heavy Mobility*) ® Helmet: Fair Favor (!) Amulet: Cauldron Shard (!) Cloak: Cape of the Falling Star Gloves: Burglar’s Gloves ® Ring: Finality’s Claim (!) Ring: Ring of Prosperity’s Fortune ® Belt: Ngati’s Girdle ® Boots: Rakhan Field Boots (!) ----------------------------------------------------------------- As Companions and Sidekicks go, Rekke is one of the most vanilla as they come. Which is not a bad thing in itself; his stats lends itself to a DPS build, and his vanilla class choices make him very adaptable, which is more than can be said for several of his peers (looking at you, Fassina). Since pretty much any DPS build would be viable for Rekke, I decided instead to design a build that won’t be realized until near the end-game, but sets him up to take on one of the Megabosses in particular. Using some fairly simple interactions between his class abilities and specific weapon enchantments, this build makes Rekke an interrupt-lock machine that can, with the proper support, take on his intended target mano-a-mano. Thus the name of his build, the Hound of Yezuha; it is not only a testament of Rekke’s ferocity in battle, but it’s also a tribute to the man who killed the Mountain. (Note on “Ultimate Edition” builds: With the release of the Ultimate Edition on PS4 and XBox, there will be many first-time players of Pillars of Eternity 2: Deadfire who will be searching for builds online, only to find that most available builds were created for earlier versions of the game. While many of those are still viable even in the final version of Deadfire, this would not be apparent to new players; thus, builds such as this will be tagged as “Ultimate Edition” to indicate that they’ve been tested for version 5.0.0 of Deadfire, including all DLCs.) Cutting the Voracious Mountain Down to Size Apart from its own set of nasty tricks, Hauani o Whe also hits like a mack truck. However, it has the lowest Deflection of the four Megabosses, and is also vulnerable to interrupts. Therefore, the trick to defeating the Voracious Mountain is to exploit these two weak points mercilessly. And the Hound of Yezuha can achieve this through a couple of fairly simple interactions. Firstly, the Slayer’s Claw increases any Might Inspirations applied to its wield by one tier. In the hands of a Monk, that means Thunderous Blows doesn’t give Tenacious, but Energized instead; that’s why I made Rekke a Fighter/Monk, and it guarantees that he’ll interrupt with every crit. Pair that with Scordeo’s Edge with the Adaptive enchantment, and Rekke will work his way up to +20 Accuracy with both weapons in time. Add the hit-to-crit bonuses from Disciplined Strikes (Intuitive) and Fair Favor (which applies to Scordeo’s Edge), and you get a Rekke who can crit and interrupt the giant ooze with practically every other strike. (This also makes Rekke ideal as a mage-hunter, which is why I gave him both Charge and Flagellant's Path; so he can dive into the backline and immediately start dismantling enemy spellcasters.) Double down on that with the Blade Cascade enchantment, and now whenever it activates, Rekke can ignore Recovery and interrupt-lock Hauani for around 5-6 seconds each time. Pretty sweet, isn’t it? Now imagine what happens when Rekke has a Priest and Cipher to provide the Ancestor’s Memory-Salvation of Time combo. That’s right; Rekke can now wail away at the giant ooze throughtout the whole fight, keeping it pancaked and unable to do much of anything whatsoever, all the way until it ****ing dies. (On a side note, Valkyrie Xoti is ideal as the Priest for the Hauani o Whe fight, because she singlehandedly turns the Symbiote debuff from an annoyance into an asset for your party. The little oozes are OHKs with The Twin Eels, and each one heals the whole party every time.) Sure, you’d still have to watch out and make sure that the smaller oozes don’t merge back into the big one. But properly supported, the Hound of Yezuha is all the DPS you’re going to need for this Megaboss fight, including the clean-up after the hard part. Enduring the Crushing Weight But to get the Blade Cascade started in the first place, Rekke has to begin the encounter with attacks on Hauani o Whe at normal recovery. Therefore he’s still going to take some hits in the first few seconds, and needs sufficient protection to help him survive for at least that long. The one thing to keep in mind about Hauani’s attacks is that it does Crush/Corrode damage. This means that the most useful type of armor against the giant ooze are Breastplates, since it is the armor type with the highest AR that doesn’t have a penalty against either Crush or Corrode. And when you think about Breastplates, the obvious choice is the Devil of Caroc Breastplate, which remains one of if not the best Unique Armor in Deadfire even in the Ultimate Edition. And while you can certainly give it to Rekke, I would actually not recommend it… precisely because it’s so good, I’m assuming it’s likely going to someone who needs it more (like your Watcher) and therefore not available for Rekke. With that context in mind, I’ll suggest the next best thing instead. And in Rekke’s case, that’s the Contender’s Armor from the SSS DLC, with the Heavy Mobility enchantment. With high Athletics and Armored Grace, it’s one of only 3 armors in the entire game that can potentially let the wearer attack even faster than if wearing no armor at all (the others being DoC Breastplate and Miscreant’s Leather); so even without Blade Cascade, Rekke can still attack at a brisk pace with this setup. To further boost Rekke’s AR against Hauani’s attacks, I also gave him the Cauldron Shard amulet and Rakhan Field Boots for additional Corrode AR, as well as Ngati’s Girdle for more Crush AR. Cauldron Shard also comes with a 20% chance to turn Hauani’s Corrode attacks into healing for Rekke instead, helping his survivability against the ooze that much further. On top of that, Rekke gets the Finality’s Claim Ring, which gives him a 25% chance to ignore its attacks altogether (it actually reflects the attack back to Hauani, but the giant ooze doesn’t take any damage from its own reflected attacks, so). Final Thoughts Pros: - Is set up to be your MVP during the Hauani o Whe Megaboss fight. - Also makes him useful as a mage-hunter, so you can use him in that capacity in normal fights. - Is perfectly viable even with a vanilla Brawler like Rekke. Cons: - Can only be fully realized as a build near endgame, because Scordeo's Edge is key to this build. - Going for this build locks you into the Slayer path in the SSS DLC, as Slayer's Claw is key to this build. - Foregoes all defensive abilities available to Fighters/Monks in favour of more DPS, so Rekke will need party support to survive in more difficult encounters. - Requires Priest and Cipher support to reach it's full potential, which can limit your choices of party composition. Last but not least, see the attached file for the AI script I created for Rekke as the Hound of Yezuha Rekke Custom (Brawler) (Fighter Monk) (08e33d71-36e8-46eb-9c8d-b3af9b6cdbac).customai
    1 point
  10. https://www.nexusmods.com/pillarsofeternity2/mods/385 Well, not true New Game Plus... but it lets you start the game at lv20 with all unique items. With level-scaling actually being a thing, I imagine it would be fun to try all the late late-game loot from the DLCs for a whole playthrough! Can be activated in ongoing playthroughs, which I imagine would be convenient for playtesting. "The experience and items will be granted through a script that fires whenever a map, other than the intro sequence, is loaded. To clarify: you won't be granted the experience or items until after you've exited the cabin in the intro scene. The script will only fire once per playthrough, so you can keep it checked in the Mod Manager without issues. However, you might want to deactivate it afterwards, as not to trigger on other playthroughs. You might have to save and quit to main menu once after character creation before the script triggers."
    1 point
  11. Hi everyone, I have just started working on my own mod which will aim at making the game more balanced. The balance between various classes is currently quite good, but most players would agree that there are currently "good" and "bad" abilities. (Please note that this mod is designed for RtwP. Some of the changes should work for TB but I haven't tested them.) My main objectives are the following : - Make most abilities worth including in a build, - Ensure that Tier VIII and Tier IX are interesting enough to go Single Class, - Ensure diversity of possible builds for each classes, - Correct a couple of weird mechanics to make them more consistent with generic rules. The Community Patch really did a good job toward these objectives. ( https://www.nexusmods.com/pillarsofeternity2/mods/335 ) Therefore, I don't want to override most of what they already did, so I will start from this basis. (there are a couple of changes that I will override though, for various reasons explained in this thread) Please note that there would be a couple of nerfs included in the mod. As this is a Single Player game, people may not like this, so I will deliver them in a separate package (some abilities with major rework will also be part of this separate package). These changes are in red below. As I fear powercreeping, I think the mod would feel more "legit" with these nerfs. The first part of my mod is about Fighters, Paladins and Chanters. All the changes below have already been implemented and quickly tested to ensure their technical feasibility. However, I really wished I could get other people opinions before "officially" releasing the mod. A) Fighter A common problem with Martial Classes is that the raw power per ressource of their abilities scales poorly. Abilities that cost 2+ more ressources often don't bring that much compared to 1 ressource ones. This is even more true for Tier VIII and Tier IX abilities that are intended to be Single Class specialities, but are often less efficient than low level ones. The problem is not so relevant for fighters though, so I only had to buff a couple of their abilities. Inspired Discipline : 3 Discipline -> 2 Discipline (this is intended to be a bit of a reward buff for Fighters going Single Class) Power Strike & Inspired Strike : 4 Discipline -> 3 Discipline 6s Stun -> 8s Stun 6s Staggered -> 8s Staggered Inspired Discipline 10s Acute & Swift -> 15s (this is intended to be a bit of a reward buff for Fighters going Single Class) Take the Hit : 4s Recovery -> 0s Recovery (A Tier IX ability that only redirect damages feels a bit weak if it also takes time to use) Into the Fray & Upgrades : 2 Discipline -> 1 Discipline 10 – 14 damages -> 5 – 10 damages (This is meant to make this ability more focus on the tactical pull part. Damages are tuned down to avoid instant damage spamming) Mule Kick : Most upgrades use the PL of the original ability. A PL 3 upgrade of a PL 1 ability used by a PL5 character will for example get a scaling of +4. There was a glitch that counted Mule Kick as PL3 instead of PL1, so I corrected it for ruleset consistency. This basically gives Mule Kick +2 PL. B) Paladin According to what I've read, people tend to consider Paladins get most of their goodies at low level. Mid to High level abilities are often mediocre, which is especially bad for Single Class. I especially find that Commands needed a bit of rework (bar the rez command) : I love the idea of a Paladin yelling its (instacast) commands in the middle of the battleground. However, their high ressource cost (2 zeal) make them not very flexible. That's why I changed them to 1 zeal. I had to tune down a bit their duration as a consequence, but I really think this new version would make them more appealing to use. Light of Pure Zeal : 5 Zeal -> 4 Zeal Exorcism : 4 Zeal -> 3 Zeal Healing Chain (complete rework) : 2 Zeal Range 5m + 4m Jump Friendly Target + 50 Bounce (yes, 50) Heal 10 health per bounce (no reduction per bounce) Can bounce several time on the same target (0,3s delay)Why I changed this ability : Hastening Exhortation & Upgrades : 2 Zeal -> 1 Zeal 30s Duration -> 20s Liberating Exhortation & Upgrades : 2 Zeal -> 1 Zeal 20s Duration -> 10s (This ability didn't receive a big boost compared to other commands, but hostile effect requiring it rarely needs more than 10s suspension, especially with INT and PL scaling. I think the ability now fits better its main objective) Reinforcing Exhortation & Upgrades : 2 Zeal -> 1 Zeal 12s Duration -> 10s Glorious beacon & Upgrades : 3s/4s Cast -> 0,5s/4,5s Cast 1,5m AoE -> 2,5m AoE 8s Duration -> 12s Duration (unupgraded is now comparable in power with Cipher's Eyestrike, a mere Tier I ability. However, Glorious beacon upgrades are very good) Sacred immolation & Upgrades : 4 Zeal -> 3 Zeal 32 raw damages per tick -> 20 damages (I wanted to align the AoE of all Paladins Point Blank abilities. That's why I didn't use the 3,5m radius from Community Patch) Wrath of the Fives Suns (Pallegina special ability) : Penetration : 7->12 (tribute to PoE1 DR Bypass) Penetration properly scale with PL (currently it does not) Damages : 5-7 -> 5->15 (x5 Projectiles) EDIT : 2 Zeal -> 1 Zeal (Yes, it is powerful, but properly not more than the 2x14 AoE heal that Wayfarers gain with their FoD...) C) Chanter Chanters don't have many "true" problems. However, there were many weird stuff with their abilities. For example, a couple of upgrades that cost more than the original ability. IMHO, upgrades should always be strictly better. I really think this is something the devs completely forgot after correcting a few of them, because the only ones left don't really feel that much better than their unupgraded version. Then, I wanted to boost a bit Single Summons, that felt a bit less appealing than their numerous counterparts, especially Ancient Weapons. Finally, I wanted to boost their Ressource reloading Invocation to give an alternative to Cipher for replenishing ressource pools. This was also meant to give Single Class Chanter an additional and convincing role. Oh, and I also implemented a Troubadour Nerf (following a @Boeroer recommandation from a couple of months ago) because the subclass is just too good compared to other ones. Troubadour : Brisk Recitation phrase take 4s instead of 3s. ...and Their Screams Reached The Heavens (Wurms Summon upgrade) : 4 Phrases -> 3 Phrases (as unupgraded version) Set to Their Purpose, They All Knew Their Part : 6 Phrases -> 5 Phrases (as unupgraded version) (this was justified when it provided Brillant...) Far from Defeated, His Heart Filled with Joy : 6 Phrases -> 5 Phrases (as unupgraded version) +3 Phrases -> +2 Phrases Far from Defeated, His Heart Filled with Joy and Their Companion Braved the Horde Alone are considered Offensive instead of Non-Offensive (I really thought that this ability was too aligned with Skald style of play and "feeling" to ignore. Therefore, I choosed to boost it for Skald instead of boosting it for other Chanters.) Drake, Spore and Dragon summons (and their Upgrades) : 25s duration -> 35s His Hunt for Revenge, Eternal (Ghost summon upgrades) : 25s duration -> 45s ...Each Kill Fed His Fury : Contrary to the ability it is upgraded from, this ability provides mere +5 stats boost instead of inspirations. As it seemed really random, I replaced the stat boost by actual Strong, Fit and Steadfast Inspirations. Boil Their Flesh From Skin to Bone & Upgrade : Secondary Cones replaced by simple 2,5m radius AoE. This enables the Acid Explosion to be properly centered on the victim. (Thanks to @thelee Gamefaq, I learned that the secondary Cones originated from the caster instead of from the actual victim. This seems to be because the game isn't able to manage secondary cones (probably because the code can't get the orientation of the cone...)) His Laughter Rang Through the Halls : 8s Daze -> 20s Interrupt on Hit -> Interrupt on Graze His Heart Did Fill With the Light of the Dawn : +1 Ressource -> +2 Ressources Does not affect the caster anymore. If you want to give it a try, feel free to use the "Beta" files below. (However please note that all the Ability Descriptions in-game may not have been properly updated and that the current version of the files may conflict with other mods.) BalancePolishingModBuffs.zip BalancePolishingModNerfs.zip How to install :
    1 point
  12. 1 point
  13. Fair enough. We have a very different viewpoint on this. My objective is to help a third party earn a seat at the table. That matters more to me than the political fortunes of whomever is carrying the standard of that party for that election.
    1 point
  14. Chromatic Aberration setting is not being saved on ps4 pro, each time I close the game and restart it the graphics have CA enabled, but in the settings this option is disabled. Please fix this in the future.
    1 point
  15. 1) Real time with pause is a crap combat system in RPG and there is not one game where this system is any good. 2) Unique companions are better than a companions that are possible to be rolled as main character. 3) RPG's with a set protagonist are better than the ones that let you create one from scratch.
    1 point
  16. Well, one is enough to start some serious outrage jRPGs have much better and deeper storytelling than wRPGs
    1 point
  17. I'm also having this issue now and it's super annoying, whenever I go into the enchanting menu the game crashes and sends me to the Xbox dashboard :(
    1 point
  18. And his twin brother, I heard. Which would be a federal offense, no? But I guess since the senate is under his control and he doesn't face consequences for his criminal activity, Baron Harkonnen can do whatever the **** he likes.
    1 point
  19. Carnage doesn't generate focus. Battle Axes are strong because of the modal in synergy with Blood Thirst. But the DoT of Bleeding Cuts doesn't generate focus either. But yes: solid choice - only bad thing: only slash damage. My recommendation with a Barb/Cipher would always be a Morning Star. The modal helps a LOT to apply certain Cipher spells that target Fortitude, there's a unique Morning Star that also lowers Will on hit (and had hit to crit conversion) and Ciphers can lower Fortitude and Will further with spells easily. With the Barbarian's Brute Force you can crit a lot more because you will automatically target Fortitude if it's lower than Deflection. Berserker: not too much MIG because Frenzy's self damage will kill you quickly at high levels with a lot of MIG and no countermeasures. Biting Whip is bad (I don't say such things often). I'd always take Draining Whip. Cipher Subclass either Beguiler or Ascendant.
    1 point
  20. Writers exploring the darker edges of the world Roddenberry imagined is something that happened during Roddenberry's life. I may have mentioned this before, but Roddenberry reportedly hated the plot of Star Trek 6. Honestly I believe Trek is richer for it, because his ideas were a bit overbearing. Plausible only perhaps in a world where individualism has been completely purged, and that makes for a pretty boring setting for, ultimately, character-driven stories. What I'm not so sure is that going full grimdark because that's what (marketing studies suggest?) appeals to modern sensibilities, decades of world-building be damned, makes for a better product. Hell, I'd even be down for a mirror universe show, if they could write it well, because at the end of the day, it would be the mirror universe. But why bother with writing when you can pow and boom and ooh and ahh, and INSTANT SLAM DUNK ELEVENTY BILLION DOLLARS AT THE BOX OFFICE. Mass marketing is a blight.
    1 point
  21. That is actually a very generous assessment of the man.
    1 point
  22. Manifested will like this one
    1 point
  23. You beat me to it! Hey Shady is right about a lot of things. His choice in Star Trek captains is one of them! Sisko was the most interesting because he wasn't perfect.
    1 point
  24. Here, I found it today accidentally by browsing https://www.siliconera.com/god-eater-3-update-version-2-40-update-adds-2-traversing-the-past-episodes/
    1 point
  25. when reading the 'bove post, complete inexplicable, we thought of the tax breaks manufacturing industry business is getting from this administration to allow 'em to better face industry competitors as well as the billions in subsidies farmers is receiving to prevent 'em from suffering the effects o' free market forces. nevertheless, republicans may go to sleep tonight knowing they is safe from the scourge o' socialism as long as trump is 'round to protect 'em. HA! Good Fun!
    1 point
  26. The House isn't where the trial happens. My understanding - congressional committees (like the House Judicial Committee) takes evidence or accusations of malfeasance and investigates. The results of the investigation is passed on to the full house who votes on the Articles of Impeachment, or the formal accusation. The Senate is supposed to take the formal accusation and try the accuded. So my layman's understanding is the congressional committee is like the police and prosecutors who bring their evidence to the House, which is like a grand jury, and if the grand jury recommends proceeding, the the senate acts as the trial venue for the accused on the charges brought forth (in the Impeachment). I'm sure someone will be along shortly to correct me.
    1 point
  27. it is their responsability to make their game work correctly, and even if they didn't done the console code ... Here we say a happy customer will bring you 10 other customers, a angry customer will tell 100 other customers your work is not serious... this is what is happening now, if a friend ask me about Deadfire i will tell him the game could be nice but it is full of bugs, poorly coded and i fear it break my PS4 Pro, of course i will make sure he spread the word to his friends, and i am sure i am not the only one doing this... In my job i alway ensure my customers are happy with what i provide them... Leaving the game in its actual state is irresponsible...
    1 point
  28. The guide is all wrong, it doesn't tell you to get Bull's Will + Iron Will (but it did get Deep Faith). The most important part of playing an inquisitor is sporadically admiring your impenetrable will defense.
    1 point
  29. Now the poe1 and wasteland2 in the ps4 still have so many bugs.Then the developers have stopped to fix these problem and let them go. ps: Please Obsidian don't complain so few sales volume,just learn the actions to optimize your games from CD Projekt Red.
    1 point
  30. PoE had some other problems as well. For example if you sorted your inventory in a certain way (like let's say by value) it would not "keep" that sorting but would apply the sorting algorithm every time you opened the stash. With a lot of items in the stash (which is limitless on PC) you'd run into severe performance issues. In the earlier version also every summon you cast would find its way into the saved state of the game, never disappearing in memory. This got fixed at some point. Save game files wouldn't need to grow like crasy if players wouldn't expect to get back all the stuff they dropped/sold. But because players want to have the opportunity to place stuff into chests or sell stuff and be able to buy it again later for an unlimited amount of time the save game needs to take care for all those items you don't carry around anymore, too. It would help if the shop owner simply sold your stuff after some time (remove from shop) or random lootes would empty chests (that are not on your ship or in your stronghold). I don't know if tiling the maps would be so simple. PoE and Deadfire are 2.5 D games where 3D objects get placed on a handdrawn, 2D maps. Elevations and obstructions are mostly optical illusions. You can see that when you are trying to cast a spell like Iconic Projection up a staircase. So maybe it's difficult to split up such a map that's a rather wild but nice-looking conglomerate of 2D and 3D game objects. No idea though. Just a thought.
    1 point
  31. i made a little house for the stray kitten in my yard. just a cardboard box with a plastic bag to keep it dry and a piece of an old blanket but she seems quite happy with it. she wont come out for any reason except food
    1 point
  32. I'd love to ditch exactly everything from PoE1 and PoE2. I've had enough of the Watcher and the bizarre God interactions. I want a much more down to earth-adventure, with lower levels continuing for much longer. Otherwise, I agree with most of the stuff the_dog_days listed. I'd go as far as wishing for a new overhaul of the classes and the systems again. I know, it sounds crazy. But I want a simpler, sleeker system, and I want lots of companions with lots of interaction, where they affect the playthrough heavily, and then bigger and deeper dungeons and taller castles and towers. And please ditch the factions, I almost loathe factions. I'm weird like that.
    1 point
  33. MMORPG's are better than single player games.
    0 points
  34. First person deeply atmospheric games with little to no RPG mechanics are better than mechanics-heavy isometric dungeon crawlers. Come at me
    0 points
  35. 15 hours in and ALL of my saves a fuc#$%.... I can live with the small glitches but wtf man? How in the hell. Did this game get through testing???? This could be a great game but it's not complete... Another refund fest like Blizzard had to do for turning out garbage.
    0 points
  36. 0 points
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