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Showing content with the highest reputation on 12/16/21 in all areas
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I've tried both Tactician/Skald and Devoted (Sabres)/Skald. Honestly Tactician does not work well with Skald, The -5 acc/-1 pen against anything not threatened by a teammate is very significant. You'll also want to rely on Her Tears Fell Like Rain for most of your damage later on -- needless to say this means that you are easy to flank if you are using it at point blank to shotgun the enemy with multiple projectiles, and you do NOT want to be confused the instant before you finish the invocation, because it hits hard enough to OHKO your own teammates.3 points
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In Disco Elysium, I helped a young DJ find the true beats and unlocked the music. Then I danced like it was the end of times. It was cathartic. I shed a tear. Kim couldn't help but join me. I spoke to the city with my moves. Now I'm ready to solve this case.2 points
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It's kind of funky how it does it, after you get the 3rd tier mythic you need to go in and manually merge spellbooks. You may need to also add class spells for prepared, I believe that it happens the next level up for spontaneous casters. It also won't give 6th level casters access to more spell levels, which I think the merge mod does. All in all I'd recommend the merge over ToyBox outside of 9th level casters. But just looking at the nexus.... https://www.nexusmods.com/pathfinderwrathoftherighteous/mods/246 Now you can skip puzzles.2 points
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I resigned my job, I'll be starting a new driving job in January. 3 1/2 years of over the road trucking has me really burned out. The new job will be southeast regional, I will never have to drive further north than Virginia and Kentucky nor further west than Tennessee and Mississippi. I'll miss driving to Texas, I always liked going there, not having to venture into the north, specifically the northeast, is a huge plus, though. This won't completely eliminate winter conditions driving, but it will seriously reduce it. More importantly, with a 5 on 2 off schedule I'll be home every weekend, so I can have something remotely resembling a life again.2 points
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Well, almost all of my complaints would be summed up by the bottom part of this picture in the same twitter thread; The problem is that they're enabling it and help in legitimizing these things.2 points
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Among the untargetables effects provided by items and useful for the wielder (without class restriction), there is the already described Shadow Form from Slippers of the Assassin, and also, Obfuscation from The Eye of Wael. Both are extendables out of fight. In primer, those effects seems identicals, but fundamentally they are not : The Shadow Form turn you Invisible, then Untargetable for everyone and considerate like furtive (Unlock the icon from Assassinate for the Character). Self-buff (potion, Disciplined Barrage, etc) break the Invisibility. The Obfuscation make you Untargetable for ennemies. Then you can be buffed by allies spells (except SoT or effects that deals damages like Spark the Souls) , and self-buff yourself. You are not considerate like Invisible. The effect break on the second attack you make. For the similares effets : You cant take self-damages or damages from others (Obfuscation)(actually that doesnt remove the effect) or dealing damages without resuming the effect. You cant debuff ennemies (except from non-hit-rolls passives from weapons or items (Cap of the Laughingstock, Keeper of the flame, Ngati's Tusk...) You cant cast SoT or any buffing spell in AoE or for others. You are allowed to applie a trap out of fight, a Priest seal in combat, a Wall (thorns, draining, fire, many colors ect) ; in clear, every Hazard Spells (for an assassin, only the Acc bonus is applied for Hazard spells with Shadow form) will not remove the effect. Summoning a creature (chanter invocations and Many lives, monk, wizard, druid, figurines, items etc) dont break the effect! I think it is an interesting tool for summoner, especially for the Eye of Wael Enchantment, as a non-restricted class Untargetable but limited in applications.1 point
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Quick, someone post some Football Manager or OotP Baseball screenies.1 point
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All of the recent screenshots you folks have posted basically look like spruced up spreadsheets. Is this a math forum?1 point
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Just a side-note on D:OS, I have only tried the first game, and hated it so much that I am unwilling to try the second one. Re. BG3, and again to note, I am not playing the EA and only know the game from a LOT of time I've spent discussing it on various forums plus watching every video of it I can find. Anyway, here goes, in no particular rank order: Don't like TB combat at all as I find it too slow, aggravating, and immersion-breaking. But, on this issue, I have come to terms with the fact that this is not going to change in BG3, and as long as they give me easy/story difficulty modes that I can switch to any time within the game so I can breeze through disliked combat I should be okay. Relatdely, don't know if there will be a robust set of difficulty modes and toggles that can be changed even after you start the game. Party size of four. This could be a dealbreaker all by itself. Too many Larian home-brew mechanics I dislike, such as elemental surfaces, barrelmancy, shove, etc. All of them I find to be cheap, lame gimmicks. The way Larian does party movement (i.e. their chain-linked party movement). No true pause function during real-time exploration. Only a pseudo-pause function by force-triggering TB combat. Do not like their concept of origin characters, and especially that a custom PC has no connections to the game/world and is the most irrelevant and disconnected member of your party. In a party with origin character companions, they are the "stars" of the party; they are the ones central to the story. Your custom PC just doesn't matter in the game. Not a single likeable companion for me so far, and especially the question of whether I will be able to have a full party (of six with a mod?) of likeable and good-oriented companions. Relatedly, no Lathander as one of the included gods? That's bullcrap. Having one companion with some deep dark secret and who is not what they appear to be is fine, even interesting. Having this be ALL the companions is just plain ridiculous, and reflects unimaginative and weak writing ability. Party companions locked at the end of Act 1, and companions not in your active party are lost to you. Game visuals/art-style looks way too much like D:OS (or more specifically like Rivellon, a game setting I hated). A writing style that is all about being hip and edgy and cool and angst-ridden. Even their so-called humor is just not funny to me. And may be a few other things I can't quite remember right now.1 point
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No, because Blightheart is even more effective for a Skald if he mainly uses 2-phrase invocations. A kill while carrying Blightheart will give him half of all phrases that he needs to unleash another invocation that potentially kills. Unfortunately you will only get 1 phrase per cast (even with Her Revenge) even if you kill more than one enemy with that cast. But still better than with a Troubadour who only gets 1/4th of waht he needs (at best) from a kill. An that's despite the Skald not being able to generate crit-phrases that way. I played a Berserker/Skald with BLightheart and it was a lot more efficient and casting faster than the Berserker/Troubadour I tried in comparison - but also less versatile of course. As Tactician/Skald you can not only get 1 phrase for a killing action and from singing every 6 secs but also from being Brilliant. That's 1.5 times of what you need every 6 secs (if you manage to kill every 6 secs of course). In the case above I "abuse" the fact that Berserkers kill their own skeletons and will get a phrase for that should they not kill an actual enemy (Many Lives Skellies are so weak they always die - they also help kill single foes because: more explosions that way ). Also it's a console-generated multi-multiclass char I made for some videos (you can see some monk abilities in the action bar) - just mentioning that so that viewers don't get confused how a char can have Monk-, Barb- and Chanter abilities all at once.1 point
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If you go with Tactician/skald you'll want to maximize crits, which, I'm sure you know, are harder to get on PotD. Fortunately you'll have good tools for getting them, such as disciplined strikes etc. Being a tactician you'll definitely want a cipher companion to cast Phantom Foes. Not only will this help you proc brilliant, but it will also lower deflection and help you farm crits. This would be a solid build, and an excellent choice if you want more of a melee focus. That said, I'd second thelee's suggestion that you seriously consider bellower. When I play chanters I typically spend more time casting invocations later in the game, and on PotD especially bellower is a solid choice. With brilliant you won't have to worry too much about phrase generation.1 point
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I didn't see this directly answered, but no, the bellower PL invocation doesn't apply to anything other than chanter invocations. It doesn't even seem to boost chants. Regardless of the mechanics of how it is implemented, it is definitely intended to be an invocation-focused subclass.1 point
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I was given Wildermyth. I think the legacy thingie is done ok and the game is pretty. The writing I don't care all that much for.1 point
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And Internally coherent. Although I guess wanting to shoot people is a bad sign...1 point
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So after all reading and comparing of those informations I'm gonna go go for Tactician/Skald. It seems to be the most effective and fun multiclass for what I want to do and it sounds quite fun/interesting to have a mix of melee attacks and Invocations. Summons can be thrown out to so everything is fine. On paper a really diverse multiclass with dmg potential. Thank you all for your help and input !1 point
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Too bad with the ACC bonus. The base damage and attacks speed/recovery of the Stelgaer claws is nice.1 point
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As long as you don't use Wall of Draining or Salvation of Time or use Sasha's Singing Scimitar and/or the Weyc's Wand this houldn't happen though. Bellower ususally can't collect phrases fast enough to cast a second invocation while the PL bonus if the first is still active.1 point
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Exactely, but a lower new bonus dosnt override an older higher (if it is again in current effects). (For this question)1 point
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Troubadour might generate more phrases than Skald with Brisk Recitation - but if you focus on offensive invocations with a Skald then he will still generate more "phrase value" in a given time when Brilliant (and add a crit-phrase sometimes). If you look at "Her Revenge Swept Across": No Brilliant, no crit-phrase, with Brisk Recitation: Skald needs 12 secs (normal linger time) Troubadour needs 12 seconds (0 linger time) Brilliant, no crit-phrase, with Brisk Recitation: Skald needs 6 secs (normal linger time) Troubadour needs 9 secs (0 linger time) Brilliant, 1 crit-phrase (think of melee attack), with Brisk Recitation: Skald needs 3 secs (normal linger time) Troubadour needs 9 secs (0 linger time) Brilliant, 2 crit-phrases (think of melee attack + 1 Offensive Parry), with Brisk Recitation: Skald needs 0 secs (normal linger time) Troubadour needs 9 secs (0 linger time) Take into account what you said about chanting stopping after Invocations, too: a Skald has the opportunity to generate phrases even then, especially when using Offensive Parry. Even without crits-phrases the Skald can perform better - IF you want to focus on low-cost offensive invocations. As I said the Troubadour is a lot more verstile - and if you also want to use summons, support etc. then Troubadour will on average be the best pick imo. But if you like to shout things to pieces a lot then I'd look into Skald. Mainly because of the cheaper cost, not he crit-phrases (those I only see as little bonus but nothing to rely upon). The best weapons imo for Skald are: Sun & Moon (two flail heads = two chances for a crit with only one attack) Fists + Tuotilo's Palm and lots of Power Level bonuses Kapana Taga in combination with lots of engagement Concelhaut's Draining Touch + club+modal (e.g. Kapana Taga) in offhand + Miasma cast: Will debuff of -65, Draining Touch targets Will instead of Deflection. You need a little trick with grimoire-switching to prevent Draining Touch from disappearing after the first hit though - little cheesy Willbreaker + modal + fortitude debuffs + any melee attack that targets fortitude (Force of Anguish, Mule Kick, Brute Force in general) WotEP (Offensive Parry) with high deflection and/or immunity to disengagement attacks* Blade of the Endless Paths (ACC bonus + deflection malus on enemy) - especially on a Skald/Wizard because with an Essential Phantom you can apply/stack the deflection malus twice Rännig's Wrath (modal + Rapiers' natural ACC bonus + extra ACC enchantment) Seeker's Fang: modal + Spider's Flurry... Azure Blade (with enough fellows around +15 ACC) Blightheart: no crit-phrases bc. ranged but 1 phrase on kill instead - and it doesn't matter how you kill. Kills with invocations for example also work - also works when killing your own summons like skeletons etc. Pukestabber + another dagger + alcohol: very fast attack speed and inherent ACC bonus means more crits in a give time sure I forgot some... everything that is superfast is great, too. Some weapons have special "spell procs" that count as weapon attacks - for example Grave Calling procs Chilling Grave. I just don't remember if those also count as "melee" weapon attacks and can generate crit-phrases. I think not but am not 100% sure anymore. And if one-handed weapon then I value dual wielding over one handed style. The higher speed + eventual Full Attacks do create more crit-phrases in a given time than one handed's +12 ACC + crit conversion in my experience. *) WotEP/Offensive Parry can be paired with Nomad's Brigandine or Gipon Prudensco: they give bonus (melee) deflection in the first place, but they also can make you immune to disengagement attacks. This means that you will still trigger those attacks - but they all will miss automatically(!), triggering Offensive Parry every time(!). So if you purposefully break engagement you can get phrases for that. If you currently have 7 phrases on your counter and cast an invocation then you will lose 7 phrases (no matter the real cost of the invocation) and get 7 PL as bonus. If you only have 4 phrases at the time you cast you will only get 4 PL bonus. So basically it's "your current phrase counter = your PL bonus". Your max phrase counter determines how many phrases you can hold and that also determined how high your PL bonus can be. So make sure you take one most expensive invocation. That's a good advice for all chanter subclasses though - epecially for Skald, too. You don't want to only pick the cheapest ones because that would limit your max phrase counter. You want a least one very expensive invoc. in order to expand the counter... so you can collect more and don't create wasteful overflow so often. The Power Level only lasts for a short time so it's enough to cover the effects of the invocations you are casting it with. In the case of Eld Nary's Curse it doesn't even last long enough to cover all the jumps of the spell. But as Multiclass you won't get there. Usully if you cast a following invocation the old PL bonus from he previous invocation will be long gone and you'll get a new one for/from your actual invocation. However - you can prolong that initialy short duration with stuff like Salvation of Time or Wall of Draining - then it can stay for a very long time and then the highest bonus will supress lower ones (for example of successive invocations).1 point
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https://www.gematsu.com/2021/12/red-candle-games-announces-action-platformer-nine-sols Make room for taopunk1 point
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The problem with Changeling's forms Claws is the non-scaling thing, wich mean no acc bonus.. Otherwise, there is the comparaison : Cat : 13-19 with 9pen for 0.5-3.0s (base+ scaling 16acc) Mantle Spider : 16-20 with 11pen for 0.7-3.0s (no scaling) Mantle Steagler : 24-30 with 12 pen for 0.5-3.0s (no scaling) Mantle Boar : 27-32 with 11 pen for 0.5-4.0s (no scaling) A great sword scaled to Legendary : 29-38 with 11pen for 0.7-4.0 (+15acc) ; You was right with the the Great Sword from Citzal, sorry too bad the form's bonus is not packaged with the claw.1 point
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I am ok with timers, soul-o-meters etc if it is pretty obvious they are there. I may decide a specific game uses them in a way I don't like. What I dislike is games that have hidden timers or just situational timers, where you don't know if you can take your time or not.1 point
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Spirit-o-meter was a non-issue on suppressive goody-goody runs, but on soul glutton runs you could easily die when travelling on not totally full stomach. Still, manageable and I liked it. 'sfunny how I love tricky resource management systems like in MOTB or "Pathologic" or "The Void" or even long term timers like in Fallout 1, but short term timers where you must race somewhere IMMEDIATELY RIGHT NOW NOW NOW GO!!! make me feel something between road rage and stepping barefoot in dogsh†t.1 point
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A lot of people absolutely hate that though. Games seem to handle this 'problem' three different ways. 1) Have a hard mechanic that is rigorously enforced and not at all generous. That would be something like the Spirit Meter in Mask of the Betrayer. You have to consider very carefully whether to rest, and how to manage it, and it's pretty easy to mess it up especially at the beginning. You might also include games like Age of Decadence here, where 'urgent' secondary quests fail if you leave a location having not completed them. 2) A soft mechanic, like Fallout 1 (yes, post patch, prepatch it was way more aggressive). You can do all the content within the time limit pretty easily, you only get in trouble if you try farming random encounters or really don't pay attention. 3) Just don't have a time limit, everything stands still until you hit the next plot progression point. The issue from a game design perspective is that people are conditioned to the third option as it's far and away the most popular- while people love having the 'urgency' of being told they are racing against the clock they hate having the urgency of actually racing against the clock, and that's true for a lot of non gaming stuff too. Practically, there's very little difference between post patch F1 and TW3 except not being able to perpetually farm random encounters in F1. You can deal with the monster contract of Shady Sands' radscorpion infestation as easily within the time limit as [Temerian Hamlet's] Nekker infestation; you won't hit F1's time limit unless you're deliberately messing around or trying to defog the entire map on foot. But what was the #1 most hated thing about MotB? The Spirit Meter, by absolute miles. I liked it, but it's pretty clear objectively that a lot of people really, really, didn't; plus I'd still buy MotB if the Spirit Meter wasn't there. When you're making a commercial product those people count, because they won't buy. Hence making the timers a lot more generous in the F1 patch. On the positive side, at least TW3 isn't Bioshock, and point out that the whole thing's gamey then continue on blithely with the exact same gamey stuff.1 point
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James Webb Space Telescope Launch Delayed to Christmas Eve—or Later. Shocking.1 point
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Kanie this is very important debate around a contentious issue that many gaming forums discuss. With the general question being " can Larian deliver a worthwhile BG3 experience and honor the originals " ? And for the record BG2:ToB is my favorite RPG of all time so I want BG3 to succeed I am of the view Larian can because of how much I enjoyed D:OS2 and then the salient question is " okay but what did you enjoy about D:OS2 ". So me it was I enjoyed the overall narrative and the lore was believable and interesting but could have been deeper The party companions were memorable and had interesting side quests which matters to any BG game, your party matters.They even had some Romance at the end of D:OS2 which I always appreciate The combat was a huge part of the enjoyment with the different strategies and how you utilized your companions skills and magic And then the monsters and places to explore seemed adequate and entertaining. I am expecting more with BG3 because of the variety of monsters and interesting Forgotten Realm world So what are yours and others concerns with BG3 ?1 point
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16-Year Study of Extreme Stars Has Once Again Proved Einstein Is Still Right.1 point
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I doubt that MS wants to see the use of Unity3D again - but maybe they don't care. Performance-wise it's not the best choice for such a big game with so many components/prefabs etc. Maybe one can polish this up, I'm not an expert with Unity3D, only dabbled around with it. But they should def. write down the systems/mechanics they had in Deadfire into a dev's handbook. They feel really good right now (for the biggest part) and it would be a shame if somebody thought the wheel has to be reinvented yet again. There could be more interaction between effects (like affliction/inspiration but also truly and more cleanly implemented for fire/water poison/antidote and so on) and generally a bit cleanup (see stacking of Mirrored Images + Moonwell/Refreshing Defense/Llengrath's Safeguard and so on, modals being actives etcpp). But besides that I would love to see them focus on everything else but not systems again.1 point
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Thank god they still have me feeling burned out from the last couple crappy stalker games.1 point
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Black Witch and White Lion DLC will be content complete with the patch on Monday. A second DLC for Troubleshooter: Abandoned Children will be worked on after that. It will feature Misty Jäger (see screenshot). She'll have access to the rogue class. Once that DLC is done, development will be started on Troubleshooter: Banished Children. *squeee*1 point
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Dysmantle isn't a big screenshot game but... ...being a "survival" game the chr. has few hitpoints. You'll be dodge-rolling constantly. It's not difficult, but yeah, you can't tank/take a lot of hits at all. At least initially. Thus it's not a "horde" type game. One big or a few lesser enemies at a time (so far). Map space. You find/activate signal towers to expose a section of map. Some gates/easy entry points you have to do tasks before you open/use them. Eventually you can fast-travel between towers if you have materials to craft the thingie. The signal towers are also what keeps enemies from respawning if you upgrade them - so you can decide what sections you want to still respawn, or not. Digging for treasure. Fishing. There's no mechanic involved, just reel out and it auto-fishes. Each fishing spot is limited/runs out of fish. I think all of the materials/gatherables (like plants) are limited - they do not respawn (you can plant/farm a bit for some food items). Except deer for meat/hides. Not sure if enemy respawning keeps deer from respawning as well.1 point
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I'm going to Rick Roll through the Universe! I agree, more pockets is always better.1 point
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To DLSS or not DLSS ... (chose RT with no DLSS for the moment) Nerd-Lord has a huge bedroom every 80's teen would've died for.1 point