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  1. oh Sadie, you always know what to say
    3 points
  2. sure, like playstation and xbox games are totaly not same gigher price, they basically beating each other with better price eeach day, soon they will sell it basically for free...
    3 points
  3. I propose that the Senate give immediately emergency powers to the Supreme Chancellor.
    3 points
  4. Edit: Ok wow, this was easy, but I actually don't see it mentioned anywhere how to get it. Been datamining and scratching my head over this for two hours now. It's not a very tricky thing so I'm sure loads have done it, just haven't shared it with the internet. Step 1: Examine the house, doesn't matter if you fail the perception check. I don't know what the ability check here is, so can't speak for it. Step 2: Enter the house. There are two ability checks available here as well. You don't need to do them. Might even be bad to do. Step 3: After entering the house, you notice the bodies. All you need to do now is flee the house, not pursue the arsonists. You can do all the other things if you want, even try to loot the bodies, as long as you choose to flee the house in the end. Step 4: A priestess of Amira (Hylea) will ask you if anyone survived. If you tell her to check for herself [Cruel], you get nothing. If you say nothing (no disposition) or that you're afraid not [Honest], you get a Huana Charm Belt and Amira's Blessing: +2 dexterity to your party until you rest. And if you find yourself having a dilemma... the arsonists drop nothing special.
    2 points
  5. Hah, that is debatable. Wait, I remember, you are GD's dog.
    2 points
  6. Add Amira's Blessing to the list! +2 dexterity. You get it from solving the Neketaka burning house scripted interaction in a certain way.
    2 points
  7. Irony. Definitely my favorite form of humor: https://www.cnn.com/2020/01/22/india/rooster-****fight-death-intl-hnk-scli/index.html
    2 points
  8. Huh, hard to have much faith in the idea of a KotOR reboot. I mean, it seems unlikely that it would be a rich RPG experience.
    2 points
  9. It goes without saying that the point of posting the question is getting tips from people one trusts not to be trolls, astroturfers or shills, about graphic editing software they have experience with. Not having someone else google the question and lazily post literally literally the third result, evidently. OT: I don't think you'll get very far if you want to do anything serious, without a license for a commercial product. I dabbled a bit in GIMP and found it was a bit lacking in features, and I'm a garbage tier photo manipulator. That was a few years ago, though, I don't know if it's got better.
    2 points
  10. You did not think my megalomaniac building urges had suddenly gone away, right? Still working on my pyramid, 41x41 is a lot of space to fill The centre is a fountain (Mitra statue), and three elevators, each going to a "main" floor, which themselves are divided up in sub-floors as desirable, mostly with stairs. The battlements along the upper walls here are not accessible from the ground floor, need to take an elevator to the first floor (or second, for you strange people that number the ground floor as 1), and then down to the battlements. it's divided in 4 quadrants split by these long halways as above, two of these quadrants are basically still empty, the other two are the dungeons, and the crafting quarters. Dungeon: Cells with view on the wheels of pain... (gotta entertain the prisoners, right? ) Crafting quarters are still fairly barebones Attempt at sense of scale using the one quadrant that hasn't been worked on Top floor has windows, yay! Entrance as seen from the centre of the pyramid
    2 points
  11. Hi everyone, I have just started working on my own mod which will aim at making the game more balanced. The balance between various classes is currently quite good, but most players would agree that there are currently "good" and "bad" abilities. (Please note that this mod is designed for RtwP. Some of the changes should work for TB but I haven't tested them.) My main objectives are the following : - Make most abilities worth including in a build, - Ensure that Tier VIII and Tier IX are interesting enough to go Single Class, - Ensure diversity of possible builds for each classes, - Correct a couple of weird mechanics to make them more consistent with generic rules. The Community Patch really did a good job toward these objectives. ( https://www.nexusmods.com/pillarsofeternity2/mods/335 ) Therefore, I don't want to override most of what they already did, so I will start from this basis. (there are a couple of changes that I will override though, for various reasons explained in this thread) Please note that there would be a couple of nerfs included in the mod. As this is a Single Player game, people may not like this, so I will deliver them in a separate package (some abilities with major rework will also be part of this separate package). These changes are in red below. As I fear powercreeping, I think the mod would feel more "legit" with these nerfs. The first part of my mod is about Fighters, Paladins and Chanters. All the changes below have already been implemented and quickly tested to ensure their technical feasibility. However, I really wished I could get other people opinions before "officially" releasing the mod. A) Fighter A common problem with Martial Classes is that the raw power per ressource of their abilities scales poorly. Abilities that cost 2+ more ressources often don't bring that much compared to 1 ressource ones. This is even more true for Tier VIII and Tier IX abilities that are intended to be Single Class specialities, but are often less efficient than low level ones. The problem is not so relevant for fighters though, so I only had to buff a couple of their abilities. Inspired Discipline : 3 Discipline -> 2 Discipline (this is intended to be a bit of a reward buff for Fighters going Single Class) Power Strike & Inspired Strike : 4 Discipline -> 3 Discipline 6s Stun -> 8s Stun 6s Staggered -> 8s Staggered Inspired Discipline 10s Acute & Swift -> 15s (this is intended to be a bit of a reward buff for Fighters going Single Class) Take the Hit : 4s Recovery -> 0s Recovery (A Tier IX ability that only redirect damages feels a bit weak if it also takes time to use) Into the Fray & Upgrades : 2 Discipline -> 1 Discipline 10 – 14 damages -> 5 – 10 damages (This is meant to make this ability more focus on the tactical pull part. Damages are tuned down to avoid instant damage spamming) Mule Kick : Most upgrades use the PL of the original ability. A PL 3 upgrade of a PL 1 ability used by a PL5 character will for example get a scaling of +4. There was a glitch that counted Mule Kick as PL3 instead of PL1, so I corrected it for ruleset consistency. This basically gives Mule Kick +2 PL. B) Paladin According to what I've read, people tend to consider Paladins get most of their goodies at low level. Mid to High level abilities are often mediocre, which is especially bad for Single Class. I especially find that Commands needed a bit of rework (bar the rez command) : I love the idea of a Paladin yelling its (instacast) commands in the middle of the battleground. However, their high ressource cost (2 zeal) make them not very flexible. That's why I changed them to 1 zeal. I had to tune down a bit their duration as a consequence, but I really think this new version would make them more appealing to use. Light of Pure Zeal : 5 Zeal -> 4 Zeal Exorcism : 4 Zeal -> 3 Zeal Healing Chain (complete rework) : 2 Zeal Range 5m + 4m Jump Friendly Target + 50 Bounce (yes, 50) Heal 10 health per bounce (no reduction per bounce) Can bounce several time on the same target (0,3s delay)Why I changed this ability : Hastening Exhortation & Upgrades : 2 Zeal -> 1 Zeal 30s Duration -> 20s Liberating Exhortation & Upgrades : 2 Zeal -> 1 Zeal 20s Duration -> 10s (This ability didn't receive a big boost compared to other commands, but hostile effect requiring it rarely needs more than 10s suspension, especially with INT and PL scaling. I think the ability now fits better its main objective) Reinforcing Exhortation & Upgrades : 2 Zeal -> 1 Zeal 12s Duration -> 10s Glorious beacon & Upgrades : 3s/4s Cast -> 0,5s/4,5s Cast 1,5m AoE -> 2,5m AoE 8s Duration -> 12s Duration (unupgraded is now comparable in power with Cipher's Eyestrike, a mere Tier I ability. However, Glorious beacon upgrades are very good) Sacred immolation & Upgrades : 4 Zeal -> 3 Zeal 32 raw damages per tick -> 20 damages (I wanted to align the AoE of all Paladins Point Blank abilities. That's why I didn't use the 3,5m radius from Community Patch) Wrath of the Fives Suns (Pallegina special ability) : Penetration : 7->12 (tribute to PoE1 DR Bypass) Penetration properly scale with PL (currently it does not) Damages : 5-7 -> 5->15 (x5 Projectiles) EDIT : 2 Zeal -> 1 Zeal (Yes, it is powerful, but properly not more than the 2x14 AoE heal that Wayfarers gain with their FoD...) C) Chanter Chanters don't have many "true" problems. However, there were many weird stuff with their abilities. For example, a couple of upgrades that cost more than the original ability. IMHO, upgrades should always be strictly better. I really think this is something the devs completely forgot after correcting a few of them, because the only ones left don't really feel that much better than their unupgraded version. Then, I wanted to boost a bit Single Summons, that felt a bit less appealing than their numerous counterparts, especially Ancient Weapons. Finally, I wanted to boost their Ressource reloading Invocation to give an alternative to Cipher for replenishing ressource pools. This was also meant to give Single Class Chanter an additional and convincing role. Oh, and I also implemented a Troubadour Nerf (following a @Boeroer recommandation from a couple of months ago) because the subclass is just too good compared to other ones. Troubadour : Brisk Recitation phrase take 4s instead of 3s. ...and Their Screams Reached The Heavens (Wurms Summon upgrade) : 4 Phrases -> 3 Phrases (as unupgraded version) Set to Their Purpose, They All Knew Their Part : 6 Phrases -> 5 Phrases (as unupgraded version) (this was justified when it provided Brillant...) Far from Defeated, His Heart Filled with Joy : 6 Phrases -> 5 Phrases (as unupgraded version) +3 Phrases -> +2 Phrases Far from Defeated, His Heart Filled with Joy and Their Companion Braved the Horde Alone are considered Offensive instead of Non-Offensive (I really thought that this ability was too aligned with Skald style of play and "feeling" to ignore. Therefore, I choosed to boost it for Skald instead of boosting it for other Chanters.) Drake, Spore and Dragon summons (and their Upgrades) : 25s duration -> 35s His Hunt for Revenge, Eternal (Ghost summon upgrades) : 25s duration -> 45s ...Each Kill Fed His Fury : Contrary to the ability it is upgraded from, this ability provides mere +5 stats boost instead of inspirations. As it seemed really random, I replaced the stat boost by actual Strong, Fit and Steadfast Inspirations. Boil Their Flesh From Skin to Bone & Upgrade : Secondary Cones replaced by simple 2,5m radius AoE. This enables the Acid Explosion to be properly centered on the victim. (Thanks to @thelee Gamefaq, I learned that the secondary Cones originated from the caster instead of from the actual victim. This seems to be because the game isn't able to manage secondary cones (probably because the code can't get the orientation of the cone...)) His Laughter Rang Through the Halls : 8s Daze -> 20s Interrupt on Hit -> Interrupt on Graze His Heart Did Fill With the Light of the Dawn : +1 Ressource -> +2 Ressources Does not affect the caster anymore. If you want to give it a try, feel free to use the "Beta" files below. (However please note that all the Ability Descriptions in-game may not have been properly updated and that the current version of the files may conflict with other mods.) BalancePolishingModBuffs.zip BalancePolishingModNerfs.zip How to install :
    1 point
  12. I don't really think it makes much sense to believe genders will be blurred, frankly. Let's review the last 10,000 years of human history--gender definitions have always been quite pronounced--and that's because of the biological roles of human genetics. Men cannot conceive and bear young, women cannot help but doing those things because their very genetics demands it. Genetic imperative is an extremely strong motivator--much, much stronger than the whims of temporary social change or mores. Social change over the last 10k years has been astoundingly diverse--yet the roles dictated by genetics haven't changed at all. Thus women are women and men are men and never shall the twain meet--at least genetically, speaking. The psychological games people may play with themselves is an entirely different subject, imo, and such persons are always in the distinct minority, regardless of culture, etc.
    1 point
  13. I am going to go out on a limb and say SonicMage. Maybe Krezack, but not sophisticated enough. I mean, I get Obsidian is an rpg company, but it is weird how many accounts feel the need to play a characterization here.
    1 point
  14. ^ ...the Borg Collective would want you to add your biological and technological distinctiveness to their own?
    1 point
  15. @Elric Galad Haha, funny you mention threatening presence. At some point last year (around the time I hit myself with the field boots to instantly kill myself through Barbaric Retaliation) I actually rolled in the sickening effect vs engaged targets, combining it with the no engagement vs lower level enemies. I didn't notice any imbalance because once you start to reach PL 7 (with other mods to savage defiance upgrades or other changes to earlier PL abilities) the choices become very competitive for SC Barbarian and most enemies who are dangerous by that point already resist constitution afflictions or resist all other afflictions that would have made the sickening effect more useful. The main purpose at that point was to bolster your accuracy with Brute Force vs mobs. In a team setting, you're actually applying constitution afflictions via other party members in big AoEs, so the Barbarian having this effect can be redundant unless you've worked out something for positioning. "Off-Tanking : reliably absorb damages. The limit is : Barbarian has bad Deflection... Only thing that they might be missing for this role is probably a reasonable Rage cost-efficiency for Savage Defiance." While your points here are valid, the simplicity of Savage Defiance means that if you reduce its rage cost and give another survivability tool, you can overtune the Barbarian to the point of making solo easy. I tested some things regarding reducing the cost and adding in Invigorating Strike as a PL 1 active primary attack ability that grants an all-damage shield (base 5 which scales with PL) and having both was enough to create a full turtle kit that could take on all of SSS and other DLC content solo with little trouble. It's probably better to decide whether you want to introduce another survival mechanic that synergizes with Savage Defiance or focusing on Savage Defiance and its upgrades only. "AoE Damage : Should have been of the class focus, but I would say it is only for Single Class Barbarian (Heart of Blunderbuss or Driving Roar vocal cannon). For MC, Barabaric Blow is meh and Carnage is not enough. I like spamming Spirit Tornado though : Instacast + scaling as a PL1 ability is suprisingly good for a bit of AoE DPS. ...I would advocate for a bit more cost efficiency for Tier VIII... Carnage is good enough as a passive (PoE1 version would cause stupidly overpowered Multiclass), I think it should be supported by active abilities. However, accurate carnage is a tad weak as it is, and could be buffed a bit... maybe ? This should be Barbaric Blow role to support the AoE component Barbarian..." Decreasing rage cost (by 1) for HoF and IoBR hasn't had too significant of an impact in my experience. It makes HoF a little more fun end game since you have some breathing room before and after its use, and IoBR is still competing against vocal cannon shenanigans. Yes, basically buffing accurate carnage to scale with PL and to add an increased carnage AoE component that also scales with PL fixed any issues I had with the passive while not making it feel like it had an overwhelming impact. It just made the passive ability competitive with other options. Barbaric Blow base should probably just get a conservative change like @Boeroer suggests. Give it a push so it triggers carnage on the enemy you hit. With other changes to the Barbarian, it'll synergize nicely, especially if you do what I did and add a PL 8 ability called Aftershock that just procs a second carnage AoE. "- Mobility : with leap and wild sprint, I think barb has what needed. Leap could be used for other purpose though... - Debuffing / CC : should be another focus of the class... Too few effects, debuffing the same stats (not INT, DEX, CON and PER afflictions) and too much Tier 1 that can be easily resisted. Some ideas : Leap is vaguely Okayish for 2 Rage. 6s Dazed could be replaced... One of the Yell upgrade (Roar line ?) could be change to inflict Confuse (or Distracted, etc...). Barbaric blow upgrades could be completely reworked to inflict a debuff... on the whole Carnage AoE. Weakened, Dazed..." Leap is used to sequence break maps and speed run through many locations that normally can't be bypassed. Doing things like leaping past triggers, onto higher terrain (if it's programmed into the map properly) and moving more efficiently to save time during Eothas challenges. I'd say moving it to one earlier PL is about the best change you could give it. Removing or adding more afflictions to it is not needed. I've also messed with reducing the rage cost by 1, but I'm undecided on how powerful it is. On one hand, I love leaping around with such a low resource cost and being able to unload even more abilities, on the other, isn't that kind of the definition of broken? Especially for a 1 point ability? I would caution against reducing the rage cost. Wild sprint is fine. I would focus on the upgrades because they're not worth it atm. What I did was add a charge effect where you get a bonus damage lash for 5s after activating any of their upgrades. Really awesome synergy that doesn't actually break the ability since you run out of rage really fast when doing your thing at mid to late PL anyway. Yell abilities that confuse or distract, in my mod experience, isn't game breaking at all. The move suffers from cast time and recovery. For most of the game using them is iffy at best. Go for it. Crushing Blow and Barbaric Smash doesn't need any debuffing mechanism. If you mess with the conditional bonus damage a little like with the gatecrasher +200% damage vs full HP target (which on testing is not as broken as it seems, especially if you take away the crit damage modifier) idea implemented by @Grape_You_In_The_Mouth in their Barbarian mod, you'll find some solid purpose in the upgrade path. The explosive keg VFX on gatecrasher is just icing. As for Barbaric Smash, you are welcome to increase the crit damage as you intended earlier. I've done the same myself, and found it to meet many thresholds for 1 rounding threats, but as @thelee pointed out it's still less reliable than a fully upgraded Paladin's FoD, so it's fine.
    1 point
  16. Grim Face (Hearth Orlan, Priest of Eothas) & Co - Part 2 - Intro. - Part 1 The first objective of our adventure was Raedric's Hold. Esternwood inhabitants - undead and Wichts - are Vessels so Holy Radiance burned them in few seconds. Spiders are a little bit sturdier but fell nonetheless. We met Kolsc there and proceed to the Hold. There we took a sewers entrance (buffed with Duc's Own Beefloaf Eder was able to bend the grates). Large group of Guls, Revenants and Skellies at the entrance was taken down with some more food buffs (Darkest Rauatai Cookies, Rauatai Sweet Pie and Ale) and Eder holding grounds at the side door (those Guls have quite nasty ability - Vomit Blood - which might wipe the whole low level party if applied en-masse). The same approach was taken vs another crowd of undead in nearby room and Eder got Fine Brigandine we found there: Loose Brick in one of the Prison's cells stored Minor Cloak of Protection and we also set free Giacco, an unfortunate member of Kolsc's expedition to the Hold. For now Osrya was left alone (we'll come back later anyway), just like the large group of Oozes at the west. To get to Nedmar we had to wear some Berathian priest robes and pass two checks with guards- one of Resolve 12 (courtesy of Hound resting bonus) and then another of Intelligence 12. Got the master key from Nedmar and loot some Hold's chests for Gloves of Manipulation, Blunting Belt and Boots of Stealth. Not bad, not bad at all! We also hit level 4 there: Grim Face (Mechanics>6, Survival>1, Interdiction), Eder (Lore>6, Survival>3, Two Weapon Style), Aloth (Lore>8, Survival>1, Combusting Wounds, Penetrating Blast). Since (if I remember correct) level 4 is max for party pre Caed Nua we next hired Durance (Athletics>3, Survival>3, Lore>7, Stealth>1, Inspiring Radiance, Aspirant's Mark) at Magran's Fork and proceed east to Caed Nua to meet Kana. In Black Meadow fire priest was invaluable vs Forest Trolls and they drop like flies. The wildlife is quite intelligent and knew their main threat trying to focus Durance first and foremost, but with two Priests in the Crew we endure without losses. Kana joined the Crew (Athletics>3, Lore>7, Survival>3, 'But Reny Darel's Ghost, He Would not Rest', 'Come, Come Soft Winds of Death', Ancient Memory, Gallant's Focus) and we sneaked through the courtyard figthing single Will-O'-Wisp to get Whispers of Yenwood (applying Burning Lash to it immediately): Back in Black Meadow Bandits are not a threat for us anymore (The Disappointer being fixed and in Kana's skilled hands is quite deadly). The whole area is clear now except two Forest Lurkers near Galavain's Shrine (I remember them being a pain in our rears back in Gloomy Face run and we'll come back to that shrine later in the game anyway). Happy with his shipment back Tuatanu sold us Azureith's Stiletto with great discount and we headed to Madhmr Bridge to get Hermit's Hat. Local Xaurips come in small groups so went down easy and pair of Trolls even being sturdier than Forest ones fell nonetheless. Next we are going to visit Anslog's Compass and then sanitize Temple of Eothas back in Guilded Vales. to be continued...
    1 point
  17. Well, 0 Recovery is a bit quirky to balance. 1 Zeal would be too less. What can be reasonable is to set Courageous/Robust duration to 12s. I usually "benchmark" single target 1 ressource instant buff with Disciplined Strikes (GLoH don't add cast time so and cost +1 Zeal so it is in this category). Disciplined Strikes upgrade provide a Tier 3 Inspiration, last 15s, is Tier 1, isn't part of another ability and add Concentration but is Self Target only so I would say they would feel balanced. To quote myself from another thread : there's a recurring problem with Tier VII or below abilities that have a Tier VIII or Tier IX upgrade. They have to be good enough for MC, but should not become OP when upgraded. The upgrade itself has to be significant because it costs a High Level ability point. Tricky equation. Hastening Exho upgrades are neat for 1 Zeal. Nimble is a very poweful tactical tool, and Quick + Strong would fit a backrow DPS character that doesn't have access to these inspiration. I think 20s is strong enough for them, I would even say powerful. The unupgraded version would still be situationnally useful on said on a Backrow character (especially Cipher and Druid), but you'll have to go Single Class to get the full benefit.
    1 point
  18. The more I look at resource pools and -cost the more I think the game should have used numbers like 10 (ability cost) and 100 (resource pool) instead of 1 and 10. That way you could easily fine-tune the cost of abilities without changing its mechanics at all. Now if you cut the cost in half from 2 to 1 you have to rebalance the whole ability even if it's basically working well. Of course higher numbers don't look as pretty and would not work with the current UI I guess. I agree that Greater Lay on Hands doesn't have twice the power of LoH. Except in situation where you desperately want to counter a CON affliction.
    1 point
  19. It used to be the case, but not anymore. I think this is the reason behind this small Glitch : they haven't properly added to Upgraded From tag when they changed it.
    1 point
  20. i know once the lighthouse is finished and The Wailing Banshee is there you can buy dragon dishes from the inn.
    1 point
  21. The comparison is apt -- the seemingly inexorable authoritarian drift, the fiscal irresponsibility, the dilution of civic virtue especially among the political elites, the migration flows troubles. Of course, no US President has displayed Caligula levels of crazy, and the caravans of migrants coming in from Latin America are nothing compared to the Goths being pushed en masse into Roman territories by the Huns. The US is also still a civil war or ten behind. Nevertheless, the parallels are there, and even if the Founding Fathers didn't mean to build precisely a Third Rome, their work was obviously influenced by their classical educations. The British Empire on the other hand had centuries of distinct medieval and modern history behind it and it was basically broken by the cost of victory in WWII. Would it still be a superpower today if Hitler had been accepted into art school? @Guard Dog I think your fears of the US dollar falling from its place as the global reserve currency are mostly unfounded, debt or no, simply because there is no good alternative. I would expect the US to go to *any* lengths to keep it that way, including the use of its space forces.
    1 point
  22. Mysterious particles spewing from Antarctica defy physics Fascinating. Perhaps aliens are sending us cookie recipes?
    1 point
  23. I was just thinking how a Monk/Barbarian can apply Carnage to the initial target with Force of Aguish - because it hits-->pushes enemy in Carnage AoE-->Carnage hits. What if Barbaric Blow did a mini-push (+interrupt) as well? Just enough to break engagement (nice side effect) and to shove the enemy into the Carnage area? That would fit the theme ("massive" blow the description says), it would give some freedom of movement and a bit CC because you could cancel engagement with the push and interrupt attacks and also some "hidden" bonus damage because of Carnage shenanigans.
    1 point
  24. Solid first episode for Picard. I can't wait to see more good Star Trek for a change.
    1 point
  25. Seconded. That was much better than expected. The premise for the show is still silly, but I've griped about that in the past and it is what Star Trek writers have to work with thanks to Jar Jar's, Orci's and Kurtzman's inane idea of how space works.
    1 point
  26. 1 point
  27. So, does anyone really think the Trade Federation is going to invade Naboo? I don't think Gunray has the gonads to personally, without some sort of legal cover. The impeachment trial is ludicrously boring. Jacob Rees-Mogg: even sleeping he's the toffiest toff.
    1 point
  28. I enjoyed Picard more than I thought I would after hearing all the rumors about it. Really looking forward to this series now and I hope that doesn't then ruin my enjoyment. Another Life was awful. I couldn't get more than a handful of episodes in as it's kind of a miserable experience ...and I'm not doing so well in life that I need misery for entertainment.
    1 point
  29. This is why most people will not take your opinion seriously. You might have adressed some weaknesses - but you bury your potentially valid points under exaggeration and puerile rants which will put off most readers who are not with you already. So either you never learned how to successfully reason with others - or you are not interested in a productive discussion but only want to sow seeds of discord. Both is difficult to work with in a forum.
    1 point
  30. I have proof that their assertion is incorrect.
    1 point
  31. "Create"? Riggggggght. Bet they were hiking in the desert at Roswell when the idea just came to them.
    1 point
  32. In practice I find that enemy AI doesn't do this a lot. If you're able to get the enemy AI back onto a tank via some mechanism, it's sticky for a while. I don't know what the internal workings of the AI is, but I have to imagine there's some sort of internal cooldown on changing targets. So there's that. It would be extremely annoying otherwise. On the topic of the enemy AI going after squishy targets - it's a double-edged sword. That's why rogues have so many escape abilities, and also why you can metagame this by taking advantage of this fact. It would be way worse if the AI enemy was actually more like a human, e.g. deliberately avoiding the high-defense riposte or blade turning squishy because they know they'll just get punished. I can see the virtue of the WoW/MMoRPG style aggro system, but it can also be extremely mechanically reductive. In Tyranny some of my parties boil every fight down to "taunt - taunt - taunt" while everyone dps-ses. In this vein, mule kick is better. The "knock up" effect also still works, so you effectively significantly increase the length of the time these uninterruptible enemies are quasi-interrupted. Dorudugan has sky high fortitude defense though, so I would be surprised you could do this consistently even with the -25 from morning star and bonus acc from mule kick. The only other uninterruptible enemy I can think of is the Oracle of Wael and they also can be proned/knocked-up. Must be a weird thing for designers to keep an eye on - no matter the enemy they have to add a prone/standing up animation.
    1 point
  33. I ended up enjoying both tremendously. However, Deafire is clearly superior artistically. Outer Worlds is a just simply great fun. In a lot of ways, being able to jump right into a game with campy humor and a *ton* of meaningless but addictive combat has it's own merits. Still, on balance, I'd take Deadfire any day. I also believe Deadfire is superior to Pillars One.
    1 point
  34. Women with beards are being oppressed by the patriarchy!!! Let's dye our hair pink and start a protest.
    1 point
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