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Showing content with the highest reputation on 07/09/21 in all areas
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Not only justified, anyone who believes conspiracy theories that you could lose access to games with DRM should take off their tinfoil hat. Who has ever heard of anyone being unable to play a game because the DRM no longer works? I can guarantee you have never met such a person if you are honest2 points
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Indeed. The +1 PEN of Furies only applies to damage dealing spells that are keyworded with "Elements" - and only certain Druid spells have that keyword.2 points
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Unfortunately because of the keyword system, the Evoker +2 PL only applies to Evocation Wizard spells and AFIK the +PEN of Fury is limited to Druid spells. I think there are different ways to build a Sorcerer that blasts everybody with spells but one outstanding synergy is to combine all the pulsing/ticking/storm spells you can get with spells like Combusting Wounds and Infestation of Maggots. The damage can quickly snowball into a thing of madness, however beware of not destroying your party in the process (I played a Solo Sorcerer so never had to care about party positioning). Here's the Sorcerer build I played if you're interested.2 points
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Love grounded think it's great fun but one HUGE issue is the not being able to play unless the host is available. Be perfect if everyone in a group could access a save to be able to keep playing, to add to a base, to find new things, to collect resources. This is the only real flaw that stops me and my friends playing more than we would like to. Seems silly having 4 different saves all at different points in the game when you all want to work on one base. I know it's still effectively game preview but it would be nice to have a definite answer to if this will be possible in the future if not it makes a great multiplayer game in to a lonely single player.1 point
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Yare yare... one of the easier ways to spot someone who tried to learn conversational Japanese from anime. It is not commonly used in conversation. Mostly in writing and anime. For JoJo’s it is a meme all on its own. There are even t-shirts you can buy.1 point
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reminds us o' a post from not so long past. led zepplin has been a gateway drug for more than a few o' our hip-hop acquaintances. get 'em hooked on clyde stubblefield takes little effort. is then a short journey to appreciation o' john bonham. HA! Good Fun!1 point
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coyotes, owls and rattlesnakes is the most common non vehicular direct slayers o' felines in our neck o' the woods, but a dvm friend o' ours informed us that while it were not shocking to have a cat dispatched by one o' the aforementioned, the far more common source o' feline death were rodents-- diseased rodents spreading whatever contagion they might be suffering from to their would be feline predator. am suspecting it becomes kinda difficult for a lay person to know whether disease killed sylvester before the coyotes and vultures arrived. not exactly disney "circle of life" material, eh? our doctor o' veterinary medicine friend kinda convinced us w/o trying to keep all future cat pets indoors. HA! Good Fun! ps we also discovered you don't need a particular big owl to take out a cat neither. a few o' those birds is disproportionate powerful for their size and they will kill prey which seeming outsize 'em even if their most common food is small rodents n' such. don't mess with the owls.1 point
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sounds really cool for an island aumaua + deadfire archipelago playthrough, I could roleplay this!1 point
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Seems like a good idea, that should lessen the impact. If you have to try Clear Card, that's the way to go, I guess. edit: One of the biggest issues in this season is the decision to make Shaoran know what's going on, so his involvement in the episodes is sort of limited. Tomoyo got flanderized for the first half of the season being almost exclusively the obsessive stalker type, and that leaves Sakura interacting with MTS #3, who on her own is not all that interesting. Her other friends are also not around much. I don't think it's much of coincidence that bringing Meiling back and toning Tomoyo down to normal lead to the much better episodes in the second half of the season so far - at least when they're not focused on useless action pieces, MTS #3 or Shaoran suddenly having the ability to stop time for which he so far always needed the Time card.1 point
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Iirc Berserker/Devoted with Morning Star was my first character in Deadfire (didn't finish). It was a coincidence - I knew nothing about Body Blows + Spirit Frenzy being cool with Brute Force etc. because I dove in blindly. Back then Cleaving Stance/Mob Stance was absolutely overpowered because it did a Full Attack on all enemies in melee range - and that was pretty hilarious in combination with Blood Thirst. Also iirc Disciplined Strikes/Intuitive had 50% crit conversion at release. With a Morning Star+Brute Force I also would pick Spirit Frenzy over Blood Frenzy any day. The added -10 fortitude is great then. Also you'll remove Might inspirations on enemies on the fly. I have a few questions: Why did you pick Spirit Tornado and not Blood Thirst? Because of the Terrify effect helping you survive? Without Community Patch Spirit Tornado will not apply the stagger effect to all attack rolls anymore (afaik Spirit Frenzy staggers with all attack rolls, even Carnage, AoE spells and Shouts, Spirit Tornado only with direct weapon hits). At the same time Blood Thirst works very well with Cleaving/Mob Stance...? If sturdyness was an issue - why no Savage/Stalwart Defiance? Did you consider Leap instead of Lion's Sprint? You could reach any spot with Leap (even land between enemies where you normally can't run because path is blocked) and you can even cancel it mid-air if your character circle appears at the target location: it will cost no Rage then and you won't daze anyone at arrival, but you will still land where you aimed and have no recovery. Imo its better than Lion's Sprint - but it doesn't give an inspiration of course.1 point
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For whatever reason, my brain is wired so I'm much better at perceiving the world through sound and touch than visuals. I suck at remembering faces, names etc. but I can quote somebody on what they said 30 years ago and I can pick a voice out of a crowd of 50 people arguing and recognize it. I can't remember the 8 digit code to the gate in the face around where I live, but my fingers "remember" the sequence by the familiarity of the touch of the buttons in specific places. So, I thought (because of my personal bias) that audio recordings from other worlds are a fascinating thing1 point
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Controller is only better in one instance of Overlord 2, where you have to run your spider minions in circles along the walls of a tower or something like that. There the stick controls are better.1 point
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As long as it isn't the Vampire the Masquerade Battle Royal PvP Shooter that is desperately trying to convince people that whoever says VtM is not a PvP Shooter setting does not know the Vampire setting...1 point
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Or they could be actually having problems staying sane. They could even be turning to Animancers to try to find help with that. Or turning to a deity. Or even turning to some of the substances like snow cap for peering through to higher planes or white leaf for a calming effect. Or save the idea for a future play through.1 point
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Clear Card has maybe switched the set up. It's been another almost entire episode of decent interactions (Tomoyo shows MTS #3 her recording of the second movie, much to the embarrassment of Sakura), then introduces something magical in the last second, which will then be dealt with in the next episode. That's not really any better, but at least provides the occasional decent episode. Eh, and the epsiode took care to re-animate parts of the second movie for Tomoyo's recording, but the writing is still from the movie, of course. It doesn't look as good, but it's better than the regular Clear Card episodes. Which means this really is more of a writing problem, then something caused by not so great animation. That certainly doesn't help, but the issues are somewhere else. Eh. In hindsight, this will have something positive to show for. I've been kind of hard on the Sakura Card arc in the past. It was still good, but the setup for made it less appealing than the first arc (well, in my opionion) - except for a couple of highlight episodes (54, 60 and 66 stand out there - I'm suspecting 60 will be more... uhm, highlighty for @Bartimaeus than 66 ). While Sakura card has strong contenders for the best episode of the entire anime, the average quality dropped a little. Or so I thought. Next to Clear Card, that was still really, really, really good. If nothing else, at least, this will make me appreciate Sakura Card more than I already do. Yay!1 point
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This looks like a very fun build. While there are some great axes and flails that you can acquire a bit later in the game, IMO the Voulge and Willbreaker are probably the best weapons for a barbarian. And since you can get the former so early, 2-handed is probably the best way to go.1 point
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That would be a great combo as well! Chillfog+combusting wounds+mind blades would melt most mobs.1 point
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I generally only use it in win-more situations as that final push to finish the battle faster. I like it using it on an Ascendant Cipher/Monk with Mind Blades: +8 PL (plus another 2 from Lance of the Midwood Stag) generates a lot of bounces.1 point
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I would like to see different seasons, weather, different yards types and sizes and make the houses explorable (like Ant bully movie) and also storms, snow, winter and so on.. In Detail: Different seasons would provide a whole new map with diffrent bugs, animals, frozen ponds, or winter where everything is dry and such.. Also weather which would change the map moving things around in storms and also flooding and such.. Also make the house explorable.1 point
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That’s very cool. I never knew that. That has been one of the best efforts in fallout three, new Vegas and four. Since you were part of that you get a Nuka Cola from me!1 point
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There are a few that are indispensable. Beantown Interiors and the ones at add interiors to many of the buildings are must have. True storms in the other ambient weather and lighting mods are also essential. I want my buildings dark, my subway is darker. Night time outside also. Light from light sources only. I like having to rely on the flashlight. I have a few that enhance difficulty, wasteland survival is a big one. Even at high level you’re not going to be able to take more than one to two bullets before going down. I have a few that slow down experience gain. I also like the ones that add constant to existing areas. Except for diamond city. I’ve tried a few of those but they seem to have conflicts with some of the weather mods. Plus you don’t spend enough time there to make it worth modding. I also have radio mods for WRVR, Cadillac jack, and galaxy news radio. Those are all really well done. I’ve got one that adds a new area to the map but I never did find it. I can’t remember where the entrance is and I did never looked it up. Maybe this time. Other than that I have a few of the immersion mods that enhance the atmosphere and add a little details to the game.1 point
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Okay I really enjoyed this trailer for the upcoming Vampire Masquerade Swansong.....I do love the settings and entire Vampire game world1 point
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Im glad you didnt ask me that question, Im a serious Mod groupie for most games but particularly Bethesda games I use Vortex the Nexus mod manager and for FO4 I had about 240 mods loaded, the maximum in Vortex is 255 apparently but I was reading now about one guy using 926 mods in Skyrim SSE !!! https://forums.nexusmods.com/index.php?/topic/8972413-vortex-maximum-mod-limit/1 point
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I think it would be viable solo. You'd probably want to go with bloodmage/beguiler, focusing on debuffs and self-buffs on the cipher side, along with disintegration, which would be very useful with bosses. You'd lack the summons on the chanter side, but could make up for it by charming and dominating instead. You'd probably want to follow the relatively tanky Blood mage solo build that Not So Clever Hound shared last year, The Bleeding Arcanist.1 point
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I also think CON would need a little boost because it's not that important if you know what you are doing. But instead of using it for deflection I would do something else with it. Resolve raises deflection (I see no good explanation for this but it's the way it is - so one could also argue that CON might raise it some way, but I digress...) and duration of hostile effects on you - and still it's a dump stat in many builds. Mostly it gets dumped in offensive builds because it has no offensive purpose. Same as CON. The other attributes do contribute to offense and defense - and I guess that's why we see CON and RES dumped so much - offensive character seem to be more fun I guess. Atm you can build around low CON and RES relatively easily. With good healing and enough AR it's not too bad if you have lowish health and deflection. But it's difficult to make up for dumped INT or DEX most of times for example. Since I can't see a way for CON influencing offense in the Pillars system I would double down on the defensive capabilities. I mean in another system I could see CON influencing an endurance pool that lets you execute more special attacks than somebody with less endurance. Something like that. But in PoE/Deadfire we don't have that sort of endurance pool that fuels attacks but specialized ones for each class which wouldn't make sense to get influenced by CON. Instead of raising deflection to simulate "tanking" DMG my idea would have been to give CON not only +/-x% to health but also give it damage reduction. So a character with 10 CON suffers the incoming damage unchanged (besides armor and other DR effects of course), but somebody with 20 CON not only had more health but also would have a damage reduction of - I don't know - 20%? That's 2% per point. I just made up that number. A char with 3 CON would receive more damage than is actually incoming: +14% (a bit like Hekwalker or Assassin passives). Since damage reduction is quite impactful due to double inversion mechanics I wouldn't go higher than that maybe. But that would need playtesting. Another idea was to influence "healing received". At the moment a healing ability that heals 100 health will heal up a squishy completely from near death to unharmed - but only give like half of health back to a really beefy character, from near death to bloodied. Isn't that a bit unfair? What's all the max health of Mr. Meat for if your pool fills up as slowly as Mr. Glass's does? So a char with 10 CON would receive +/-0% of the applied healing, a char with 3 CON would get a -35% malus (5% per point of CON) and a char with 20 CON would receive +50% healing. Those were my two ideas I had some time ago. I also suggested the RES change (influences hostile durations). Don't know if Josh read that or cane to that conclusion by himself. But unlike the RES change CON was only boosted from 3% per point to 5%. So maybe those ideas have some flaws I don't see now . Anyway - I would implement either DR or healing factor, not both. I'd prefer the healing factor I guess. It's mathematically less complicated and makes most sense imo. But both could work. That way somebody who dumps CON will be really soft and can't counter with high armor values and/or healing that easily. It would make CON a lot more attractive I think.1 point
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So... when I'm upset about somebody else's childish ways to ask for info I can't express my emotions with an answering post? OP should be able to rant and express his emotions "honestly" - but I should suppress my urge to answer "like a flawless emotion robot"? Maybe that's just my way to communicate my valid criticism? It may be too civil though so I apologize. I have feelings too, you know, even if they are diplomatic feelings in a well-mannered shell. I hope you are not trying to cancel my feelings and opinion about childish behavior because it doesn't align with your way of communicating disagreement? That would be really oppressive and wouldn't that basically "destroy human society" in the long run?1 point
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I'll say this, in defense of Budenholzer and the Bucks D. While you can't let CP3 dictate the defensive matchup, actually stopping him from said dictation is much much much easier said than done. CP3 is so skilled and experienced that he will recognize your defense, process the matchups, process every conceivable switch, then implement the best possible adjustment exponentially faster than almost anyone in the league right now. Still, that's a puzzle y'all need to solve because you can reasonably expect CP3 to have 1 ice cold game in a series, 2 if you are really lucky. All the other games he will absolutely torch you if he gets to dictate the matchups.1 point
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Yes. I’ve thought about this a number of times. I’d love to have a pair of binoculars. On the Xbox, Y, or on the PS, triangle, toggles markers and such. Switch that to a tap for binoculars and a long press for toggling markers. Both actions are for viewing things in the distance.1 point
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Not sure if anyone has seen any charging abilities in the game, but I couldn't find any and finally figured out how to make one. By charging abilities, I mean abilities that make you "charge up" by dedicating time to the ability, and allow you to release the effect at any time, and the effect is bigger the more you charged up. Megaman's or Samus's blaster are good examples. The abilities are going to be on an item I'm making called Evelyn's Jaunt. I made two modal abilities and grouped them together via a modal group: { "$type": "Game.GameData.ModalGroupGameData, Assembly-CSharp", "DebugName": "MG_evelyns_jaunt", "ID": "113f042e-5a0e-4b62-95e3-a20bdf957622", "Components": [ { "$type": "Game.GameData.ModalGroupComponent, Assembly-CSharp", "DisplayName": 305151077, "MustBeActive": "true" } ] } Then I made one ability charge up ("Charge Up") and the other bursts you into the air ("Liftoff"). Charge Up will stack effects at a rapid pace, which will be applied OnClear via ApplyStatusEffectOnEvent. But we need a fast tick rate, so I made one to be 10x per second: { "$type": "Game.GameData.IntervalRateGameData, Assembly-CSharp", "DebugName": "Interval_10_Per_Second_evelynsjaunt", "ID": "222ecc89-771e-4a80-b749-d1e552205d3b", "Components": [ { "$type": "Game.GameData.IntervalRateComponent, Assembly-CSharp", "Interval": 0.1, "OnlyWhileMoving": "false" } ] }, The Charge Up modal ability is: Ability -> Attack (simple melee attack only to apply status effects) -> ApplyStatusEffectonEvent [OnInterval] -> ApplyStatusEffectOnEvent [OnClear] -> Accuracy stacking bonus, launching stacking effect, and another ApplyStatusEffectonEvent using OnClear after 1s to create visual effects and restrictions to the player at the perfect time Unfortunately, the VerticalLaunch effect is inconsistent after multiple uses, so I had to make it for a set amount of time and make some graphics changes to hide the limitation. However, the Accuracy and other effects stack just fine. I used AddDurationIfAlreadyApplied on the visual effects to last as long as the stacking bonuses, and then made them with "Event": "OnStop" to occur at the end of the status effects. Then we have the Liftoff modal ability, which is just an attack with a keyword. This keyword will be used to clear the effects built up during Charge Up, by creating this in the Charge Up trigger settings for the 1st & 2nd ApplyStatusEffectOnEvent : "TriggerAdjustment": { "TriggerOnEvent": "OnLaunchesAttack", "TriggerOffEvent": "None", "ValidateWithAttackFilter": "true", "ParamValue": 0, "ValueAdjustment": 0, "DurationAdjustment": 0, "ResetTriggerOnEffectTimeout": "false", "MaxTriggerCount": 1, "IgnoreMaxTriggerCount": "false", "RemoveEffectAtMax": "true", "ChanceToTrigger": 1 }, Then on the AttackFilter we put in the keyword that we created and assigned to the Liftoff modal ability's attack. Keywords can be made via this code: { "$type": "Game.GameData.KeywordGameData, Assembly-CSharp", "DebugName": "evelyns_jaunt_Keyword", "ID": "d9f0545a-6897-4b2e-ae36-b9b3e4082fbd", "Components": [ { "$type": "Game.GameData.KeywordComponent, Assembly-CSharp", "GuiDisplayString": 305151076, "AbilitiesDisplayString": -1, "Description": -1, "OverridePluralEffect": -1, "Icon": "", "TintableIcon": "" } ] }, Then you put that keyword ID at the beginning of the Liftoff modal's attack and make sure it's in the attack filter of the Charge Up modal's 2nd ApplyStatusEffectOnEvent. Now when we use Charge Up, we gain stacks every 0.1 seconds, and when we use Liftoff, our Charge Up effects recognize it and are removed, which triggers them to apply all at once because they're set to OnClear. To be precise, "OnClear" is at the "EventValue" not the ApplicationType, which can be confusing. ApplicationType is almost always ApplyOnStart because it has limited options. But wait: What could go wrong? Well, you'll always have problems with visual effects and deciding when to use HideFromUI or HideFromCombatTooltip. But what's really wrong with this? We probably don't want to have the player able to use the Charge Up modal again while the current effects are still applied. Maybe you do, but for my ability, that would be too good, so we have to disable the other modal ability somehow. How do you disable a modal ability? It's actually really hard. DisableKeywordAbilities didn't work for me. DisableModalAbilities removed all the effects of the Charge Up, even though I don't need to use that modal anymore! Instead, I had to apply a Conditional to the Charge Up ability so that whenever I had a status effect with a Charge Up keyword used, the Charge Up ability deactivated, then reactivated afterwards: First I created the new keyword (using the same method as before) for Charge Up (this is a new keyword) and put it on a status effect that would last as long as the others. "KeywordsIDs": [ "4d7d49fc-2305-4c8b-9fe1-5c9c0c244c06" ], Then I created the Conditional on the Charge Up ability: "ActivationPrerequisites": { "Conditional": { "Operator": 0, "Components": [ { "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean HasStatusEffectWithKeyword(Guid, Guid)", "Parameters": [ "7d150000-0000-0000-0000-000000000000", "4d7d49fc-2305-4c8b-9fe1-5c9c0c244c06" ], "Flags": "", "UnrealCall": "", "FunctionHash": 0, "ParameterHash": 0 }, "Not": true, "Operator": 0 } ] } }, "ApplicationPrerequisites": { "Conditional": { "Operator": 0, "Components": [] } }, "DeactivationPrerequisites": { "Conditional": { "Operator": 0, "Components": [ { "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean HasStatusEffectWithKeyword(Guid, Guid)", "Parameters": [ "7d150000-0000-0000-0000-000000000000", "4d7d49fc-2305-4c8b-9fe1-5c9c0c244c06" ], "Flags": "", "UnrealCall": "", "FunctionHash": 0, "ParameterHash": 0 }, "Not": false, "Operator": 0 } ] } }, Now this says the Charge Up ability will Deactivate when I have a Charge Up status effect with my new Charge Up keyword, and activate again when that effect is gone. Now you can charge up and blast off into the air, and a whole new type of abilities are available to Deadfire. What are the downsides to charging abilities? They take up valuable space on the screen, but only one space per modal group. I'm not sure what else, but I think it's really cool.1 point
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I'm probably the only one excited, but.. Elex 2 gameplay video: You'll be flying this time, not only jetpack jumping. Let's hope they've toned down the initial difficulty just a tad bit this time.. even I, as a long time Piranha Bytes fan, felt the beginning part dragged on a little.1 point
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Having just built a castle on the porch ledge by the hedge, I decided to build a farm next. on that farm I wanted an aphid field. unfortunately aphids are very difficult to transport long range I would love to be able to carry your aphid pet on your shoulder as if he were grass planks so bringing your pet to hard to reach places is easier. even then I ended up getting an aphid up a ramp to my farm and then thought "all I have to do to get him in his field is deposit him in his pet house," so I did. Upon doing so his pathfinding took him back down the ramp, away from the pet house in which he tried to find another way up by where the bombardier beetles near the hedge hang out and the other areas around, where he would often run along the edges of the porch I assume trying to find a way to the pet house. to me there could be 3 different possible problems that cause this, either aphids have a hard time pathing to pet houses above ground level, the aphids are having trouble pathing past construction tape areas, or the aphids are having trouble pathing on clay foundations. If I had to guess all three may have some part as he only went down the ramp once told to go in his house, plus he was just fine pathing on pebblet foundations which I used to build the ramp to get him up but had trouble getting anywhere on the clay foundations I built the farm field out of, and finally he had trouble following me upon reaching the construction tape in which I had to keep him at max interaction distance and lure him past the tape by petting him at max distance having him inch past. once he got past he followed me in to the pen easily. this time I walled him in before putting him in his house and I can confirm he is still staring at the wall between him and the ramp down that he walked down the last time I did this. I can't tell if this is the same for weevils as I haven't tried to bring any up yet but I would imagine so. Please fix the pathing so it is a bit more reliable. I really want to fill may field with aphids and I am afraid to bring anymore up and open up the pen as I fear the others, being the one, will run back down. and as for the troubling task of getting pets to hard to reach places where a lot of people built, it would be nice to just be able to carry you pets for some distance like you do leaf planks only one at a time, maybe it cost stamina to have him on you shoulder although not to much stamina. this would be a convenience thing I would love to have in the future but understand if it doesn't get implemented for update 0.10. other than that I have been having the most fun I've had in grounded since launch, even without the full update yet, and I look forward to all the future updates as I did for all the previous ones we have had this past year.1 point
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