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Showing content with the highest reputation on 06/24/19 in all areas

  1. I'm on chapter 2 in Judgment. Chapter 1 is very linear, it has no side cases at all, everything is main story. Once you get to chapter 2 the game opens up and you get the side content you expect from a Yakuza game (this isn't technically a Yakuza game, but for all intents and purposes it's a Yakuza game). The story is great so far, but that was never in question. Ryu Ga Gotoku are, and have always been, great at storytelling. The writing is great, the characters, whether prominent or obscure, all have personality, the pacing is spot on. These folks know how to tell a story. I can also happily confirm that the English translation and voice acting in this game is top-notch. SEGA and Ryu Ga Gotoku have put more effort into the western localization than any previous title and hopefully it sells like hotcakes in the west because this level of effort is appreciated. So whether you go with Japanese voice with English subtitles or English voice, you're going to get a premium experience. There are also some quality of life improvements over Yakuza. For example, you no longer have to keep holding X to sprint, you can just press it once and Yagami will keep sprinting as long as you keep moving. Also, I like the combat in this game better than Yakuza. I'm not sure how to explain it, but it seems to flow a little better. Also, you can do attacks jumping off walls, which is all types of rad, though I need to work a lot on my aim with those attacks. Another small improvement is that you no longer trigger a cutscene for most fights (you do for boss fights). When you run into common mooks on the street you fight them right there on the street without a break in gameplay. In Yakuza games you fought them in, for all intents and purposes, an instance. I like how the bystanders react when a fight breaks out. Some flee, some stand around and cheer on the fight, and some film it on their phones, in landscape mode, of course, because people in Japan aren't disgusting degenerates. On the negative side, it looks like there's no karaoke mini-game. I get they had to remove some mini-games since they added some new ones, but of all the mini-games to remove, why karaoke? It's arguably the most popular mini-game in the Yakuza games.
    2 points
  2. Everything that is tagged as melee weapon attack will work. This excludes stuff like Forbidden Fist - that is a melee attack but it is not considered to be a melee weapon attack (doesn't generate focus either). Whispers of the Endless Paths used to NOT trigger it with its AoE - but tehre have been some implementation changes so maybe it's worth another test. However, those additional attacks are never AoE attacks likethe original one. Just the individual attack rolls on that target get repeated. Best way to trigger Swift Flurry (and Heartbeat Drumming) ist to stack ACC and crit conversion like there is no tomorrow. For example early game: One Handed Rapier (later Rännig's Wrath) with modal on (--> +20+12+4+5 = +41 ACC, +15% hit-to-crit conversion). Also nice combo as Monk/Soulblade to make sure your Soul Ahnihilation does (almost) never miss. Also increasing the number of hit rolls is a good way: Sun and Moon rolls twice per attack, Clear Out rolls against a lot of foes if you aim it well and so on. Another very good way is to use a Morning Star, Enervating Blows and multiclass with a Berserker (for Spirit Frenzy's stagger effect, Brute Force, Barbaric Blow and Blood Slaughter) - because you will lower enemies fortitude by 45 points with Body Blows modal (-25), weakened (-10) and staggered (-10). This is a virtual raise of you ACC by 45 points (against fortitude). Endunring Dance can give you up to +12 ACC. At the same time the Berserker has a lot of crit conversions (Frenzy, Barbaric Blow and Bloody Slaughter). One/two-shotting enemies with low fortitude is a common thing with this setup.
    2 points
  3. @Elric Galad: Buffs: 1) Transmuter: agree (partly). The Form of the Fearsome Brute is not worth a spell cast. However, the armor is there to slow his fist attacks down. They have very high base damage and normal melee speed. Without any recovery penalty (like Spiritshift armor) they would be too good I think. But on the other hand: the current +100% is way too slow. One could tinker around with the recovery penalty and see when it feels "correct". This would be an easy fix I think. I would also argue that Conjurers don't profit a lot from their sublcass bonuses. Summoned Weapons and summoned creatures scale with char level, "only" the duration gets increased by PL. Maybe some feature like auto-fast-summoning (stacks with the passive ability) or "all summons get +1 lvl scaling" or something would be nice. 2) Corpse Eater: I agree that the penalty is too strong. The food is nice, but instead of giving a huge PL bonus for barb-only I would just make the food give universal PL boni. That would be more appealing for multiclassing as well. Maybe I'd also make Flesh Communion faster. I have the same problem (increase of resource cost too strong of a penalty) with Sisters of the Reapng Moon (Xoti Monk subclass). While +1 resource cost per ability doesn't sound like much it simply doubles the costs of the abilites you use most. The granularity of resource pools isn't fine enough. +1 Would be ok it let's say the cheapest ability would cost 4 points instead of 3 points (and the pool was bigger). But +1 for an ability that costs 1 - not balanced. The counterargument is that you can gain back resources (kill enemy - Xoti, eat enemy - Corpse Eater) but both are too weak if you play with a party. On the other hand it's difficult to change that part of the equation, so may just the upsides have to be a bit better. What I don't agree with is that it's a problem if the Coprse Eater is strictly worse against certain foes (non kith/wilder/beast). Because on the other hand he can be way better agaonst those - so... balanced in general? All the subclasses have pros and cons - basically. 3) Mage Slayer: same here - no problem if the Mage Slayer is worse against non-spellcasters than a vanilla Barb. On the other hand he is a lot better against spellcasters. It just has to be so that this advantage is good enough to balance out the downsides over the course of the game. I would simply give him spell disruption with Carnage as well. Not only on initial targets. He can heal himself with Savage Defiance/Stalwart Defiance pretty well. 4) Sharpshooter: +1 PEN is nothing to sneeze at. Once you are in danger of underpenetration the attack speed malus isn't that big of a deal. But it's obviously more important at higher difficulty settings. The crit conversion is meh though - especially for the long range targets. I would have liked a general +1 PEN better than this >4m-stuff. Higher range is a nice idea. Nerfs: 1) Troubadour: totally needs nerf. Don't know though if +2 phrase cost is the way to go though. Because this will also raise your max phrase count - which is an advantage over chanters who can't do that. Maybe change Brisk Recitation so that it does 4 sec phrases with 0 linger instead of 3 sec phrases? 2) Trickster: agreed. The penalty is way too soft for all the advantages the Trickster gets. 3) Streetfighter: agreed. Blunderbuss Streetfighter is boring. The "nerf" should be on Powder Burns as you suggest. Instead of applying flanked via affliction it could apply a flat (less severe) malus that stacks with afflictions and does not get removed by inspirations or resistances. Like -10 Accuracy and that's it. Distracted itself causes -5 ACC, -10 Reflex (via -5 PER) and -10 Deflection, -1 AR (via Flanked). It's more severe but can't be stacked with other PER afflictions while a flat -10 ACC could. Blunderbusses already have lower ACC so the -10 ACC would hurt enough I guess.
    2 points
  4. Basically the Imperial March
    2 points
  5. https://www.raspberrypi.org/products/raspberry-pi-4-model-b/ https://www.raspberrypi.org/blog/raspberry-pi-4-on-sale-now-from-35/ OpenGL 3.0 hardware acceleration for desktop ui / web browser H.265/H.264 hardware accelerated decode for 4k60fps video Drive two 4k HDMI monitors 1, 2, & 4 GB SDRAM options w/ 4GB at $55 price point 1.5GHz quad-core 64-bit ARM Cortex-A72 CPU
    1 point
  6. @injurai: Something along the lines of a capitalist economy but you get five across the eyes when you step out of line. Theres TOO DAMN MANY squealing pigs around here.
    1 point
  7. Thank you for your response! I think I'll test out both the Brawler and the Swashbuckler multiclasses while saving Barbarian for another playthrough. From what I've gathered Monk provides Fighter with interesting abilities and buffs (and crushing damage secondary weapon for Devoted) while Rogue seems to provide nice bonus damage in the form of Sneak Attack and tons of full attacks for dual wielding sabres (additionally Gouging Strike seems fantastic for big baddies as the duration seems to last the whole encounter). I even remember using the Apprentice Sneak Attack to surprisingly good effect in the first PoE so with the multiclass it must be even better. However, I feel it's better to ditch the Streetfighter as getting flanked may prove problematic with Eder in my party tanking and hogging engagements. Not choosing Streetfighter makes it easier to sneak around the enemy backline to take out problematic threats if needed. I'll look into the Trickster and no subclass Rogue.
    1 point
  8. Went fishing on Sunday and managed to catch a catfish and drum. Good times.
    1 point
  9. Thanks for the detailed answer! I really enjoy reading all your posts. The thing about increasing attack rolls is, from my understanding they don't really boost your overall DPS output that much, since you are just repeating that same strike. So for example, if I use a 2H weapon vs dual wield vs Sun & Moon, the final additional output is on average the same, right? Of course I may be wrong here, since I'm not sure about the probabilities stacking and such. That's a great idea though regarding Barbarian multi. Actually I'm thinking more of like you are having Serafen/Konstaten as the "Barbarian helper" in the group, while you yourself go dual wield Rapier/something else while enabling Rapier modal & purely using full attacks. The recovery malus doesn't affect you since only offhand recovery matter. Does a Fortitude-targetting full attack exists though? If not, you are then "forced" to use Barbarian as well, which is not really to my liking since too many overlaps between Monk & Barbarian skillset. Should still be more than viable though, since Stunning Surge means you'll have infinite full attacks.
    1 point
  10. I defeated the last 3 main bosses and finished the main story in Conan Exiles. The Undead Dragon, pictured above, was by far the hardest boss fight I've had so far. I died a handful of times before I had it figured out, and even then I had to burn through a ton of infused aloe extract to defeat it. It does a metric ****ton of damage if it hits you even if you are wearing high-end armor and it has a bajillion HP, so it takes forever to kill, even with a top of the line weapon, like my black ice broadsword. I didn't actually use The Keystone, though, as doing so plays a cutscene and literally deletes your character. I'm going to install a mod that visually removes the slave bracelet from your wrist and another mod that allows you to walk through the ghost fence without dying, though I'm pretty sure there's nothing beyond the ghost fence. Mainly it's to signify that I have removed the bracelet and am free to come and go from the Exiled Lands as I please, without actually ending the game so that I can keep playing. From a RP perspective, my character wouldn't want to leave the Exiled Lands, not permanently anyway. She's queen here, this is her land. Besides, I have to finish building my capital and there are still other adventures to be had, like the recently added Dagon dungeon. Back in my throne room... Need more treasure!
    1 point
  11. That's... outrageous! Shouldn't someone make a YT video or ten about it? https://www.nbcnews.com/think/opinion/iq-rates-are-dropping-many-developed-countries-doesn-t-bode-ncna1008576 The stultification is real.
    1 point
  12. I'm certainly no expert on Fighters, but I'll do my best. Devoted: Increased Pen and Crit damage at the cost of Accuracy when not using chosen weapon. Since you mentioned dual wielding sabres, I'm going to go with that (Also, there are like, so many sabres in Deadfire, so you'll have plenty to choose). For a Devoted/Streetfighter you would want to wear less armour (preferably lighter) and invest lots of skill points into both Alchemy and Stealth as you're going to "Bloody" a lot. Devoted/Beserker: I would pick Might, Intellect and Constitution. Might and Constitution because you want your watcher to stay alive and hit like a truck. Intellect because it affects the range of Carnage. You might want to choose 2h specialisation because the great sword Sanguine Harvest can do wonders. If dual wielding, go for Kapana Taga. I would also advise regenerative items because Beserkers take constant damage. Devoted/Monk: Honestly, monks are fun and easy to multi class with, so pick whatever sounds fun. Build-wise, check out this one out: https://forums.obsidian.net/topic/100743-build-the-tornado-fightermonk/ You can also scour the build forum. They have plenty of people who have well-constructed builds. Hope this helps!
    1 point
  13. Ideally none of those, because they are very binary, and therefore such path is picked once, and mentaining it is dull, with clear cut choices (see all Bioware games). My fav. RPG roleplaywise are once when choosing a path isn't as simple - you create base goals and ideals by which your character lives, and try to go through the game and examine decisions by those ideals - sometimes you will do good, sometime you will do bad. I am yet to see a straight up "bad" path done well. Being cruel, for cruelty sake never made much sense, especially if being good is just as beneficial. Not many games a brave enough to "punish" player for being nice. Pyschopath was never appealing to me, as combat generally isn't the most appealing thing about RPGs - therefore willingly engaging with combat, and locking myself out of the good part of the game isn't my idea of fun. So I hope that marketing is just easy to consume representation of something more nuanced and interesting.
    1 point
  14. Well... you can only do that once I guess. Don't burn it!
    1 point
  15. I made a voyage into the frozen north to hunt for star metal ore. I never did find any, but I did come across the Frost Temple: I figured while I'm here, I might as well have a look inside. On a side note, you wouldn't think that Lemurian Royal Garb would provide cold resistance by looking at it, what with all the exposed skin, yet it does. I'm assuming the logic behind that is the same as a chain bikini protecting against physical attacks. The frost giants in and around the temple are some of the easiest high level enemies I have ever encountered. Outside of mountain goats, they may be the easiest enemy located in the entire cold region of the game. 95% of the damage you see thet I've taken in the screenshot above was from cold exposure, not physical damage from the giants. Hrugnir, the Frost Giant King: Much like the common frost giants, Hrugnir is extremely easy to fight, provided you are wearing armor that allows you to dodge roll (light or medium). I would go so far as to say that he's the easiest boss I've fought, even easier than the giant crocodile in the cave with all the brimstone. I mean, I'm sure he hits really really hard, especially with his impressive looking charge attack, but that doesn't matter if he never hits you. I didn't even bother cheesing him with snake arrows, and there's plenty of room to kite him for days in his throne room if you want to take that approach. Cutting him down with my axe was very easy. I wound up coming back to the Frost Temple later on another expedition hunting for star metal ore (successful this time!), but also because I wanted to use the Frost Temple Smithy located there now that I knew what I needed to forge items there: I made this Black Ice Broadsword and a Black Ice Pick. These black ice weapons and tools can only be forged at this smithy, so if you plan on going to the Frost Temple, do yourself a favor and bring along a hardened steel sword and a hardened steel pick (you will also need black ice, but there's tons of the stuff to mine inside the temple). The black ice broadsword pictured above might not be the prettiest sword ever made, but it does massive amounts of damage. You won't ever need to return to the smithy once you forge everything you need, you can repair black ice weapons and tools with black ice and hardened steel yourself on the go.
    1 point
  16. I heard two peanuts walked into the park. One was a salted. (For @LittleArmadillo0 )
    1 point
  17. Did you play the DLC? I felt the same way about the base game. Though I had no issue with loading screens. I didn't like the first part of the DLC. By Jeff did I dislike it. Actually I so disliked the first part of the DLC, Jeff be my witness, I feel no compulsion whatsoever to play the second part. The base game had good writing. The Mowlings were my favourite, but I liked everyone. Perhaps the Mukay were the most bland, the fish joke getting old fast. But even the Greegrox had some charm. inginginginginginginginginginging But I loath the Gloosh.
    1 point
  18. 1 point
  19. Death by bicycle: Examining evidence: You friendly neighborhood yakuza boss: Facetiming with my main man Kaito:
    1 point
  20. If you don't hear from me for months or more or something, you'll know where I went.
    1 point
  21. Have you ever tried to eat a clock? It very time consuming, especially if you go back for seconds.
    1 point
  22. That would be my next approach if the others agree: I would like to create trinkets for all other classes that are not swappable (I think... maybe that changes) that alter certain core abilites of the classes. A bit like adding new subclasses, but more subtle and "equippable". I already gave an example for Fighters: Constant Recovery could heal in an aura (allies) but not the fighter (for creating a support fighter). Ciphers could have their buffs (Pain Block and so on) cast only themselves but not on allies anymore (egoistic cipher), Chanters could get a trinket that makes phrases 12 secs long but get +100% AoE, Rangers could suffer -20 ACC but their Animal Companion gains a high amount of base damage and maybe AR (focusing the build on the AC) and so on and so forth. Not too many for each class, maybe 2 or three. THey wouldn't add the power of the class but rather change some mechanics so that if plays differently but also insterestingly and opens up new build options). If people like that idea of course. But it's just too much work to come up and implement 10+ trinkets for every class and let them add new abilites per PL and stuff. That would take ages and the game already is quite old by now.
    1 point
  23. Heh. My parents brought me two toy drones in a Star Wars design today. They figured I'd like them and when they told me about it I was looking forward to buzzing around a bit. They also got theam really cheap on a sale so I didn't expect much. Certainly not the two wax sealed limited edition drones I have now and can't play with because who opens limited editions. Seriously. Time to go out and grab some more for the actual fun part.
    1 point
  24. for those still wondering why josh no longer contributes on the boards am recalling how josh discovered deadfire might attribute were not working as intended only immediate before release in spite o' fact the quirky implementation o' might were a frequent topic o' discussion on these boards. have personal criticized developer overreliance on board feedback given fact we never provide meaningful consensus on any debated issue. have observed how even if we managed consensus it would be opinion o' only the most hardcore soopernerds as 'posed to the average game purchaser. have sympathized with developer board frustrations. nevertheless, we do see value in the boards. is too bad josh, as part o' his post mortem, did not recognize how his overreliance on a new toy (game telemetry) perhaps contributed to a few o' the game problems. HA! Good Fun!
    1 point
  25. the world just got a little less funky. if you inspired a muppet version, you musta' done something right... or something very wrong. HA! Good Fun!
    1 point
  26. Game wasted opportunities yet you fail to mention voltron/ power ranger robots that the watcher and crew can pilot. We fight eothas in a losing effort until we combine our individual robots into one gigantic robot where we finally subdue eothas with our lightning fire sword dramatic finisher attack. Engrim later gives a brief speech getting us to understand we had the real secret weapon to defeating him all along: working together. But no you keep on about pallagina sweetie.
    1 point
  27. Yep. Ogres are born with a club in their hand, and if they ever lose it a new club grows in a matter of days.
    1 point
  28. If you want a cyberpunk world that's difficult to comprehend, E.Y.E. Divine Cybermancy already exists. http://youtu.be/RzDf5lzVTd4
    1 point
  29. Is Cyberpunk the one where you have a humanity statistic that degenerates as you acquire cybernetic augmentations? If so I wonder how they'll deal with that, seems quite punishing for the average completionist minded rpg fellow. How would you represent such a loss of humanity? Poor social skills, lack of empathy, getting a job at EA.
    1 point
  30. Pretty sure this Dune reference is Josh Sawyer's fault...
    0 points
  31. Nah. We need a system closer to China's.
    0 points
  32. That depends afaik. If your inspiration (Acute or Brilliant) comes from an item or a passive ability it should stack with the potion. Also see Bardatto's Luxury with the enchantment "Tribute" which will give you a Fit inspiration that stacks (because item based).
    0 points
  33. @ theIee, I just drinked potion(nobody flanked) , I thought I need +3PL (tactician brilliant is passive?) but it is what it is.
    0 points
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