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Showing content with the highest reputation on 08/18/20 in all areas
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would also help if he knew what is a strawman fallacy. oh, and just for funsies, am recalling a carlin quote which might be relevant. "So I want to thank the Pentagon, the Soviet Union and the military-industrial complex from the bottom of my heart. Without them, I could never have become the man I am today." george were a big fan o' soviet style oppression. *eye-roll* HA! Good Fun!2 points
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tactician is indeed mentioned because of how easy brilliant is to trigger in solo runs. it is harder and requires a lot more metagaming in a party situation, but is doable. having a cipher in your party helps a lot due to phantom foes, but with multiple party members you have to pay more attention to random flanking and perception afflictions. in solo it's easy to just have your mainchar topped off with a captain's banquet (immunity to perception) or svef (resistence to perception afflictions) to help keep brilliant up, but that also gets harder in party. i don't have a ton of experience with making it work outside a solo context, but i'm sure someone can chime in. i would personally recommend just going all in on a single-class wizard, and probably pick evoker, enchanter, or conjuration (those subclasses so that you retain access to enchantment school). enchantment comes with a bunch of buffs that help with survivability. if you stick with enchantment or evoker you retain access to a bunch of unique spells (some of them are from poe1, like crushing doom or ninagauth's various stuff). conjurer you lose access to evocation and a bunch of unique spells, but in return you gain access to transmutation spells, which include more self-buffs but also very useful spells like slicken, chill fog, and late game spells like petrification or corrosive skin. an evoker loses a bunch of utility from the conjuration school (not important if you don't care about summoned weapons), but gains a lot of useful buffs and debuffs from the illusion school (wall of many colors rocks). the subclass bonus for evoker and conjurer are really good as well, IMO. one of the reasons for my recommendation is that engagement is arguably more important to pay attention to in deadfire than in poe1 - enemies are more willing to break existing engagements to go after weak party members (including you), and one can move around while engaged as long as you stay in engagement range (whereas in poe1 any movement broke engagement). So your back of the line party members (such as ranged casters) are more vulnerable. One of hte best enchantment spells is Deleterious Alacrity of Motion which functions a bit differently than in poe1. In PoE1 it was a generic movement/recovery speed bonus. In Deadfire the speed boost is not as pronounced, but the big deal is getting immunity to engagement coupled with a movement speed bonus. It is basically one of the best survivability boosts in the game - anytime a melee foe thinks they are going to land an attack on you, you can just rapidly run out of range and make them whiff their attack, and because you move so fast there's nothing they can do to catch up to you. You can literally run circles around everyone, letting a party member engagement someone chasing you. why i recommend single-classing is because the tier 8 and tier 9 spells are very good, and importantly you get the opportunity to really power up your empowered attacks with perks (wizards are unique in that essentially you don't have to pick any late game [or any] ability and rely on switching grimoires [which is much less painful than in poe1] and just invest in lots of good passives). One empowered late game spell with all the empowered passives (+10 acc, +1 PEN, +15% dam, +15% aff duration) plus prestige (additional +1 PL) can single-handedly end most end-game trash fights (and even some boss fights). Retaining access to evocation spells is best for this, with Meteor Swarm and Missile Salvo as candidates, but there are plenty of other spells you can happily abuse like this. As an example, on PotD with upscaling and challenges, a single empowered missile salvo was enough to take out the first couple of Forgotten Sanctum boss fights.2 points
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your narcissism is revealing. is not as if carlin were some kinda fringe comic unappreciated by the public in his own time. heck, in 1972, carlin's seven words you can never say on television were receiving national radio airtime and the resulting court case also garnered widespread attention. warning: sweary also 1972... not the movie, but the actual real life events. is as if some people forget what were happening in this country in the late 60s and early 70s. carlin were speaking to his time not in spite of it. think you are woke? *snort* HA! Good Fun!2 points
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This isn't PoE3, though. You might as well go on Grounded's forums and say you want it to be PoE3. Avowed is not PoE3, it is something else, even if set in the same IP. Also, that Avowed is being made doesn't mean Obsidian won't make PoE3 at some point. I certainly hope they make it.2 points
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I wonder why it took me so many years to discover this guy. I've been on a youtube watching spree recently. Absolutely love his ability to cut through BS and call things out2 points
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Posting this here as the interview covers a lot of threads I've read under this category. Some things covered or hinted at during the interview: Equipment no longer taking up inventory slots. Shared/dedicated servers Dungeons / boss battles Additional ways to travel around the world World changing events Road map coming Improvement to combat Interaction with items (sitting on chairs) Naming saved games files If it's already been posted, sorry but didn't show after a quick search.1 point
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Playing on xbox one x. Save files won't load or load incorrectly with all progress lost but backpack inventory intact. Bombadier beetles don't respawn either.1 point
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Hey so I love the game and have loads of ideas for the game but the idea of taming is floating round, and had an idea where since u already have any eggs and spider lings, you could make it so u have to tame creatures by raising them into adults. So for an ant hatch a ant egg for a spider catch a spider ling in like a cage, this might also give options later for other baby creatures. Also think it would be cool to maybe have it so u can’t “ride/saddle” ever creature but just use them, so like ants they can carry building stuff around for you and a storage box? And make ladybugs and spiders ridable. I’m not sure on balancing this maybe having to many creatures can cause them to fight in one area? But love where the game is heading keep up the great work!1 point
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Carry a stack and attempt to walk through the deep(er) water. You cannot retrieve items which sink, the game gives you an "inventory full". Same if farming and they fall into certain areas which would you would normally swim. The building UI is "buggy" and you can set a blueprint where it cannot be reached to dismantle.1 point
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for me, it's not about "running out of spells." it's the fact that normally, when you play a caster with finite resources, what you are effectively in combat is doing "in this situation, there is a best spell to cast, a second-best spell to cast, a third-best spell to cast, etc." you start off with the first-best spell to cast, and then move down the list, adjusting your mental list as situations change. you're likely doing this constantly even if you're not actively conscious of this mental model, e.g. "oh i was gonna cast ninagauth's shadow flame, but i'm out of tier 4 casts, so i'll instead cast..." a blood mage simply gets to say "i will always cast the first-best spell to cast" regardless of how many other spells you have. the fact that you also frequently are doing that at +1 PL and the some of the most synergistic spells are also the easiest to regen is icing on the cake. edit: i do agree that in many situations on potd, a blood mage is so powerful that it's effectively overkill. in addition, in very late game trash fights, a SC wizard can empower a spell to completely obviate the need to cast anything more than a couple spells (+5 PL with all the empower talents is really hard for the blood mage to compete with over the span of just a few spells). however in boss fights they really do get to shine, but they do need a lot of healing support or some sort of anti-death combo due to the length of some of the fights (esp megaboss).1 point
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Hm, okay, Ironman. That does change things. An Assassin multiclass can be pretty survivable, as he can be untargettable for large portions of combat. But of course, he can also die pretty fast. Heck, I've committed seppuku many times on my own by hitting myself with a Chain Lightning crit to trigger Deltro's Cage Helm crazy lash at below 50% health... and sometimes with the Lightning effect doubled by the Silk Slippers.1 point
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like the other elevator posts i'm in with this one. my idea on how this would work Rope made by combining woven fibers Net made by combining ropes and woven fibers a floor to place the pallet on, etc. pulley weed stems, twigs, and woven fibers You'd put the pulley on a scaffold frame, attach the rope to the floor and up through the pulley. net could be filled with pebblets to act as a counter weight to assist raising the load. Could use a bug part to put in the pulley to lock it, so it didn't fall down or counter weight pull it up too high.1 point
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A thread developed from an OP with a very similar request to yours just this morning. Have you read it? There's some good information in there. If you haven't read it, I recommend it. If you have, do you have any reactions to the recommendations there?1 point
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I'm just hoping that if it takes place before PoE 1 we'll still get our guns. Also an actual class system instead of a bland classless one.1 point
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In that case I think you probably won't go wrong with Boeroer's build or with the fighter/wizard approach. Neither build will wait until the end of the game to get good. Both will start competitive and will get strong relatively early, and will keep getting better from there. Paladin in my experience has both an early peak and a late peak, but wizard has a smooth upward curve.1 point
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Very tanky. A paladin is tough on its own. Adding all those wizard defensive buffs on top takes that paladin to another level. I suspect the Blood Mage / Steel Garotte build you mentioned in that Boeroer post is based on the idea that the Blood Mage can have unlimited spells at the cost of health. The Steel Garotte paladin vampires health from doing melee damage. If you add them together, you have potentially unlimited spells. But that's not enough synergy for a Boeroer build, so I am guessing that he also recommends something like that Whispers of the Endless Path approach (to passively do aoe melee damage for huge Steel Garotte health leeching to pay for lots of blood magic) or some other third dimension of synergy, maybe with the Garotte ability strangling and paralyzing a megaboss while Combusting Wounds builds up big stacks of damage or something. Maybe both. He's sneaky that way. As far as your question about the merits of single class vs. multiclass... I'd say the balance is pretty good in this game. There's I think some edge for multiclasses that goes up the more savvy you get with the various ability interactions that are possible in the game. But you don't need those things. A lot of the fun of that is basically being able to punk even PotD trash fights and bosses because of your build/research skills. It's not needed. I was able to win and have fun and feel powerful without doing those things. I think you should play what sounds fun or thematic or canonical for your character, depending on your motivations, especially for your first time through Deadfire. Then start experimenting with combos and nutty things. Example: I made an Illusionist / Trickster character because there is some gear in the game that I normally rarely use that makes illusion spells more powerful. Is it a kick ass build? No, it's kind of clunky so far. Would I have enjoyed it on my first playthrough? No, I would have felt frustrated. But I'm really loving it now, just because it's weird and thematic and I enjoy seeing what's possible in the game. Yeah1 point
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yeah but that really has no purpose yet. I'd like to have a saddle and platform you can build and place on an ant, then ride it and direct it with the carrot, or in our case a hotdog piece or other food item they like. but then we'd have to have a way to keep them in place, wouldn't do much good to ride them to the weed, for example, you want to harvest and then have to chase them around to put the stems on their back.1 point
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Ditto that! however i'd like to use the carrot on a stick, to steal the term from minecraft, and make ants into pack mules for a short time.1 point
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Im glad taming is not going to be included because it doesnt seem realistic to me. I just tell those that want taming to play ARK.1 point
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Im just thinking of another way to keep your raw meat from spoiling instead of just dehydrating them.1 point
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i'm for this idea, but to do it in the game methods we have it'd have to be a root cellar type deal to keep it cool. they'd have to give us the ability to dig. and that would only extend the shelf life of the meat a couple days at best. The only feasable way i can see to do the freezer idea is if they add a dropped styrofoam cup with ice in it, and allowed us to harvest the styrofoam and build an icehouse with the ice. still that would only give us a few days over the root cellar for cold storage. maybe a week tops in game time.1 point
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A single class wizard is very survivable in Deadfire, even on PotD difficulty. The protective Enchantment spells that @thelee mentioned are very good. There are also some Illusion spells I like. Here they are all together. Ability Level 1: Wizard's Double (Illusions): +40 (!!) Deflection until hit Fleet Feet (Enchanting): +5 Dex, +100% movement speed, +20 Defense when Disengaging AL 2: Arcane Veil (Conjuration): +50 Deflection against non-Veil Piercing attacks (most things besides firearms and a handful of spells), Concentration Bulwark Against the Elements (Enchanting): +5 Armor Rating against Burn, Freeze, Shock, Corrode Mirrored Image (Illusions): +30 Deflection AL 3: Deleterious Alacrity of Motion (Enchanting): +5 Dex, +100% movement speed, Immunity to Engagement, +15% action speed, -3 Health per 3 seconds Llengrath's Displaced Image (Illusions): +10 Deflection, +20 Reflex, 30% of incoming hits targeting Deflection or Reflex converted to grazes AL 4: Ironskin (Enchanting): +5 Armor Rating Minor Arcane Reflection (Enchanting): 100% chance to reflect spells for a total of 15 spell levels Flame Shield (Evocation): +10 Freeze Armor Rating, attackers take burn damage when they hit you in melee AL 6: Arcane Reflection (Enchanting): 100% chance to reflect spells for a total of 30 spell levels The things all of these spells have in common are that they have a base cast time of .4 seconds and a recovery time of 0. With strong caster stats, you can get the cast times down to .3 or .2 seconds. At .3 you can have all of the non-redundant spells in that list active by the time enemy archers are preparing their second volley. By way of example, in a lategame save, my Aloth, who is a single class wizard, has after buffing himself: Deflection 144, Fortitude 124, Reflex 171, Will 149. He completed his buffs before a single attack was made in the combat (it was a ship boarding battle). Compared to my tank Eder, who has Def 147, Fort 132, Ref 140, Wil 119. Now, Aloth's defenses can get torn down by a dedicated mob or the right enemy spells while Eder's are durable. That's why Eder is my tank. But that situation almost never happens because I don't put Aloth at the front of the party formation and Eder is built to make enemies pay for trying to get to my back line. All of this to say: a single class wizard can be very durable on its own as long as you don't choose a specialization that cuts out Enchanting or Illusions and you are consistent with your buffing or you script your AI to handle it for you. I'd also say that an Evoker is powerful but probably overkill for difficulties outside of PotD. I would just go with a vanilla wizard if you're playing on Normal or Veteran, because the flexibility loss for specializing is rather steep in my opinion. But if you want big booms and don't care about flexibility, Evoker is good fun.1 point
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i usually have a couple running around the first field lab and the machine, killed a couple last night at the oak tree, they were south east part of that running around the roots.1 point
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I think thats a common bug, I heard one way around this is to destroy it with a weapon rather than recycling.1 point
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It would be nice if you were able , for instance, to upgrade a plain grass plank wall to a sturdy wall without deconstructing the existing and only adding the missing components.1 point
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Why not just a sled that you can put grass or weed planks in you can .pull1 point
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As a eurojank RPG connoisseur, I have fond memories of this one. Make sure you romance someone. Believe me, it's something to behold; even Bioware RPGs get a chuckle out of the sex scenes. There's a sequel called Technomancer if you are craving more eurojank. Also, I wholeheartedly recommend Bound By Flame from the same developer. The level of edgelord in that game is EPIC, especially if you embrace the demon.1 point
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"Mars: War Chronicles", the eurojankpunk RPG. Love the environments and the science fiction'ish setting, combat is that eurojank's typical "roll-roll-roll-roll-smack" loop that I am never going to love, but I'm slowly getting accustomed to it, so if all goes well the day is nigh when I can finally go farther than the tutorial in "Witcher 2"1 point
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I have ...unconventional memories about how this very party met a monitor lizard either to their way to Oleg's or from it and then both the party and the lizard proceeded to miss each other for something like 15 minutes. Wish I took a screenshot (or several of them, that was really loooong log) of that combat log, all those misses juxtaposed with what was happening on screen -- a bunch of people failing to hit a pony-sized lizard with swords and said lizard failing to bite these people -- was kind of funny in the "Are you even f--ing serious, game" way. My relationship with PK:M is this peculiar love-hate thing, when on the hate side I can instantly unroll the 5 metres long scroll with the list of grievances and annoyances of assorted caliber I'm still salty about even it's a year or so since I last played, but when asked why I loved it (which I did, oddly enough), I can only muster "...je ne sais quoi?" Maybe because it's obviously a labour of love by an enthusiastic, inspired and seemingly nice developers?1 point
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Each piece of Ant Armor lets you carry an extra resource. A full set of Ant Armor lets you carry up to eight planks or stems. It's a huge time saver.1 point
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Thats odd, I have two areas that spawn hot dogs and apple cores all the time.1 point
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That reminds me of an old, somewhat sexist joke (so, trigger warning). A guy comes across a genie and the genie tells him: "I can grant you one wish." To which the guy replies: "I want a highway to Hawaii!" The genie goes: "Oh, come on, I can't build a highway that long across the ocean, wish for something else!" "Then I want to understand women." "So, uhm, two or four lanes?"1 point
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I agree with this, i posted a similiar request, however i felt it would be nice to be able to put a pallet on it as well, so that you could filll that up before taking it to the top.1 point
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550 Toronto men tell wives they are getting COVID tests “for no particular reason1 point
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Ok, I’ll make this a straightforward feedback and opinion post... Played now for 40+ hours between the demo and this pre-release. I’m a veteran of larger survival games, so my views are based on that experience. This game has so much potential, but it seems even in it’s early state, there are core design decisions that lend itself to a entry level (easy) survival game and that’s all. - There isn’t much here. The story literally takes you 15 minutes to complete if you follow the queues. Then you do dailies to waste your time on building components that shouldn’t require this much effort to get. You don’t get grass floors by default? Cmon... Even as early access, I would have expected at least a full quest line that takes you through the Initial story, at least 10 hours of content for the $30 price tag. You don’t need community feedback from early access to tell the story YOU want to tell. - Where is the threat? Playing on Whoa difficulty, the only pressing thing is the annoying eat/drink cycle. You can outrun or dodge most insects, and spiders path the same routes if you watch them from high up, easily avoided if farming resources. Tunnels and caves? What do I need there to enhance my base or self after one visit? And even if I make my own dangers...I can just Load a prior Save and be fine again....what? (Covered more below) - Bases have zero risk if you place them anywhere above the ground. It doesn’t even need to be high up, a root of the oak tree or on the soda cans is good enough to avoid all danger. What’s the point of the game past the story if your bases have no threat? Why build re-enforced walls? The game has no longevity if it’s not about protecting your base and your possessions. - Retrieving your dead body backpack is far too easy. If you even die In the hardest difficulty, I would expect your backpack to be guarded or even looted by territorial insects. Why did they care to confront or kill you in the first place if they didn’t find you a threat to their territory? And wouldn’t they be interested in your stuff? Food, drink, components for their own nests/homes...all in your backpack. - A survival game with a manual save system? Again...where is the danger or consequences of your survival decisions if you can just load up a past save? The Save option in the menu should be removed and Auto- Save should trigger internally off system events, including death. That way you can’t go back to avoid a bad result or decision. Save and Load = no threat or consequences for your actions. - The enemies. How is it that with all the great AI you have for these insects, all I have to do to avoid their attack is jump on a rock and watch them leave or spear them to death at the right angles? And how is it that I can kill a Spider by spearing them through my partially completed grass wall and yet the spider doesn’t damage the wall at all? Simply build a small hut, 2x2 and leave some of the walls partially done. Then spear through the translucent blue parts...dead spider. Again, I thought these insects were supposed to pose a threat to your base? If there is no threat in a survival game, there is no longevity and it turns into a creative base building lego game. - Dev, please play with a controller and tell me what the purpose of the hotbar is at the bottom of the screen? You can’t quick swap or interact with any of the slots on the fly. The action bar should be removed imo. Also, control flow in the menus and crafting is just off. I spent a lot of time remapping most my controller buttons through the options to try and get to something close to other survival crafting game interfaces that do it correctly. Managing inventory by moving single items(No stack move or pull), no split stacks, armor that stays in your backpack even when its equipped, tools mixed in with weapons in crafting, crafting station that has no storage of it’s own or that can pull from a chest connected to it, etc etc. - Great looking game, nice visuals...until you look into the distance...well, i guess it’s distant. Why is the house and any structure over 20yds away fuzzy and blurry on console? Are we saying we can’t render these assets on Xbox One X? Find that hard to believe given there are plenty of larger survival games on the Unreal Engine render far more. - The HUD needs options to turn off elements. Too much clutter with constant ‘hand popups’ on every environment item. But I already posted A full detail on that In a separate thread. Harsh post somewhat, sure. But all too often game preview or ‘early access’ often becomes an excuse to deliver subpar, inferior games and still charge a significant price for a game that isn’t worth in it’s current state. Early access seems to somehow give a ‘pass’ for developers to deliver no story, broken systems, and bad design....all with the excuse of ‘it’s still early access’. I wouldn’t say Grounded falls in most these categories, but first impressions mean alot. We play early access games, and most the time we play the game through the early access development cycle, become bored or frustrated and never come back to the actual release of the game because of the bad taste the game left us during early access. Just hope a MS 1st party, AAA dev like Obsidian doesn’t end up with the same result.1 point
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