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Showing content with the highest reputation on 04/15/26 in Posts

  1. Hello, I like classic cRPGs more than modern first person or third person action shooters. You should make a new game. No matter whether it's PoE 3 or a very new title. Do not think you have to make another Baldur's Gate 3. Think smaller. Not a 100 million dollar budget game!! What I mean is a beautiful hand-crafted classic RPG in an atmospheric world with a good story and interesting exploration. You could make it even smaller than a PoE game. Maybe the scope of Tyranny. Just make a fantastic dark medieval-fantasy world in a small game. I would love it.
  2. Well, as a professionally trained and working classical musician I tend to contemplate those things more then is normal :-). Yeah, don't mean it as a honest criticism of E33 soundtrack, just finding it curious how well received it is and if it will have impact on OST expectations going forward. Seems people still respond rather well to good tunes, and those are difficult to pull off if you OST is set up to transition from one bit to another at any moment. As to classical bit - it's pretty well defined and pretty flexible as it is. I just think due to streaming services some folks treat "classical" as anything with acoustic instruments in them... or something old. Potentially an existential issue from my perspective, but what can you do.
  3. From what I understand they just made it harder to oneshot. He now always plays first and you cannot burst him through phase 3. There is also enhanced Clea and Lampmaster with 5 lives. That is a fair way to judge it, I just put a lot less thought in to it. I never got sick of it and always looked forward going back to the Continent to hear the song. I can even vouch for encountering awkward cuts in the music, or no music at all or cuts to new songs. But somehow I never particularly mind it. As for the story, I don't think it's fair to compare it to an interactive game where choices change the content you play through. This is not that type of game and I think it's better for it. What I mean by that is if they tried to shoehorn in some reactivity it would have hurt the story overall. Even the 2 endings were unnecessary in my opinion and on that topic, I rewatched Maelle's ending on YT... I don't know who picks that and defends it. As for it being classical, idk what they are smocking... Maybe it's classical, like in Star Trek, where they play AC/DC as classical music... I guess the line for classical has to move at some point.
  4. I have thoughts on the subject, which I might as well use this as an excuse to express them. I mean obviously the OST is pretty darn good. But I keep thinking whenever it is a good "video game soundtrack". I think it's greatest strength is that it is being in a way very "old school". There is no reactivity here, no dynamic soundtrack, no smooth transitions from one bit to another based on players actions. That gives E33 OST an advantage, which a lot of older games had - you can write more traditional music (with full phrases and direction) and not worry about awkward transitions if, for example, player engages in combat halfway through it. I think it very much makes it a better music to listen then a lot of video games OST, but does it make it a better video game OST? I suppose I feel about a soundtrack the same way I feel about E33 story - it's good, enjoyable stuff, but I will always have more respect for soundtrack and story that supports interactive nature of the medium. Still, considering the uninteractive tradition if jRPGs I can't really fault it for being conservative. (though I am also a bit bitter by headlines calling E33 OST #1 on Classical Music Charts.... it ain't classical music. Like none of it).
  5. Enhanced....?! WTF. No, I played E33 through gamepass before the update. I was planning to pick it up on GOG at some point and give it another playthrough at some point, but now I am straight up scared😅
  6. With today's update, I can't even get past the part where I have to log in with my profile; it just keeps saying "logging in" but doesn't actually log in.
  7. Naval blockades usually take a long time to work (years) and they put the blockading forces at risk of drone/missile attacks. I suspect what matters though is whether Iran is still able to blockade the straits for other nations. In that case the prices will remain high for the duration. It is benefitting the US somewhat though because we now have a larger potential market for LNG. Hopefully bombing Iranian civilian targets is now off the table.
  8. Finished Clair Obscure, did all that can be done apart from the bosses in the endless trials and have put almost 3.5 day in to the game, but I think it's enough. Don't feel the need to do them too, maybe I'll come back to them. All in all the game is fantastic, the story is a masterpiece (for a game) and I will definitely play whatever is next. Even knowing the main plot points beforehand, going through all the connecting material made it so much better. The side content is interesting and I don't think there was anything that felt like padding gameplay time wise. The combat mechanics, while not something I usually enjoy, had so many extra things to them that it was fun. There were some enemies early on that I had to learn to parry and do them the "intended way", but later on when the dmg cap is removed the fun moved to how high can the numbers go. That may be the only mark against the game, but then again maybe not. As always you are free to choose how to play and they give you the tools to do so. I respect that they didn't bang their head against people cheesing stuff and from what I see they even leaned in to it. The art style is pleasing, moody, fun and unique (at least from what I have seen). The music... That may be the greatest thing about this game. Kudos to the music department. The only knock against them is that there are no subtitles, especially for that poem in White Sand. That was a big miss in my opinion. The only thing this game is missing is that it's not a CRPG, but no accounting for taste and all that.
  9. Hi, for a Berserker I would pick Human: Fighting Spirit: you will drop bellow 50% health often which would trigger bonus accuracy and damage. It's not limited like in PoE1 but procs every time you drop below 50% and stays on as long as you are below 50% Fighting Spirit stacks with Blooded (Barbarian passive ability) you retain the headgear slot most portrait options available Weapon choice: Since you want to use the Devoted (and not use Monastic Unarmed Training I assume) swords are - generally speaking - the better pick because they have two damage types: slash and pierce. With sabres you would be limited to slash damage. If you meet enemies with high AR against slash damage and even slash-immune enemies, you would be forced to either pick Monastic Unarmed Training and use your fists or switch to backup weapons and suffer a pretty nasty accuracy debuff because they are not the weapon type you are devoted to. However, sabres arguably have the better uniques. Scordeo's Edge is especially good for critical hits (up to +20 accuracy due to "Adaptive") and the enchantment "Blade Cascade" is very nice, especially in combination with Blood Thirst and Cleaving/Mob Stance. Another awesome sabre is Grave Calling with the enchantment "Grave Bound" which is also amazing at generating crits (paralyzed enemies get a 25% hit to crit conversion against them). You can steal iw very early if you wish. It also comes in legendary quality - which is pretty bonkers tbh. Spares you expensive/rare resources since you don't have to upgrade it yourself. And there's several other cool unique sabres on the way. Sabres have the most (and most impactful imo) uniques in the game. One of them, the Animancer's Energy Blade, even deals less dmg but is faster than normal sabres and does raw damage that bypasses all armor. This would be a great backup weapon for you btw. Swords also have nice uniques - Modwyr is great - but not as good as sabres imo. My recommendation would be to go for sabres and either live with the accuracy malus in the few cases where slash damage would suck (maybe use spears, rapiers, daggers or clubs since they have an innate +5 accuracy bonus) or pick Monastic Unarmed Training to have good fists without accuracy malus as backup. Those also scale automatically and spare enchantment-related resources. Devil of Caroc's Breastplate is perfect for you. You can steal it very early. The enchantment that makes you immune to confusion needs Vithrack brains. You can buy those in several shops occasionally, so watch out for Vithrack brains in shops all the time and buy some asap. You can even "wait" in shops: every new day the shop's "random" stock of enchantment resources gets reshuffled. Attributes (you only gave 77 points and thus lack 1 point btw. - I guess you didn't include the culture's bonus point): Berserker's self damages scales steeply with levels AND with Might and all other universal damage bonuses (Blooded for example). Because of that it's not a bad idea to NOT raise MIG too high since you also will get +5 while frenzied. You can safely lower it to 10 if you wish and not gimp your performance. You can also add some MIG back with items (all item effects stack in Deadfire unlike PoE1) and food+camping or resting bonuses from taverns. CON at 15+ is a good thing for a Berserker to give you a bit more leeway with the self damage. At the same time DEX is more impactful for DPS than MIG. So I wouldn't drop it too much. I would put 10 at least - but would be comfortable with 15+. PER 16 is solid. In Deadfire all secrets and traps will be discovered by Perception (not mechanics like in PoE1). Most official companions don't have high PER so it's on the main character to provide solid PER (if you want to find all sorts of secrets and traps). Of course PER also promotes crits. INT 14 is good. Carnage grows with INT - but Carnage isn't as good as it was in PoE1 so you don't need to push it too much. It's nice for longer durations of course (Frenzy, Disciplined Strikes and so on). Unbending is much(!) more powerful with high INT. So you could go higher and would still get benefits. But there are also several +INT items - should you want more. RES not only influenced deflection (which is already low due to Barb + Frenzy and thus you can forget about it in the first place) but also influences how long hostile effects stay on you (including your confusion btw.). Because of that I would like to put it at 10 in order to not get a malus (increased duration of enemies' hostile effects they put on you) - but 8 is okay since there will be items/food, inspirations etc. which can lift you over 10. So altogether my attributes would be (I guess): MIG 10 CON 15 DEX 15 PER 16 INT 14 RES 08 Of course a few points here and there (for example taking away points from DEX and giving them to MIG like so: DEX 12, MIG 13) does also work well. It doesn't matter too much compared to the impact of abilities and gear selection. Since your character will be good at offense but will need constant healing, I would recommend to use a pet that grants healing on kill. Abraham for example has such a property and also makes you attack faster in armor. Devil of Caroc's Breastplate also has some healing capabilities (on crit). Also some gear that grants resistance to damage works nicely against Berserker's self damage: Death's Maw helmet, Voidward Ring... Cheers!
  10. Yes, if Heodan doesn't get injured during the fight and the following scripted interaction then he doesn't need to rest - which avoids the whole situation. But minor spoiler: Next minor spoiler:
  11. You have to actively attack an enemy in order to engagement to "snap" and activate. At that point it will also not only engage the enemy you targeted but other enemies in 0.8m range (if you have enough engagement slots). It is easier to engage enemies if your tank scouts ahead and the rest stays stealthed with a gap (of at least one character circle's width) behind the tank. That way the Tank will initiate combat and will briefly be the only one visible to the enemies - and all enemies will attack him. This allows the tank to easily engage multiple enemies before the rest of the party becomes visible. Once enemies have picked a target they rarely try to switch and leave. If you open the fight with the backline however, the enemies (especially those who got hit by the backline characters) will do anything to reach that party member, tank in the way or not. Then your tank can only stop them if a) you didn't deactivate the "stop on engagement" option in the game options menu and b) you attack them with the tank and enough engagement slots as I said above.
  12. I'm trying to figure out how to add the "destroy body" effect to an ability. Disintegration_SE_Destroy and Flesh_Communion_SE_Destroy both destroy bodies, but other abilities (Touch of Death, Death Ring) with StatusEffectType set as Destroy can't do that. What is the difference here? I guess Destroy is an effect that can be applied to both alive and dead targets, but works differently on them? In the case of Disintegration, Disintegration_SE_Destroy is triggered OnUnconsious by Disintegration_SE_RawDamage, but Hauani O Whe's Ooze_Black_DivideAndConquer_Monstrous_SE_LaunchAttack seems also OnUnconsious . Why the former always prevents the latter from happening?
  13. I am tired of this issue. They can’t fix it! We can’t resolve this playing offline when we pay for game pass.
  14. Not even two days and Obsidian has fixed it! I can confirm I no longer have this issue with the latest build. You devs rock!
  15. Here are a few more minor bugs in V3.8.0.88149 I've encountered which should be easy to patch: The wild druids to the north of Lle A Rhement's entrance often get stuck standing and doing nothing during combat. Attacking them sometimes breaks them out of it. I've consistently had hidden intractable objects (Ie: the purple outlined ones found during scouting) not illuminate at all. This doesn't seem to be an issue with containers but hidden switches. I can still use them but I need to pixel hunt with my cursor to find them. Consistent ones that remain invisible even after my character mentions finding something are: the Woedica Temple floor tile switch to open the tomb area, the lamp switch on the upper floor of the Eothas temple, the floor tile switch to open Lambdala's amphitheter to the catacombs You can enter the Underground Woedica temple during the Defiance Bay riots by having your character approach it from the right road. This can cause you to enter in First Fires and Brackenbury from the wrong side which will make you stuck since all of the other waypoints are disabled during the riots and burning debris blocks them from the main path you're supposed to take. Into The White Void is extremely easy to do because as a Ranger, you can just send your wolf companion to run to Glasvahl which triggers the dialogue event to finish the quest. The temple priests do not aggro even if your companion is right in front of them in the restricted areas. They even open the door to the main chamber for your companion to run through. The audio for the Twin Elms guards that bar passage to Old Song and Elms Reach plays only on one speaker and very faintly. This happens with my standard dual channel setup but it sounds just like if you try using surround with two speakers. I triple checked my settings to make sure this wasn't the case, all other dialogue works fine. Sometimes the combat track suddenly ends and the regular biome specific idle track plays in the middle of combat. This happened when fighting the Durgan's Battery Lagufaeth and Ice Blights to the left of the bridge that leads to Feara's shipment and the ice cave. There's a strange cut-off jingle that plays very rarely when combat starts and you're in autopause. It's sounds like the brief winning sound from a slot machine that's faint. Sounds similar to when you record something but forget something else is on in the background. Not sure if this is a bug, but Heodan's buy price for everything is very high at the start of the game. You can sell him all your gear for an easy 2900cp or so from the start (Gaun's pledge can be sold for over 1500cp).
  16. This happens quite a bit and there are many ways of it triggering it. The easiest way that's been around for at least a few years is to (as a Ranger): Enter combat and auto-pause or manual pause Enable the Vicious Aim Modal AND use wounding shot to target an enemy The player is stuck taking no action until you order them to move or cancel the action Upon moving or canceling the wounding shot, the modal activates just fine The problem is that there are so many other ways this can be triggered that I can't keep track. I'm always wondering if my player is waiting for his recovery to finish or is deadlocked and needs to be moved (often causing a heavy disengagement damage penalty). Is there a mod or tool to inspect the recovery time to check what's happening in the game's internals live during combat? I'm avoiding the console to play as legit as possible.
  17. This has happened alot during my solo playthrough where my wolf starts doing 0.6 damage to enemies (after DR). Upon closer inspection, my wolf only does 1-7 crush damage to everyone. The only way I've managed to fix this is to retrain my character from scratch. I'm not sure exactly what causes this but I'm pretty sure it has to do with status afflictions causing my wolf to unequip the default hidden pierce weapon and use fists. Resting doesn't fix the issue though. There's a few more wolf companion bugs I've had too: The wrenched knee affliction causes my wolf to play the running animation much faster while only running much slower. This amusing visual bug happens both in and outside of combat and remains even after resting to cure the wrenched knee. Combined with another affliction like hobbled it's funny to watch but should definitely be fixed. Once, my wolf was stuck at moving at -2 movement speed, about half the speed of my unbuffed character. There were no status afflctions or effects and was only noticeable when combat started. The only way I was able to fix this was by retraining my character.
  18. Specifically, for some enemies (ie: Ogre Chanters during the WM Stalwart battle) successfully hitting them with Charm/Dominate even with a long duration causes them to start walking back to where they stood before combat even if there are enemies to target all around them. This walking back lasts for about a second before the charm/dominate instantly goes away (same behavior as if they're the last enemy left) and they aggro like all the regular enemies. I've had this happen with many different enemies like the Crag Ogres and different mercenaries. I can consistently reproduce this bug by charming the Ogre Chanter to the right of the Gref's Rest during the Stalwart battle only for them to walk back to where they started for 1 second before the effect disappears and they aggro once more. I've seen this issue raised before in 2016 but it still seems to be in my latest build v3.8.0.88149. It makes doing The Ultimate legit much harder since this seems to happen about half the time.
  19. Wild Orlan is great against dragons and drakes (and everything else that emits an aura against Will) since their fear aura procs the defense buff every 3 secs.
  20. It looks like Antipathetic field ticks once when you cast it, and once your next turn comes it triggers multiple times (i had it tick 6 times on an enemy when reactivated). The combat log can look quite funny
  21. I would love to be able to craft a few marking flags that stack to keep in my inventory. So many times I've come across something interesting but have a different objective in mind and/or there are no clovers or sprigs around to make a marker. I'd love to be able to just have some in my inventory to plop down when I'm running around without having to run around looking for clovers and sprigs or having to keep them in my inventory.

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