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Showing content with the highest reputation on 10/18/22 in all areas
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Obligatory Grzegorz!7 points
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https://www.bloomberg.com/news/articles/2022-10-18/bayonetta-3-voice-actor-s-pay-dispute-overshadows-nintendo-game Apparently they offered her up to $20k and not $4k ... Something ain't right here. Looks like it was $4k per session and 5 sessions in total... that completely changes the narrative.2 points
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My money is on that they know their audience. Like, Demon path is so edgy McEdgelordy it'd make a 15-yr old poetry writing black metal fan cringe with embarrassment, it literally uses "Assert dominance" unironically and there were tons of people over Reddit going "**** yeah Demon path! So awesome! So badass!"2 points
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yeah, i revised the build at some point (i forget if it's here or on gamefaqs) to drop resolve more, so that you can lean a bit more on sparkcrackers. unfortunately, everything outside the sparkcracker effect from the gloves got nerfed so that they only check once for the distracted effect, so you're going to burn more sparkcrackers to keep it up. i haven't played the build in 5.0 through the entire game (just to make sure certain interactions still work), but when i played this earlier on, IME blunderbuss was mostly important for the early to early-mid game. later on, with lots of points in explosives i relied more heavily on sparkcrackers and/or getting pummeled to and managing sub-50% health. you could probably make do with the blunderbuss tweaks, but the early game is going to be rougher and the later game more inconsistent.2 points
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keeping in mind owlcat must work w/i framework o' an existing paizo pathfinder adventure path and maintain some kinda paizo approval, am tending to agree with this observation. am having pointed out how the female romance options is, at first glance, designed to mock and ridicule those who like crpg romance. the fact owlcat romance fans aren't in on the joke and seem largely happy with owlcat's efforts makes the efforts at parody more amusing. arguable all o' the mythic paths is indulging in mockery o' the player's choice. aivu's saccharine nature and cookie silliness, along with the complete haphazard approach to teh freedom integral to the azata path, looks to be tongue-in-cheek fodder. as such, how can we not take the comical depiction as commentary on the stoopid indulged by those embracing goodness untempered by practicality? azata is over-the-top cartoony. people understandable are repulsed by a few o' the lawful=a-hole choices in the game, but am thinking is easier to overlook or indulge the owlcat mockery o' do-gooder's who seem to thinks if we all held hands and danced in a meadow under the moonlight, all the world's problems would disappear as if by magic. ... the thing is, there is nothing particular clever 'bout owlcat writing, so is tough to give the developer credit for a perverse level o' subtlety wherein they manage to constant mock their fan's desires and choices w/o the vast majority o' fans recognizing or caring that they is the victim o' a tens of hours long prank. converse, is quite possible owlcat is as much victims o' their own efforts as is the rest o' us. in an effort to make sure players get it, perhaps owlcat consciously abandoned any pretense o' subtle and so we end up with exaggeration which feels like parody? is not that owlcat is indulging parody, but rather that their efforts is intentional blunt and crude to a comic degree, which is ordinarily what results in parody, yes? HA! Good Fun!2 points
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I agree that many Lawful choices do indeed seem rather Evil in WotR, at least. Actually, my preferred way of playing is somewhere around Chaotic Neutral / Neutral / Chaotic Good, depending on the options I'm given. As for the writing chops, they are indeed lacking and their characters certainly don't feel like people. It's really unfortunate that this side of their games is as bad as it is, because everything would be much more enjoyable if there was at least an attempt made to create more believable and "round" characters. I've said if before but I sometimes wonder whether everything is intended as a joke or parody, because the character writing really is something. But if there's one thing it most certainly does, it really makes you better appreciate this side of PoE and Deadfire -- or even BG2!2 points
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Look up Lockheed F-104 Starfighter to see how important safety is in the design of military aircraft Edit: Its nickname Widowmaker was well earned and not for its combat prowess2 points
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The primary concern for civilian craft is not killing the people on board- if for no other reason than anything else is bad for business, per Boeing's MAX fiasco or the later DC series. Then you have size, efficiency, reliability etc but safety really is top priority 99% of the time. The main concern for a military craft is that it does its military job. If you're designing a fighter you want fast and manoevrable which are intrinsically less safe than slow and sedate and allows for less margin for error in pretty much every design and response parameter. That's balanced out somewhat by rigorous training and a vigorous maintenance regime but it can only be balanced out somewhat. Many modern fighters literally cannot be flown if the flight computer fails and the only option if that happens is to bail out. Takeoff and landing are when most crashes occur whether civil or military, since that's when you have least margin for error. [non exhaustive; there are a bunch of other factors too like having to simulate war conditions which contribute as well]2 points
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Started Sable. It seems to be a platformer/exploration game and strongly reminds of Shadow of the Colossus in terms of the climbing mechanic, which I like. There are (thankfully, unvoiced) dialogues, but since all options have led to the same replies, I found it meaningless. Slowly replaying the main part of Wasteland 3, trying out different builds and companions. SMGs with explosive ammo are OP.2 points
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Met a few cowards that didn't want to fight or ran away quickly, though the woman with the boy probably avoided a fight because she is not stupid. Soul Hunter couldn't run away in the rooftops after being Frightened. The rooftops seem like the perfect place for Dazzling Display, but I had to save before using Dimensional Door since sometimes the party would split. Edit: funny that Mutasafen, who is immune to Fear, escaped so quickly.2 points
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Resource regeneration or refund by class: All: Empower (except Bloodmage) Brilliant Inspiration (different sources) His Heart Did Fill With the Light of the Dawn Barbarian Barbaric Smash (all Barbarians) - when the enemy is killed with the attack you get 2 Rage back. Corpse Eaters pay 3 Rage for Barbaric Smash so they will always at least pay 1 Rage. Flesh Communion (Corpse Eater) - gain +3 Rage when eating the corpse of kith, beast or wilder Blood Surge (Single Class Barbarians) - when the Barbarian kills (doesn't matter if firend or foe or even barrels) there's a 25% chance to get +1 Rage. With the Community Patch it's 50%. Chanter Phrases (all Chanters) - gain 1 phrase point for singing 1 phrase of a chant Skald - 50% chance to gain 1 phrase point when dealing a critical hit with a melee weapon Blightheart (all Chanters) - 1 phrase point per kill (no matter how, no matter what) Sasha's Singing Scimitar (all Chanters) - when empowering an invocation either get 3 phrase points back or all phrase points (depending on the enchantment) Cipher Soul Mind (Psion subclass) - get Focus per second (a bit like a regular chanter). The amount per second scales with Power Level. Soul Whip (all non-Psion Ciphers) - get focus from dealing weapon damage. Soul Whip (Beguiler) - get focus from casting Deception spells on enemies who are vulnerable to Sneak Attack Reaping Knives (all single class Ciphers) - if cast on a party member the Cipher gains +5 focus every time the party member hits an enemy The Complete Self (all Ciphers) - 33% chance to gain +5 focus when landing a crit with a spell Druid none Fighter Toughened Fury (all single class Fighters) - when getting struck with a critical hit there's a 10% chance to gain +1 Discipline Tactician: when interrupting an enemy' ability gain +1 Discipline Brilliant Tactician (Tactician) - when no party members are flanked and all enemies are flanked: become Brilliant (see above) Monk Wound Trait (all non-FF and non-SP Monks) - when receiving damage gain wounds Wound Trait (Forbidden Fist) - when a hostile effect expires gain +1 Wound Wound Trait (Shattered Pillar) - when dealing damage with auto-attacks gain wounds (like a normal Cipher gains focus) Nalpasca - gain wounds per passed time under the influence of drugs Sister of the Reaping Moon - gain 3 wounds on killing friend, foe or barrel with a melee weapon attack Mortification of the Soul (all Monks) - suffer some damage, gain wounds Dance of Death/Enduring Dance (all Monks) - gain wounds based per passed time (see Chanter or Psion mechanic) Stunning Surge (all Monks) - when the attacks critically hits regain the cost of 2 Mortification Parting Sorrow (all Monks who can engage) - when you engage an enemy and that enemy either breaks engagement or dies(!) gain 1 Wound Imagined Pain (all single class Monks) - when missed by any attack roll gain 1 wound. Immunities count as misses. Xoti's Lantern (all Monks) - when the Monk kills (friend, foe or destructibles like barrels) you gain 1 wound and 1 Mortification Paladin Virtuous Triumph (all Paladins) - when the Paladin kills (no matter who, no matter how) there's a 25% chance to gain +1 Zeal Divine Retribution (all single class Paladins) - when an ally gets killed (party member - or summon!) the Paladin gains +2 Zeal Priest none Ranger none Rogue Gambit (all single class Rogues) - regain 2 Guile per critical hit with the Gambit attack. With a Full Attack or multihit-weapons you can regain the full 4 Guile (but not more) Wizard Blood Sacrifice (Bloodmage) - suffer some random damage (withing a certain range), gain a spell use of a random spell level (which is not full) I think that's it from the top of my head - but I may have missed something. Monk is the only class that can refill two resource pools (with an item).2 points
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and also both eyes blue for the hell of it Edit: bearded Barik as well: You can recrop the portrait to your liking using this site: https://www.notra.fr/portrait/deadfire and swap out the background using this site: https://www.remove.bg/ If you want something quick, once the site has removed the background the click edit button in the right hand corner, then select a background and pick one of the blur options.2 points
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After playing hundreds of hours of Pillars, I decided my last POTD run would focus on the greatest level of efficiency (less micro, less resting), boss handling (straight-up, no pulling destruction), and thematic flair (team looked heroic). To achieve my efficiency goal, I developed a team that didn’t have any weaknesses (everyone could solo melee or defend), provided excellent synergy (little overlap), and maintained a sense of style (I couldn’t bring myself to utilize certain weapons or armor). The result was a party that was joy to level at all parts of the game and dominated every encounter with ease. This was "the best" party I personally ran, but there is always room for improvement, especially if you don't care what your team looks like in the end game. Please note: a) many of these topics have been discussed in the past and I thought it would be helpful to have one unified party build, b) the party only has one temporary attribute buff (Tower Resting Bonus for +3 PER), and the Power Ratings (scale: 1-10) are simply an opinion developed through play time. NAME: Kylix RACE: Coast Aumaua BCKG: Aedyr - Slave CLASS: Paladin (Bleak Walker) Starting ATTS: MIG 17, CON 10, DEX 5, PER 16, INT 16 RES 13 Ending ATTS: MIG 20, CON 12, DEX 7, PER 23, INT 21, RES 15 SKILLS: Athletics 10, Lore 10, Survival 8 ABLTS: Faith and Conviction, Flames of Devotion, Inspiring Triumph, Liberating Exhortation, Healing Chain, Sacred Immolation, Watchful Presence, Litany Against Minor, Triggered Immunity, Reinforcing Exhortation, Second Wind, Sworn Enemy, Tower Physique, Zealous Endurance TLNTS: Weapon and Shield, Weapon Focus Knight, Vets Recovery, Deep Faith, Black Path, Scion of Flame, Bloody Slaughter, Vulnerable Attack WPS: Steadfast + Outworn (legend/durg) / St. Ydwen’s Redeemer ITMS: Company Captain’s Cap (head), Ryona’s Breastplate (chest), Lilith’s Shawl (back), Ryona’s Vambraces (hands), Sentinel’s Girdle (waist), Longmarch (feet), Ring of Prot/Ring of Deflect (fingers) ACC: 101 / 97 DEF: Defl 122, Fort 120, Refl 145, Will 133 PWR TEAM: 8 PWR INDIVIDUAL: 7 NAME: Heldred RACE: Coastal Aumaua BCKG: Old Vailia - Colonist CLASS: Barbarian Starting ATTS: MIG 18, CON 5, DEX 5, PER 16, INT 18, RES 17 Ending ATTS: MIG 21, CON 7, DEX 7, PER 19, INT 21, RES 17 SKILLS: Stealth 3, Athletics 8, Lore 6, Survival 14 ABLTS: Barbaric Yell, Carnage, Heart of Fury, One Stands Alone, Dragon Leap, Infestation of Maggots, Vile Thorns, Blood Thirst, Echoing Shout, Dragon’s Breath, Torrent of Flame, Firebrand, Savage Defiance, Second Wind, Thick-skinned, Tower Physique TLNTS: Vets Recovery, Weapon and Shield, Weapon Focus Ruffian, Savage Attack, Stalwart Defiance, Bloody Slaughter, Spirit of Decay, Superior Deflection WPS: Bittercut (legend/durg) + Dragon’s Maw / Blesca’s Labor (superb/kith) + St. Wygelts (superb/vessel/fire) ITMS: Sanguine Plate Helm (head), Sanguine Plate (legend/durg/crush, chest), Marked Amulet (back), Guantlets of Swift Action (hands), Royal Deadfire (waist), Shod-in-Faith (feet), Ring of Prot/Ring of Deflect (fingers) ACC: 96 + 91 / 102 + 102 DEF: Defl 116, Fort 96, Refl 121, Will 115 PWR TEAM: 4 PWR INDIVIDUAL: 7 NAME: Cira RACE: Moon Godlike BCKG: White that Wends - Laborer CLASS: Chanter Starting ATTS: MIG 18, CON 10, DEX 5, PER 16, INT 18, RES 10 Ending ATTS: MIG 18, CON 10, DEX 5, PER 20, INT 18, RES 14 SKILLS: Athletics 6, Lore 10, Survival 8 ABLTS: Brisk Recitation, Dancing Bolts, Overwhelming Wave, Clarity, Clear Out, Recall Agony, Second Wind, Silver Tide, Chant 1-4 INVOCS: Reny Daret’s Ghost, We Would Not Rest, Thunder Rolled, White Worms, As the Sound of His Voice, Lover Cried, Gernisc’s Beast, Seven Nights, Champion Braved, Boil Their Flesh or Called to Bidding (I like Boil better, but both decent) CHANTS: anything you like, just pick Dragon Thrashed at LVL 9 (this is your primary weapon going forward... and it hurts!) TLNTS: Ancient Memory, Gallant’s Focus, Beloved Spirits, Weapon and Shield, Vets Recovery, Weapon Focus Adventurer, Bloody Slaughter, Scion of Flame WPS: Starcaller (superb/durg) + Badgradr’s Barricade (legend/durg) / Grey Sleeper ITMS: White Crest (legend/durg/pierce, waist), Swaddling (back), Siegebreaker (hands), Boots of Stability (feet), Looped Belt (waist), Ring Prot/Ring Deflect (fingers) ACC: 94 + 92 / 98 DEF: Defl 118, Fort 95, Refl 119, Will 103 PWR TEAM: 7 PWR INDIVIDUAL: 8 NAME: Malakai (main) RACE: Nature Godlike BCKG: Living Lands - Colonist CLASS: Druid Starting ATTS: MIG 16, CON 7, DEX 16, PER 10, INT 18, RES 10 Ending ATTS: MIG 23, CON 10, DEX 20, PER 18, INT 20, RES 10 SKILLS: Stealth 4, Athletics 8, Lore 10, Survival 14 ABLTS: Crucible of Soul, Dominion of Sleepers, Druid Boar Regen, Visage of Concelhaut, Nature’s Vigor, Withdraw, Carouse, Second Wind, Speaker Restless, Spiritshift Boar, Steps to Wheel, Wellspring Life MASTER SPELLS: Form Delemgan, Returning Storm, Sunbeam, Woodskin TLNTS: Wildstrike Shock, Greater Wildstrike Shock, Weapon Focus Peasant, Second Skin, Two Weapon Style, Gift from Machine, Flick of Wrist, Dozen’s Luck, Vets Recovery, Heart of Storm, Scale-Breaker, Effigy’s Resentment Maneha, Weapon and Shield, Sever Soul, Bloody Slaughter, Blooded Hunter, Galawain’s Boon, Song of Heavens WPS: Cladhaliath (superb/shock) + Black Sanctuary (legend/durg) / Unlabored Blade + Captain Vic’s Anger (superb/shock/kith) ITMS: Wayfarer’s Hide (superb/durg/slash/intellect, chest), Mantle Excavator (back), Glittering Gauntlets (hands), Vietto’s Footwear (feet), Girdle of Eoten Const (waist) Ring of Prot/Pensiavi mes Rei (fingers), Concelhaut (pet) ACC: 96 / 106 + 91 DEF: Defl 118, Fort 115, Refl 154, Will 109 PWR TEAM: 9 PWR INDIVIDUAL: 9 NAME: Sidra RACE: Island Aumaua BCKG: Old Vailia - Mercenary CLASS: Priest (Berath) Starting ATTS: MIG 15, CON 8, DEX 15, PER 15, INT 16, RES 8 Ending ATTS: MIG 19, CON 11, DEX 18, PER 20, INT 21, RES 8 SKILLS: Athletics 6, Lore 6, Mechanics 13, Survival 1 ABLTS: Holy Radiance, Blessing, Second Wind, Restore Moderate Endurance, Armed to Teeth MASTER SPELLS: Armor of Faith, Consecrated Ground, Devotions, Dire Blessing TLNTS: Interdiction, Pallid Hand, Vets Recovery, Weapon Focus Noble, Weapon and Shield, Painful Interdiction, Scion of Flame, Bloody Slaughter WPS: Aimoranet (superb/burn/wilder) + Little Savior (superb/durg) / Hours of St Rumbalt (burning/kith) / Gyrd Hae Stenes ITMS: Autumn Fire (exceptional/perception, chest), Maegfolc Skull (head), Cloak of Comfort (back), Mechanics or Swift Action (hands), Echoing Misery (feet), Eoten Constitution (waist), Gwyn’s Band/Ring of Thorns (fingers) ACC: 103 / 97 / 112 DEF: Defl 104, Fort 105, Refl 152, Will 103 PWR TEAM: 10 PWR INDIVIDUAL: 9 NAME: Tyrus RACE: Death Godlike BCKG: Old Vailia - Mercenary CLASS: Wizard Starting ATTS: MIG 18, CON 10, DEX 12, PER 12, INT 17, RES 8 Ending ATTS: MIG 20, CON 14, DEX 15, PER 15, INT 20, RES 10 SKILLS: Athletics 4, Lore 12, Survival 8 ABLTS: Arcane Assault, Death’s Usher, Minor Arcane Reflection, Second Wind MASTER SPELLS: Deleterious, Eldritch Aim, Mirrored, Ninagauth’s Shadowflame MEMORIZED SPELLS: (1st) Chillfog, Staff, Ghost, Double, (2nd) Bewildering, Blackened, Infuse, Merciless, (3rd) Expose, Blights, Displaced, Visage, (4th) Shadowflame, Physical, Confusion, Tentacles, (5th) Blast, Lance, Safeguard, Cloud, (6th) Hex, Martial, Gaze, Blunt, (7th) Doom, Image, Bolt, Orb, (8th) Rake, Bulwark, Wall, Wind TLNTS: Arcane Veil, Hardened Veil, Weapon and Shield, Vets Recovery, Bloody Slaughter, Weapon Focus Knight, Savage Attack, Two Handed WPS: We Toki (legend/burning/beast) + Little Savior (superb/durg) / Adydon’s Hammer ITMS: Blaidh Golan (legend/intellect/pierce/durgan, chest), Master Mystic (back), Celebrant’s Gloves (hands), Boots of Stability (feet), Broad Belt of Power (waist), Ring Thorns/Iron Circle (fingers) ACC: 91 / 94 DEF: Defl 108, Fort 108, Refl 131, Will 100 PWR TEAM: 8 PWR INDIVIDUAL: 10 Observation #1: No weak links By building everyone into a greater deflection, shield tank, the computer AI found it difficult to understand who really was a soft target. I would chuckle when a mob would finally decide to attack my wizard and he would calmly cast a deflection buff (which stacks with Priest debuffs/Druid armor buffs). Once in melee mode, my wizard would simply slaughter targets and if required he could pull out the big guns (alacrity, citzals lance, llengrath’s shields, citzals martial power, etc.). Side note, for kicks I had my wizard solo the Kraken while everyone watched, discussing what to do with the freeloaders (Aloth, Durance, Eder, etc.) hanging out at Cad Nua. Even better, was if someone engaged off my Druid, he would deploy delegman (if not already cast), unleash a storm, and spirit form. The pali, chanter, barb and priest were also rock solid, capable of splintering from the party and safely soloing any mob(s). After level 9, there was no fear of dying, regardless of the encounter and everything was upscaled. Observation #2: Twin scythes At level 13, the paladin’s immolation and the chanter’s dragon chant trivialized most fights. With a party full of buffers, using shields, most encounters died upon approach. With this combination, the party simply becomes a fire and forget threshing machine for basic encounters. Should you actually put some work into it, the combined buffing, de-buffing, cc-ing, nuking, and melee (really an afterthought) enables the team to literally pull entire maps on POTD without breaking a sweat. My Barbarian’s dragons leap was literally relegated to a double or triple pull tactic to clear maps. Even bosses eventually succumb to the Twin Scythes. For example, in the final “scaled-up” battle with Thaos, I was in the middle of buffing and I decided to move my Paladin into melee range to keep Thaos busy, while my casters finished buffing/debuffing. My Barb and Chanter took on the Statue Twins, but they were still close enough for party auras to be shared. I looked over at my Paladin about 7 seconds into the fight and she wasn't doing anything… WTH? That’s when I noticed Thaos was already dead. Seriously? I had to pause and check the combat log to understand what the heck happened. The combination of sacred immolation, dragon thrashed (with Priest buffs), combined with a lightning bolt or two from the druid’s storms, torched him before my wizard was fully buffed! It didn’t help that Sunlance procced on my Paladin, but that was just overkill for poor Thaos. Perhaps I should call it Triple Scythes if the druid chucks a storm into the mix. For the record, the statues only lasted 3-4 more seconds and were decimated when the fully-buffed/hasted/veiled wizard came on line with a summoned weapon. The final encounter melted in under 15 seconds, but I’m sure someone has done it faster. It wasn’t the speed as much as the lack of trying that shocked me. No potions, no food, no summons, no one-time skills… just one round of group buffs/master spells, self-buffed the wiz, and unloaded. Observation #3: Lore is invaluable My melee trio, the Barb, Pali, and Chanter each had Lore 6, Lore 10, and Lore 10 respectively. Yes, I classify chanters as melee since they rarely have a chance to cast anything worthwhile in a competent party. The reason for the Lore is because the melee classes (lesser mortals) can now do something useful while my Priest, Wiz, and Druid buff, debuff, and CC for the first 3 seconds of combat. I use this tactic for boss encounters and the occasional map pull, but for everything else it is not needed. This enables my melee squad to have a purpose and cast protection scrolls to counter “most anything” the game can throw at you. Nothing makes me happier to see five group buffs going off… while my selfish wizard just buffs himself. By the time thee opponents are truly engaging the party, we are adequately buffed and can proceed to eviscerate all enemies (or just watch them miss with everything and die via the Twin Scythes, please see #2). Scrolls become so cheap to produce and plentiful by level 10, it is absurd not to utilize scrolls. To summarize, “every” difficult fight becomes a non-event if you just have your melee classes buff with your casters. Think about it, with one round of 5 group buffs, the party could have immunity to the nastiest status effects, pump defensive numbers +15-20%, and improve targeting considerably within 2-3 seconds. Observation #4: Spell mastery There are obvious winners and losers, but full spell mastery, twin scythe (point #2), and periodic scroll use enabled me to handle 10+ fights without resting. The key for me (and my play style) was to have my Priest fire off Dire (good), Devotions (unreal), Consecrated Ground (good) and Interdiction (good). The Druid does Delemgan (great), Woodskin (ok), and Storm (good), while the Wiz does Llengraths (good), Alacrity (great), Eldritch Aim (good), and Shadowflame (unreal). The order might change depending upon the encounter, but I tend to dump mastered spells unless I’m feeling lazy. The mastery buffs/debuffs/cc-s, combined with scroll buffs (if needed to counter fear, confusion, etc. of bosses) are invaluable. Add in a barbarian shout, twin scythes (point #2), etc., and the party is prepped for anything. Now, if you have a potentially challenging fight (Bog Dragon Party), you can continue to buff (actually use casted spells) and become completely unstoppable. For anyone who can’t hit 180+ deflection (non-wizards), you can always drink a wizards double or displaced image potion to ensure complete domination. Side note, I don't bother with food or potions after level 9, because I find consumables a clumsy mechanic that eats too much time (for me). Observation #5: Healing overcomes all odds Passive AOE healing abilities from a Chanter (+racial Silver Tide) and Paladin are helpful, especially if everyone in the party has a high MIG and takes Veterans Recovery to improve passive healing. Add in one or two active healing spells (Priest and Druid), Shod-in-Faith, Survival 2, 8, or 14, and nothing can harm you. I forget to use active healing spells sometimes, since passives are stabilizing anything that actually grazes/hits. I can’t believe I first played Pillars with no Priest and I never used a Chanter until my third play-through. Wow…what a difference. Observation #6: Why take melee? This final play through has made it abundantly clear that Priests, Druids, and Wizards are absolute deities, while everyone else is a mortal. If we wanted to further refine the rankings, Priests are game-changing, Druids have incredible flexibility, while Wizards are one-man armies. My fully-buffed wizard (in melee mode) decimated Llengrath, Concelhaut, and the Kraken. It may take 5-7 seconds, but once buffed, an eldritched, alacrity-ed, citzaled, llegngrathed, Wizard makes any melee class look like a mediocre sidekick. In short, I took melee for thematic reasons, but if I wanted to create the ultimate party, a Cipher would probably replace my Barb. If I wanted to go for pure power (discarding pure melee classes entirely), I would make a strong argument for Priest, Priest, Druid, Druid, Wiz, Wiz. The only reason I wouldn’t do this combo is because it is too micro intensive for me. The classic melee fighters can contribute, but only through Twin Scythes (point #2), and the Barb sticks around since his yells are decent and HoF is OK on trash mobs… but then again, what isn’t OK with trash mobs in this party? Seriously, sometimes when my Wiz chucks Shadowflame a crit will incinerate the trash mobs on POTD. In short, the melee classes are competent and fun, but they are not in the same zip code as the aforementioned power casters. Perhaps this is why Pillars 2: Deadfire is trying to make melee more powerful (opinion only, hardly a fact). To be clear, all classes can contribute and there are folks who Triple Crown Solo with Rangers or Rogues, but for me nothing will ever compare to a pure caster (level 9+). Especially a party with 3+ casters... and Twin Scythe. Observation #7: Damage dealers My Druid finished with the most damage 220K+ while my Wizard was right behind him with 190k. The rest of the party did fine, with the lowest damage being my Priest. In ascending order, my Chanter, Pali, and Barb took the middle spots. To be fair, the Chanter is not being appropriately credited for chant damage (dragon thrashed), which would dramatically change the bottom rankings, possibly rivaling the Wizard. A good measure of the chanters contribution is that she had the most kills in this party. In addition, if I had to measure damage from levels 13-16 (end game), the paladin’s and chanter’s damage dramatically increased, while the barbarian cooled off significantly. To make this clearer, let’s dissect damage dealing by levels: Levels 1-6 Druid > Barb > Wiz > Paladin > Chanter > Priest Levels 7-12 Druid > Wiz > Chanter > Barb > Priest > Paladin Levels 13-16 Wiz > Druid > Chanter > Paladin > Priest > Barb To be fair, if I spent less time buffing/debuffing with my priest and more time nuking and entering melee, my priest could be at the top of the damage dealers after level 10. However, no one buffs or heals like a priest, and my personal analysis suggests I receive far greater efficiency when focused on augmenting the party (and/or debuffing the enemies). However, the fact that the priest can unleash as much damage as my wizard is a testament to the classes otherworldly capabilities and unmatched flexibility. For kicks have a priest, cast Dire, Devotions, Crowns, Shields, Shining, Sparks, Beraths, Minor Avatar and if anything is left standing, swing a weapon. Or just debuff and launch the fire-spell artillery barrage. The priest is an absolute titan, especially within a competent party. In comparison, a wizard is equally deadly. What makes the wizard so ridiculous, is that a wiz can become untouchable (stack Hardened Veil in a pinch), hasted (alacrity), status immunity (llengs), buff stats (citzals martial) and wield a summoned weapon (take your pick, but I still love citzals lance for looks and damage). With decent MIG/INT/DEX (and light armor), the Wiz can easily transition between chain-nuking or CCing (confusion is borderline broken). Finally, the druid starts strong and finishes strong. The priest definitely starts slower and the wizard suffers from a limited number of spells, while the druid just works right from the start. Yes, the druid also has a low number of spells to start, but “beast mode” is available in every encounter. In late game, with 2-3 storms active, including avenging storm, a Druid is second to none in my book (melee mode). I truly believe, if I gave a priest, wizard, and druid 4-5 seconds to buff/debuff and then enter combat, I believe the following ratings (1-10) would be realistic (level 9+): Wizard: Survivability = 10 / Melee Power = 9 / CCing = 10 Priest: Survivability = 9 / Melee Power = 8 / CCing = 6 Druid: Survivability = 7 / Melee Power = 10 / CCing = 9 My MVP for Pillars has to be the wizard, for both doing it all and better than anyone else (short of healing, but who needs healing when you really can’t be hurt… deflection buffs + safeguard is also borderline broken). If this game had PvP, I would be a Wizard (solo), my second choice a Priest (team), and my third a Druid (either role). If I had to pick a low-micro runner-up (level 9+), the Chanter would be my pick, but the power output and flexibility doesn’t come close to the prior choices. Observation #8: No ranged weapons After level 9, the concept of pulling seemed lame and I preferred my wrecking crew to take a more direct approach. There are some nice ranged weapon builds, but they weren’t for me. In a hard fight I would simply park my party at the edge of combat and "announce their presence" by jumping out of stealth. When I needed range, my wiz, priest, or druid could bring the nukes, but most enemies died grinding on my shield wall. My standard operating procedure for boss encounters entailed: jump out of stealth (3x2 formation), combat begins, nobody moves (no AI), everyone buff, everyone buff again (if the fight is mildly challenging), debuffs away, activate twin scythes (point #2), melee engaged by this point, CC or nuke back line (if needed), melee opponents should be dead by now, move forward and clean up stragglers and enemy casters (wolf pack – all attack). Lazy mode on trash mobs consisted of: unstealth, combat begins, priest casts Devotions, twin scythes, auto-melee attack… yeah, no one is hurt. Observation #9: Items I believe the game had a “nice” selection of weapons and armor, but I found myself wasting too much time considering what “end game” gear to use, since the choices were limited. Let's be frank, how many times do you see an end game build with Bittercut, Shod-in-Faith, Abydon's, etc. If I could change anything about the system I would: a) Allow all weapons, armor, and items to be dyed, b) Create a random stat system on some items, this way there is something unique about each play through, c) Less junk items after level 9 and greater selection (more worthwhile drops/fixed treasure), d) Enable the option to suppress enchanted effects (fire, frost, etc.), and e) Provide a way to purchase some components (durgans, bog scales) at a high price, since there are times you simply ignore a cool item because you don’t have the resources to make it viable for the outer levels. Observation #10: Parting Thoughts The game offered great tactical battles, grand adventures, interesting moral dilemmas, and enjoyable plot lines. With experience the game became much easier over time, yet I found myself returning for multiple runs. There were no lame classes, but there was some disparity on the top end. I know Pillars 2 will have similar issues, since the additional choices will make balancing a factorial nightmare. However, I believe the Obsidian Team had the right approach in Pillars 1 and understood if you made all classes viable, players will be more forgiving of the overpowered options. I would like to thank the developers and producers for crafting an excellent game. In addition, the community has proven very helpful over the years and Obsidian should probably buy a free copy of the sequel(s) for several contributors on the forums! Hopefully, this guide, which was long overdue, will benefit a new player or entice a veteran to take one more run. Cheers!1 point
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I agree. With the way WotR works it seems very difficult to play a Lawful alignment locked character without turning into some kinda ****. Such characters shouldn't have to imitate a pint-sized fascist to keep their holy powers. I think in terms of alignment implementation where you're tracking it with some sort of point system the square grid works better than the wheel in Owlcat games. Not a good solution by any means, but better than the game failing your Paladin because you did the WotR equivalent of giving a kid ice cream instead of executing his dog because he didn't pick up poop.1 point
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Exactly. But they could include the 9 alignments in alternate dialogues. Some options are already in the game, like the LE and CG above. Or they could at least include LG options for Paladins.1 point
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The (Chaotic) option outright says it's doing a good deed lmao. I don't think that it's really feasible to write out an option for all 9 alignments for every choice, but damn you end up with some absolute doozies. That (Lawful) option is pretty ****ing crazy for anyone who isn't some kinda creep. Imagine that you've put dozens or hours into this game as a Paladin or Monk and what makes you fall is preventing a demon from torturing her child. Real headscratcher ****. I get the alignment is almost certainly gonna be in any D&D or Pathfinder game because of "THE RULES" but **** me if the implementations of it could use more than a bit of finesse to work better.1 point
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Not for me, I already had no sympathy for her. The moment she threw Jennifer Hale under the bus that went out the window; not because it was Jennifer Hale in particular, any fellow voice actor would be the same.1 point
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see, that is where am conflicted. owlcat efforts to pander to their audience is so extreme it feels like parody. is owlcat perhaps indulging a bit o' mockery o' their fans? it is possible the developers is doing their best and their best results in cartoony extremes. the thing is, as you note, a significant portion o' the wotr groupthink is encouraging owlcat to continue with the over-the-top antics. we will observe how if there is a setting which already embraces owlcat penchant for accidental or intentional parody level excess it is warhammer 40k. perhaps too many fans o' 40k fail to recognize the over-the-top and tongue-in-cheek qualities o' the grimdark setting, but that just makes the situation more amusing. HA! Good Fun!1 point
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As some might have recognised from the above... Ex-Porn Star Sasha Grey Will DJ A Radio In Cyberpunk 2077's DLC (kotaku.com)1 point
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Federal Banana Republic of Austria The article quotes the press conferences wrong, for some reason. They really did say nothing left to find. Which implies something different than the translated "nothing will be found", of course. Anyway, there are no English links to the case brought forth by Die Tagespresse, but apparently I was wrong as the case was not dismissed (it was actually accepted), but Die Tagespresse chose to withdraw the action.1 point
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a possible tweak is to avoid using alchemy skill points at all, just go all in on explosives and dropping resolve. you can toss sparkcrackers on yourself in stealth before a fight and keep trying until you succeed (though if you're too close to enemies you will alert them to your presence :P). with sufficiently low resolve and good explosives (and the gloves also benefit from intellect IIRC), you can probably get like 40+ seconds of streetfighter mayhem by mid-game. i forgot to mention that losing out on blunderbuss does hurt in being able to randomly sustain distracted in dense fights. sometimes i'd stick with my 1h+blunderbuss setup if i'm surrounded because riposte full attacks would trigger more powder burns. i actually don't know if this really made a difference, but just something to put out there.1 point
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1) Holding G on grass/stem storage pallets deposits all currently held items onto the pallet, instead of spamming G to individually deposit each plank/stem The hold G would be an addition to the current tap G, so the player has the option to perform one or the other. This feature would be a nice QoL improvement given that the combination of Fluffy Pupa Hat, red ant armor, and the worker's comp smoothies allow the player to hold quite a few items in their hands and spamming G can get old when building. 2) Holding SPACE while in the Grinder / Spinning Wheel menu crafts all, instead of spamming space to individually craft each rope The hold SPACE would be an addition to tapping space, so the player has the option to craft individually in addition to filling the crafting queue with one press. 3) The Grinder should recognize grass plank / stem pallets as valid inventories when crafting plant fiber This feature eliminates the extra step of the player having to pick up the grass / stems when crafting plant fiber. When a grinder setup is scaled up (many grinders), there is a lot of in-between where the player is going back and forth to the pallets to retrieve the items. 4) The addition of a set-default feature to crafting stations (cooking station, grinder, spinning wheel, etc.) As an explanation of this problem, I often mass craft silk rope, but there is an extra step involved because the spinning wheel defaults to crude rope, so the player has to select the silk rope before crafting. In my case, with a large Spinning Wheel setup, mass crafting crude rope is easy, but silk rope tends to be more tedious. This goes for the other crafting stations as well; they default to the first "recipe." If I often found myself crafting Larvanga, I would want the cooking station to default to that recipe instead of defaulting to gnatchos.1 point
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Iranians providing missiles to Russia just made a pretty big uproar in Israel, and one of their ministers have already spoken up, that Israel should finally get involved in defence of Ukraine. https://www.jpost.com/middle-east/iran-news/article-7199421 point
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When I am fighting enemies with low Fortitude (I had two fortitude debuffers in the party) and have very high ACC (Ranger passives + Marked Prey + Endurning Dance + one-handed Mohora Tanga) then there comes a point where my ACC is 100 points higher than that of the enemy. At that point Mohora Tanga enters an infinite loop and the game immediately closes down without any further notice. Just *snap* it's gone. This can also happen if the difference between fortitude and accuracy isn't that enormous. Sometimes I just get lucky (or unlucky, depends how you look at it) and the first rolls are all crits. After a certain number (no idea how many) the game also decides to shut down. *pouf* I guess there's some variable overflow which isn't catched by the game. Usually you would program components in a way that such things get catched - and then the cause (here: recursion without break) would get canceled before it has the chance to crash the whole program. I suspect Xoti's accuracy wasn't high enough and/or enemies' fortitude wasn't low enough - and maybe it also depends on the system Deadfire is running on. I feel like my Deadfire installation tends to crash pretty quickly with such things.1 point
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Not avenging storm to blame, but the high acc/crit conversion that make the chain to an infinite loop.. Entropy or Debonaire can cause an endless crit-chain too, but because of Boltcatcher / HbD that deal damage in the same time that the Red Flag Flying proc, their 100%crit convertion fade. Avenging Storm & Swift Flurry proc after, so they dont stop the chain. So in most of the case the game crash, it is because there is +100 acc vs enemy fortitude with every rolls, or +50 but with entropy (or debonaire) 100%hit to crit. If there is only +99 (or +49 in the second case) then the chain have a chance to find a way to end, and the game to not crash. Edit : I realize that Entropy and Debonaire are basically a +50acc on hit1 point
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in case you haven't seen it mentioned on the forums yet, but the general consensus is that gorecci st and the digsite are like the hardest fights in the game. so i wouldn't worry too much if you struggle in those fights, because everyone will likely struggle, unless you specifically tune a mercenary or character for those fights (sometimes i bring along a druid with both charm beasts and hold beasts for digsite [edit: though i feel like i'm unlucky and always get some group of beasts with "unstoppable" on galawain's challenge, which makes them immune to that]). especially i think barbarians have a rough early game because all their power kind of adds on to itself until they explode at higher levels. kinda like an old-fashioned power-curve of a wizard. dude your english is great no worries, i would not have even noticed anything was off if you hadn't said anything1 point
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Let me add a couple. Hot Pouch needs to have slots 9 and 0 added. It might not be useful on a controller, but it's very useful on k+m. Craft a parachute out of 3 clover leaves and 2 silk rope. Make it repairable using one of each resource. Upgrades/replaces the dandelion. Backpacks should be upgradeable, too. T2 and T3 add another line of inventory slots. Trinkets should appear in a 'Trophy Case' as they are found and unlocked. This way all players can pick which one they want to use and they can't get lost. Swapping to a 2H weapon after using weapon and shield and having a full inventory. ....UGH. This needs to be fixed. Suggest making the hot pouch the weapons pouch with weapons and shields returning there instead of into the backpack. Canteens shouldn't have to be in hand to drink. They can be used directly from the inventory screen. Allow a key to simply drink as long as the canteen has drops in it. Change the charcoal canteen to 8 drops, double what the T2 Canteen + holds. A compass. My kingdom for a compass. Depth of Field. Measurements are in centimeters. Eyes can see very clearly for distances far beyond that. Remove DoF blur. Just because the player is smaller doesn't change the design of the eye and make it more like an animal or insect eye. The firefly helmet is all but useless in combat with it's tunnel vision lighting; it actually makes seeing the mobs more difficult as the light swings wildly with each attack motion. Moving the firefly light to the top would give the same light radius as a torch. Bonus suggestion new head armor goggles. Night vision. Moths, as well as some bees, have excellent night vision. *hint, hint*1 point
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No that dont work, the Scales of Justice is not a melee attack, only a status effect. I dont know why some effects are like that (melee, ranged, AoE etc) and others are not. I tested Oathbreaker's End for an other reason : if you import another O'sE and upgrade each weapon with Found Guilty for the first and Found Innocent for the second, you can apply 2 DoT on the enemy, and he will trigger both effect on dead. The only particular thing I found with this weapon. You can try every effects with Avenging Storm : only them they are "attack" proc AS. not the pure status effects (like Storm Blade, shock damage on crit from Aldris's Captain Blade, it is only a status effect et dont proc a lightning from AS).1 point
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Interesting! All I know about is the azata, for which I agree with what you say. But if all the others are the same, then it does raise some eyebrows over here at least. Btw, if the writing really is intended to mock the player, then I'd say that's a bit... mean. But of course we're still in the realm of games, so it's not that sinister. (The Finnish poet Paavo Haavikko once wrote how "Parody has become impossible / They're doing it themselves". This is an extremely pithy observation, in my view, and I couldn't help but think about it when looking at someone like Boris Johnson, for example. You couldn't really make a parody of him, he himself was already a parody of a politician.)1 point
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A mantis bow, bolas for pinning down flying creatures, a larger shield, a blow dart with new darts to make, a crafted glider with more durability and repairability, thorned gloves for climbing or sticking to environments, and glowing armor or gel to make an ambient light off the player without holding a torch or using a specific helmet, useful for underwater environments or single player games.1 point
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https://www.reuters.com/world/europe/eu-set-train-15000-ukrainian-troops-provide-more-arms-funding-kyiv-2022-10-17/ More examples of EU aid to Ukraine1 point
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That is one hell of a lot of dialogue/ cut scenes to start chapter 5 proper.1 point
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The solution is the great Inspiration Confused ! While confused, hostile "abilities" work on anybody, and the whole chain of Red-Flag have the debonaire 100% crit-conversion — until a hit from Heartbeat Drumming break the chain (as active ability, SF happen after the chain), or a graze. Here, without HbD. My game didnt crash because of a graze. Here, HbD (Coeur Trépidant in the list) stop the chain-convertion. So, it is possible to proc a driving-flight-like chain with Mortar for example, but also a Corona of the Soul chain, a Magran's Wrath chain, a Meteoric chain etc.. at the condition to hit with the second weapon (Mohora) the charmed enemy. Of course, these AoE in chain will kill the debonaire-monk if he is not under BDD (or Rekvu mantle for fire AoE). For Mortar, the party have to be behind the monk, the bounces always hit in the target direction. While confused, it is also possible to chain-crit a summon under BDD, like a many-lives skelly or a ward, with poor defenses, with a Ranger-Monk for example. Driving Flight always bounce to another target behind the first one, so like for the debonaire with Mortar, the party have to stay in retreat for the safety. With a confused Ranger-Monk (Arcane Blaster with modal, Mohora Tanga), any boss can be chain-striked.1 point
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The Russian Su-34 crash from yesterday sounds like something exceedingly rare in other parts of the world, although I am not sure. Anyway, yet again: wow. Astonishing. Hit a Russian residential building, too. And in other news: Russian troops murder an Ukrainian conductor for refusing to take part in a concert in Kherson. What can you say. The most Russian part of the whole episode is that the concert was “intended by the occupiers to demonstrate the so-called ‘improvement of peaceful life’ in Kherson”. War is peace, murder is love. So no surprises here, at all: https://www.theguardian.com/world/2022/oct/16/russian-troops-kill-ukrainian-musician-yuriy-kerpatenko-for-refusing-role-in-kherson-concert1 point
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take it for what it is worth, but we noticed the following reddit post/exchange: HA! Good Fun!1 point
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In my experience you really need this blunderbuss modal to make this build work. I'd recommend that you deactivate the BPM nerfs mod while playing this or any other street fighter build. If you want to try it anyway, fire crackers don't work very well as @thelee explains in his guide. But you can use the gloves that you recover for Fassina instead, but at one/encounter it isn't sufficient, unfortunately. There are other ways to do this, such as having a friendly cipher summon wisps to disorient you, to blinding yourself with chill fogs, but none of these options are as convenient as dual wielding a blunderbuss and a melee weapon.1 point
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I've been engrossed in this game since it first released on Steam and have followed it off and on with updates. Now that the game has hit 1.0+ and has been fully released I feel the game is lacking a few QoL things for the sake of clarity. My first point being Block/Perfect Block and telling more than just visually that it has happened. I'm not sure if it is me seeing incorrectly, missing something or what not in the flow of combat but there are times (especially when fighting multiple enemies) where I'm actually unsure if I achieved a perfect block or not. Some attacks are especially hard to tell with, those being mostly unique to combo attacks (Spider combos, etc) and some of the insects in the upper yard. With quite a few armor sets or effects interacting with block and perfect block, I feel that more clarity of when it happens might be beneficial and it means the framework for the code to detect that it has happened already exists, saving the developers time on that as well. So attached to this are two examples of something that could flash over the shield bar without blocking it too much so you can still see it fill up, and have it match the color of the SCA.B color scheme selected. Second point comes to statuses specifically on enemies. With the presence of multiple debuffs that can be applied to enemies in the forms of DoT or just effects to take advantage of like shredded armor and such, it feels strange to not have a visible indicator for what statuses an enemy is suffering from. This would also impact poison and bleed builds significantly, while also helping a lot of the different mutations and bonus effects from the Sleek upgrade paths for armor as well armor sets. I attached an image with a rather lazy example but such and so forth. Finally, if you perfect block a flying enemy's attack they recoil directly backwards which is often away from the ground and sometimes heavily limits actually taking advantage of that recoil/stagger or outright preventing it. If a flying enemy's attack is perfect blocked, it should recoil back but also towards the ground somewhat, rendering the flier grounded if you will. This would open up more chances to retaliate and reward skillful play.1 point
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Indeed. With any weapon you can hold before Use Any Item. Thieves can use staves, therefore they can backstab with the Staff of Ram, which yes, is the weapon giving one most damage in a single backstab. Does not need a weapon you can stab with, just needs to be on the thief's weapon list. .p edit: Specifically, the weapon needs the 'usable by thieves' flag to be able to backstab, since Carsomyr is a Paladin only two handed sword, it does not work. Neither does Staff of the Magi because its use is limited to mages, even though staves can usually be used to backstab.1 point
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That is one part, the other is the idea of Carsomyr in the hands of a single class thief, desperately trying to hit for the dispel effect while Irenicus wipes the floor with the party at the Tree of Life (or the 'buggy' improved Bhaalspawns from Ascension). Thieves can't even backstab with it (unless the EE messed up something fierce). it's like, dead weight, except for that magic resistance. I know stuffing Carsomyr in the hands of some character with UAI was a fairly popular thing to do back in the days of yore when Throne of Bhaal was new, but it did not make sense back then, and it still does not now. Even if we are talking about a Fighter/Thief, one is much better served by dual wielding Foebane and the Scarlet Ninja-To (which, outside of cheesing a Kensai base and using consumables is actually a really nice application of Use Any Item), but at least you could conceivably do something useful with it.1 point
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Just played through the S4 mod today and have to say it was so good. The mod trims all the annoying **** out of the game like sailing around to buy all your items, uncharting the map, going between quest givers and just gives interesting battles for a more expedited experience. It's a great bite sized experience to try out classes, subclasses and items in. Super sick mod, only thing that'd make it better is if there was like custom arena battles afterwards. I suppose that'd be a bit different from maybe the design intent, nonetheleless banger mod!1 point
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https://www.ign.com/articles/bayonetta-voice-actor-hellena-taylor-says-she-didnt-reprise-the-role-in-bayonetta-3-as-she-was-only-offered-4000 Above quote from the IGN article, taken from a video of hers, apparently. Cannot afford to run a car right now, is afraid that she might end up on the street, but does not take a 4000$ contract and whatever she may or may not make from promotions, i.e. the later complained about possibility that Jennifer Hale could strut around pretending to be Bayonetta. Sounds legit. Even if she would spend a month in the voice booth and have no time to voice something else (now, my experience is limited, but something tells me this is not the case). Time for some google-fu. https://www.ons.gov.uk/employmentandlabourmarket/peopleinwork/employmentandemployeetypes/bulletins/averageweeklyearningsingreatbritain/july2022 Sadly that's average income, not median, which would be a better figure to compare. She really is a right champion of the little people, is she not? Yeah, something tells me the 'new girl' doing the Bayonetta voice acting does not need to sign Bayonetta merch and most certainly does not need to pretend to be Bayonetta. Now for the conclusion, at a first glance, 4000$ for a somewhat iconic voice role for a 450m$ franchise does sound insulting. On the other hand, we're talking about the English dub of a Japanese game, and one where the second entry was considered a financial failure which was actually cancelled and only released because Nintendo picked it up for its ill-fated Wii U. It did have a stronger Switch re-release, but that came bundled with the original Bayonetta. Between writing directly to Hideki Kamiya, which he probably appreciated very much, Japanese (corporate) culture being what it is, the jabs at Jennifer Hale and the woe is me call to boycott the game, I shall be honest: this does not a good case make. Especially for a woman who has a handful of voice acting and acting credits to her name, and let us face it, at the end of the day, she is Bayonetta, not Commander Shepard. Well, but it worked, she has got the Twatteria raging for fair wages for her. Because, you know, that poor nurse at the food bank probably needs to put two in months worth of back breaking, physically and mentally exhausting work to earn that kind of money, while Ms. Taylor's work is sitting in a recording booth, wearing her pajamas and sipping on some coffee (paraphrased quote by Mark Hamill on why he does more voice acting than regular acting). Or not, because Jennifer Hale seemed to have no problems with whatever Plantium offered her. Which likely is more than what Ms. Taylor would have earned, but how much we will probably never know. I will agree that the offer is low and she probably has a point insofar as that her voice is probably worth more for Bayonetta 3, however, time and sales will tell. On the other hand, she went to an audition, got an offer, and was unhappy with it. The rest? The rest smells like hurt ego.1 point
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Completed the second DLC for Wasteland 3. Between collecting 3 McGuffins, infinite waves of enemies in every location, and quest markers, it was not impressive. I suppose, it is ironic that the worst aspects of the game, the DLC, had DRM, while the base game did not. The base game was complete, consistent, and trusted that the player is reasonably intelligent or prone to loot every container and corpse and talk to every NPC.1 point
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Didn't part of the "fix" for Azata that stopped favorable and zippy magic working on kineticist blasts also apply to other slas what the Devil gets? It's moot for me, because despite my edgelord forum persona killing Aivu is a bridge too far. What would Usako say? I think the Aeon > Devil makes a lot more sense thematically, but I'm not sure how it is mechanically. Aivu smelled a cookie and Aivu will go anywhere for cookies. Bruno won't play Azata because he'll butcher the Desnans dispense Law and Order in Act 1. Then go Legend because Aeon kills his romance1 point
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Hello! The marble and quartzite harvest points do not respawn, and you'll need to unlock additional recipes to make more than what is available in the backyard. Please feel free to submit a support request if you run into any other issues. https://support.obsidian.net/contact Thanks!1 point