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Showing content with the highest reputation on 09/11/20 in Posts

  1. individuals in the media and public are, for the most part, not surprised by trump's brobdingnagian ignorance and willful obtuseness. how could anybody be surprised at this point? individual examples do continue to shock, but the ignorance and corruption is not surprise worthy. is misplaced faith in human nature which propels journalists forward to continue doing their job in spite o' daily proof such doesn't matter. there is also a duty to current and future generations to speak truth to power. media keeps presenting such stories because is their job to do so and 'cause there is a collective and a mistaken belief that trump supporters, and other shiboleth wielding troglodytes, are people capable o' reason. surely this new story is impossible to ignore. HA! and again, please recognize how truth which is so elusive in 2020 will be far less blurry in 2030. journalists is not speaking only to bruce today but to older and wiser bruce decades remote. in the past we were told trump lies weren't lies w/o documents and witnesses and tapes to support such claims. got witnesses? well, they is all liars. this time you got trump on tape, but now the narrative is a kinda perverse denial which simultaneous claims there were no lies while also insisting that the lies, which didn't happen, were examples o' real leadership in a crisis. at a time when the most reasonable means o' combating covid-19 were a communitywide dedication to social distancing and mask wearing in situations where social distance were impractical, we had a President not making a concerted effort to stockpile and produce ppe while encouraging business and states to remain open... daily examples o' denigrating mask wearing behaviours and undercutting social distancing messaging. leadership indeed. trump will scare you with apocalyptic visions o' blm protesters, radical democrats, illegal immigrants and terrorist muslims, but covid-19 is different. trump knows how, unlike the people o' germany or south korea, americans can't handle the truth 'bout covid-19. of course this will be the story which finally breaks trumper resolve. of course not. trump has radicalized his base using the language and means o' those same groups he were telling us to fear in 2015. the trump loyalists is immune to whatever is the revelation o' this story or the next. doesn't mean the press should stop reporting. is gonna be an accounting in the years to come. as a nation we are gonna need reflect on just how much were excused, ignored and sacrificed in the name o' existential fear and nationalist pride. each report by responsible media adds to the ledger and those who supported or simple went along with trump will not be able to pretend they never knew. is imperative each new violation o' law and decency be reported. all too often futility is the excuse for staying silent and impotent as mere witnesses to wrongdoing. as much as trump's failures and misdeeds is being recorded, so too is those witnesses who cheered him forward, or remained mute 'cause their fear o' immigrants, democrats and muslims were even greater than their fear o' covid-19 or crumbling democracy. alternative to bruce admonishment: keep reporting the futile as if the next terrible reveal will be the one which changes hearts and minds. to do otherwise would be irresponsible. bob woodward were not elected POTUS. bob woodward didn't take an oath to defend nation and the Constitution. HA! Good Fun!
    3 points
  2. In a bit of good news... sort of I guess. He and his fellow executives are getting off too easy imho Rio Tinto chief Jean-Sebastien Jacques to quit over Aboriginal cave destruction On Friday, the company said in a statement that "significant stakeholders have expressed concerns about executive accountability for the failings identified". The board said Mr Jacques would remain as the chief executive until March, or until a successor was appointed. Other senior executives, including the heads of the miner's iron ore and corporate relations divisions, will also leave the company at the end of the year. Tl;dr; stakeholders in the company, from pension funds to the Church of England were *very* unhappy with the actions of the boss, his henchmen and the light slap on the wrist the company gave them. Sometimes a **** ton of negative PR can work a bit of wonder. I guess walking looks better on your CV than getting sacked https://www.bbc.com/news/world-australia-54112991 Edit: In a perfect world, Australians would do the same and sack the pile of dung prime minister whose government gave the thing the thumbs up legally in the first place
    3 points
  3. Sorry this happened to you. FS is probably extremely brutal on trial of iron, because it throws in a lot of possible instadeaths at you, on top of disintegration effects. I think on top of Disintegrate, it might be Death by a 1000 cuts (which cipher-types in FS love to use) that might be triggering disintegration if someone dies. I can't say for sure since it's not mentioned in the ability, but anecdotally my last run I felt like I was getting disintegated left and right and it seemed like the only culprit could have been death by a 1000 cuts. Luminous Spores also have an effect that I don't remember that can act as an instadeath effect IIRC that can come out of nowhere if your'e fighting off other possible disintegration effects. I think Death Cloud might annihilate as part of its instakill. Important to know that the actual damage tick of a Disintegrate isn't necessary to disintegrate you - so long as a party member has a disintegration or disinstegration-related debuff, if anything else would knock them out they are instead annihilated. Also your disintegration can in fact be reflected. Many of the vithracks and other enemies in FS will create an arcane reflection shield - it's basically not worth using any targeted effects against them unless you can strip them of this reflection shield via street sweeper, arcane suppression, arcane cleanse, or concussive shot. In addition, I feel like there are some enemes in FS that have some inherent spell reflection. Nothing to prevent disintegration. The main way to protect against it is to also protect against death/instadeath. Keep your party members above near death will protect you from instakill effects, and something like Barring Death's Door or Shieldbearer's Lay on Hands will give you a death prevention shield which will guard you against from being suddenly blasted. You could try to use potions of major recovery, but -10 sec duration is nothing compared to typical durations of distinegration effects i think. I think Veilpiercer (or somet other bow) has a unique effect that in addition to cleansing benefical effects, also cleanses hostile effects in a wide area, but it's 1/rest. Street sweeper enchanted to do -10 sec hostile effects may help. Arcane reflection and other spell reflection can help, but are only useful for wizards or wizard multiclass since otherwise the effect is too rare, too expensive (potion of perfect arcane reflection uses adra ban iirc), or too inconsistent (imperfect only gives you a 50% chance and konstanten's resting bonus only gives you a 30% chance). but enemies *will* happily bounce disintegration and death of a thousand cuts back onto themselves. You just have to pay attention to ensure proper uptime because it's not easy to AI script "cast this whenever the reflection wears off" and disintegration effects are high spell levels so will eat up your arcane refleciton pretty quickly. not as far as I can tell. sorry, not that I'm aware of. But I can say in FS beware of all cipher-types, beware of luminous spores of all types, and beware of wizard-types (due to Death Ring, which may annihilate on instakill). That's a lot of enemies. edit - FS is the main problem area that I can think of for disintegration. I think Concelhaut's fight might have some disintegration risk (I seem to remember being surprised once). There are a couple of high-level cipher encounters scattered throughout where they will use disintegrate on you. sorry, i can't remember where they are. but I think FS is the only place where you'll see death by a thousand cuts being used. Luminous Spores and sporelings are the worst because they can periodically use an extremely painful effect that does IIRC a buttload of damage and importantly does an arcane cleanse effect (-1000s on beneficial effects), so barring death's door or lay on hands won't protect you against death/insteadeath/disintegrate when they're around. also be careful - frightened child and a few others in FS will use petrification (the tier 9 wizard spell) on you. All the anti-death and disintegration proactivity in the world won't protect you against a permanent petrify at near death. You can't suppress it or cleanse it and it doesn't wear off at end of combat. The only solution is to repeatedly re-equip an item that bestows dexterity resistance, have a chanter chant that bestows dex resistance, or a party member who can buff dex (i think limited to just chanter or paladin). edit - rats! ninja'ed by @Waski
    2 points
  4. Spores have some wicked abilities, for example "storing magic" - every time they are hit with spell number of stacks of it goes by one, on death for each stack they fire magic missiles (like lv1 spell, autohit), with few stacks they can hit hard. Spell reflection work vs disintegration, watch out not to cast it on enemies with it and try to keep it all the time on wizards. Try to use BDD(priests spell, nemnok cloak, wand from Bkarna observatory), street sweeper staff with proper upgrade can help too. IDK how items with "second chance" type of enchantment interact with disintegrate type of spells.
    2 points
  5. My parents are coming to visit, so I splurged for the good stuff: Gargoyles in picture for visual flair.
    2 points
  6. I can't see any point in Fast Travel, at all, if we only have the space of a single small backyard. If they open this up to a Whole City Block ... then maybe I can see Fast Travel. Right now you can run from one end of the playable non-construction zone area to the other end ... in approximately 2 minutes with Spider Armor and a Bee Helmet, the Explorer Perk makes you faster too. If you haven't progressed far enough in the game to even HAVE Spider Armor and/or the Bee Armor ... then finish exploring the yard. The whole point of a survival exploration game ~ IS ~ walking around and surviving the dangers. If that's too much for you ... maybe you're playin the wrong game ... This ain't a fast paced game ... we ain't "droppin" nowhere .... we're Grounded.
    2 points
  7. Sure. They were not alive when this happened. 20 years on even December 7 became just another day on the calendar.
    2 points
  8. Conan Exiles of dropping the newest DLC and it looks to be massive. Looks to be a pretty decent map addition as well as a new starting story, so more of an expansion than the traditional DLC. This is the only game I've ever really enjoyed buying the DLC content for, so I'm in.
    2 points
  9. I'm really loving the game so I wanted to do a post just about things I'm loving about. My Favorites: Concept of being smaller then bugs. That there is a story line; feels like it adds a lot to sandbox crafters Bug Variety and realism of the designs How awesome and detailed the underwater environment is The mutations to customize your character My likes: The spider design is so scary! I've definitely yelled out loud a few times. I was glad to see an accessibility tab. That custom markers are easy to place and color code. Weapon variety Finding random food/trash throughout to break up the landscapes. Difficulty and sense of accomplishment on regular Please keep up the good work. Really enjoying this and look forward to playing it more.
    2 points
  10. Agreeing with all of this. The game is absolutely wonderful, I didn't know how badly I wanted it until you folks gently slid it into my hands. Now I can't get enough! The spider had me yelling in fright and the game offers plenty to do in the way of building, exploring and more. I've even ventured up past the holographic #UNDER CONSTRUCTION# barriers and found a hundred new spots I want to build in! You guys are truly making something amazing and I am sending you all platonic, thankful hugs.
    2 points
  11. Apparently, @MaxQuest has sneakily updated a 1.02 version on Nexus with a couple of changes. I had contact with him on reddit a couple of weeks ago, so I was aware he didn't completely disapppeared .
    2 points
  12. is curious how often this song gets subverted by the people fogerty were targeting. will concede our prefered ccr song is the following: how a bunch o' bay area guys became inextricable linked with southern rock is curious and wonderful. HA! Good Fun!
    2 points
  13. Termites cover the world, but the termite mounds like what I pictured reading your OP don't exist in Cali. The termites prevalent there, dampwood termites, build their homes in existing stumps or whatever. The mound building termites are found in Africa and Australia. That said, after reading your post again, you did say tower. So that could mean a stump is their tower, and there is a tree stump in the yard yet to be included in the game....
    2 points
  14. The moment my daughter was born, I stopped building my own PC's and started paying someone for that work. Time is money.
    2 points
  15. A slightly different streaming tip here, but this South African documentary below, released in August on Netflix, is IMHO a masterpiece and one of the best nature documentaries I've ever seen, and I've seen a lot, as part of my daily work - the astonishing photography, the surprising knowledge it conveys and the emotional personal man-animal-storyline shown are all outstanding achievements in their own right. Phenomenal stuff: My Octopus Teacher https://www.imdb.com/title/tt12888462/
    2 points
  16. Do they? The market's comprised of several oceans, each overlapping with one another. Some might agree with your point of view, yet others distinctly do not. A multiplayer FPS person might have no interest in story, worldbuilding, characterization, depth, etc., but all these things are what make the brands of CDPR for instance one of the leading developers worldwide. It's what once brought BioWare to the forefront of the scene. That's the same ocean Obsidian works in. It's like saying cineastes making realist dramas should include more action sequences because that's what "the market" wants to see. I think you can speak with most RPG players and they'll usually point at elements precisely like worldbuilding, characterization, depth of plot, choice and consequence as being the elements that make the game *more fun*, not less so. It certainly is the case for me.
    2 points
  17. Hi everyone, I have just finishined the first complete version (1.0) of my own mod which will aim at making the game more balanced. My main objectives are the following : - Make all abilities/subclasses worth including in a build, - Ensure that Tier VIII and Tier IX are interesting enough to go Single Class, - Correct a couple of weird mechanics to make them more consistent with generic rules. I plan to deliver it on Nexus Mod a bit later probably within a couple of weeks. Important notes ; - This mod is designed for RtwP. I "think" most of its content should work for TB, but I haven't tested it, - This mod is in English only. It will work with any language setup though, but modified texts will appear in English, - This mod has been designed and tested with the content of PoE2 Community Patch (I own no rights on CP, but I wanted to promote it). - This mod will apply to any newly created character. For existing ones : The files, version 1.0 : The ones with most of the changes, mostly buffs or minor corrections : BalancePolishingModBuffs 1.0.zip The ones with nerfs for a couple of broken features (such as preventing Salvation of Time abuse, or Troubadour nerf). They will be described in red in the notes below. You may not want to use this package. BalancePolishingModNerfs 1.0.zip The one with Summon Rebalance, with a lot of tweaks (buffs and nerfs) delivered as a stand-alone package : BalancePolishingSummonRebalance 1.0.zip Installation instructions, In order to get the intended experience : Detailed list of changes : I didn't include the full explainations in this thread, but feel free to read them in the "Project for a Balance Mod" thread. Most of the descriptions should be up-to-date, but there might have been a couple of changes. Therefore, the release thread should be considered as the reference. Discussion References per topic : 1) Class changes : A) Fighter Inspired Discipline : 3 Discipline -> 2 Discipline Power Strike & Inspired Strike : 4 Discipline -> 3 Discipline 6s Stun -> 10s Stun 6s Staggered -> 10s Staggered Inspired Discipline only : +200% damages -> +300% Take the Hit : 4s Recovery -> 0s Recovery Into the Fray & Upgrades : 2 Discipline -> 1 Discipline 10 – 14 damages -> 5 – 10 damages 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. Toughened Fury :25% proc chance, as announced by CP (CP implemented only 20%) B) Paladin 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) Hastening Exhortation & Upgrades : 2 Zeal -> 1 Zeal - Hastening Exhortation : Nimble for 15s- Zealous Exhortation : Swift for 15s- Hastening Command: Nimble and Strong for 15s Liberating Exhortation & Upgrades : 2 Zeal -> 1 Zeal 20s Duration -> 15s 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 (for all effects, including upgrades) Sacred immolation & Upgrades : 4 Zeal -> 3 Zeal 32 raw damages per tick -> 20 damages (I overrode the 3,5m radius from Community Patch) Wrath of the Fives Suns (Pallegina special ability) : Penetration : 7->12 Penetration properly scale with PL (currently it does not) Damages : 5-7 -> 5->15 (x5 Projectiles) EDIT : 2 Zeal -> 1 Zeal Greater Lay on Hands : 8s Duration -> 10s Duration Hands of Light : 8s Duration -> 15s Duration C) Chanter Also refer to Summon Rebalance for changes specifically about summons. Troubadour : Brisk Recitation phrase take 4s instead of 3s. 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 now considered Offensive instead of Non-Offensive (important for Skald) ...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. ( I learned that the secondary Cones originated from the caster instead of from the actual victim. This changes also correct this glitch) His Laughter Rang Through the Halls : 8s Daze -> 30s 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. D) Rangers Sharpshooter : +20% Range with all ranged weapons Hobbling Shot : Hobbled for 10s->15s Heal Companion & Upgrade : 2 Bonds -> 1 Bond Cast time : 3s/4s -> 0,5s/4,5s Range 4m -> 10m Note : I didn't follow Community Patch change for this one. Revive Companion & Upgrade : Revive with 50 health -> 100 health Vengeful Revival : +20% damage -> +30% Deadly Surprise : +100% damage -> +300% Bonded Fury : 3 Bonds -> 2 Bonds Cast time : 0,5s/4s -> 0,5s/0s Range : 6m -> 10m Twinned Shot : 2 Bonds -> 1 Bond Vengeful Grief : Duration 15s -> Infinite (note that DEX and MIG affliction still dispell the Inspirations you get) Heart Seeker : 4 Bonds -> 3 Bonds Shadowed Hunters : Pet's first bite after using the ability apply a 30s DoT effect (20 raw damages per 3s tick). Note that first pet attack doesn't break invisibility (this is true in the base game). Distracting Training : 6s -> 15s (not that this is the base duration. It will be lower in general because the ability use pet's Intellect) Pet Abilities Keyword :Added Beast Keyword to all pet abilities cast by the Ranger so they benefit from equipment with bonus to Beast abilities.Applied to Heal Companion, Revive Companion, Bonded Fury, Master's Call, Shadowed Hunters & their upgrades.Not applied to Takedown and Play Dead cause they are cast by pet themselves (and PL can be detrimental to Play Dead cause it rise its duration) E) Barbarian Mage Slayer : Removed the Spell Resistance entirely. Added -25% Hostile and Beneficial effect duration. Corpse Eater : Greatly buffed special food (and also replaced bonus MIG and malus INT by more varied effects) : - Kith Meat : -5 Diplomacy, -15% Damages received, +3 Corpse Eater PL - Corpse Loaf : -3 Diplomacy, +3 Health per 6s, +10 Fortitude, +4 Corpse Eater PL - Forbidden Pie : -3 Diplomacy, +4 Resolve, Mind Affliction Resistance, +5 Corpse Eater PL In addition, Kith Meat and Vessel Flesh can be bought from Vithrack and Imp vendors (Kith Meat price set to 100 gold) Instruments of Boundless Rage : 3 Rage -> 2 Rage Added Fire Keyword Heart of Fury : 4 Rage -> 3 Rage Savage Defiance & Upgrades : 15s -> 25s Stalwart Defiance : changed to Gain Concentration every 6s Leap & Panther's Leap : 6s Dazed -> 4s Stun Dragon Leap : 6s Dazed -> 6s Stun Panther's and Dragon Leap are now correctly tagged as Leap upgrades (which basically makes them scale as PL5 abilities -> effective +3PL) Carnage : Can now Crit (so can apply Blood Frenzy ) Accurate Carnage : +5 Accuracy -> +10 Accuracy Blood Surge : 25% Chance -> 50% Chance, but only apply to Hostile Targets (same change as Community Patch did for its Paladin equivalent) Blood Thirst : Cleaned the mess that causes it to proc twice on the same target and prevented it from being stackable with Crushing Blow. Now proc only once except sometimes when 2 targets are killed in a row (it applies twice then, cause Recovery is cleared before second target is killed, so you keep one charge) Barbaric Blow & upgrades : Removed the PR and Damages bonus to make the ability more focused. Now Barbaric Blow & Upgrades do : - 75% Hit to Crit chances - +75% Crit damages bonus (note : Crushing Blow do get this bonus, even if it does not get Crit Damages Bonus in the base game due to a bug) - +200% Carnage AoE (so roughly 2.5m radius instead of 1.5m) - Barbaric Smash : no refund, but cost reduced to 1 Rage - Crushing Blow : no recovery (not conditional anymore) Spirit Tornado : Spirit Tornado applies Stagger on any hit, not only Weapon Hits (as the unupgraded version) F) Wizard Conjurer : Summon Familiar cast time : 3s/4s -> 0.5s/0s (It's not very well known, but Familiars provide a +1 stacking and generic PL Bonus, as well as random +3 to one stat and a minor bonus.) Transmuter : Form of the Fearsome Brute changes : - Form of the Fearsome Brute Armor : +100% Recovery -> +20% Recovery - Form of the Fearsome Brute Fist : 13-25 damages, 6PR -> 18-24 damages, 7PR - Form of the Fearsome Brute duration : 30s -> 20s - Form of the Fearsome Brute duration : +1 Engagement -> +3 Note : these changes also apply to Form of the Fearsome Brute Potions Bewildering Spectacle : Cast time : 3s/4s -> 0.5s/3s Confusion : Added Interrupt on Hit AoE : 2.5m -> 5m Note : these changes also apply to Confusion Scrolls, Wael's priest and Trickster's versions. G) Cipher Wild Mind : Miscast : set to foe only, but damages lowered to 0.5 x Focus. Tenuous grasp : 0.5s/4s cast time -> 0.5s/2s Fractured Volition : Change Weakened for Enfeebled. Haunting Chain : Duration 20s -> 40s. Soul Ignition : Target Fortitude -> Target Will (due to Cipher's passive, this is a buff) 16 damages per tick -> 20 damages Duration : 15s -> 18s Mindweb : Now break after being damages 3 times. Note that this erases the changes from CP that were supposed to make Mindweb break after a Hit (but didn't work) H) Rogue Trickster : Sneak Attack 20% + 5%/PL -> 10% + 5%/PL Streefighter : Indirect nerf : Blunderbuss Modal : Distracted for 10s -> -10 Accuracy for 10s Smoke Veil : 2 Guile -> 1 Guile Shadow Step & Upgrade : 3 Guile -> 2 Guile Paralysis 6s -> 8s Shadowing Beyond & Upgrade : 3 Guile -> 2 Guile +50 Deflection that was weirdly cancelled on 1st or 2nd attack (without any explaination) -> +25 Deflection for whole duration Smoke Cloud & Upgrades : Interrupt on Hit -> Interrupt on Graze Finishing Blow & Eleminating Blow : +3% damages per % health lost from 50% -> +1.5% damages per % health lost from 100% Devastating Blow : +6% damages per % health lost from 50% -> +3% damages per % health lost from 100% I did not change the max value, but I made these abilities count from 100%. Sap : Hobbled for 30s -> Shaken for 30s Added impossibility to receive Concentration debuff on target for 30s. Perplexing Sap : Removed the weird Confusion on target's attack effect. Upgrade Skaken from changed Sap to Fighten. This version of Perplexing Sap is basically a Silencing attack, or a cheap source of Tier 2 Affliction for Resistant foe. Strike the Bell & Upgrades (complete rework) : - Still Full Attack that Interrupts on Graze, with +25% damages and +2 PR. - Now all versions adds a 15s Dazed effect - Melee 1 Hander adds a -25 Will debuff for 15s - Melee 2 Hander adds a -25 Fortitude debuff for 15s - Ranged Weapon adds a -25 Reflex debuff for 15s - All other effects removed. - The upgrades now allow their respective -25 defense debuff to last for the whole Combat (in a similar fashion as Gouging Strike) Confounding Strike : Start at -10 deflection malus, -2 per hit up to a total of -34 (doesn't stack with flanked) Fix the stacking not working from CP. Thanks @Frykas for pointing it. Persistent Distraction : - Deflection and AR malus doesn't stack with similar effect anymore, as for all others Distracted Afflictions. Thanks @Frykas for pointing it. Deep Wounds :Now applies 20% fixed amount of weapon damages in 4 ticks (2s ticks) as announced by CP. CP implemented 3 ticks (3s ticks) for a total of 15%. I) Druid Also refer to Summon Rebalance for changes specifically about summons. Wall of Thorns : No actual changes, but this ability displayed a base PEN of 7 which was wrong : it is actually base PEN 9, so I corrected the display Nature's Terror : - Casting time changed from 4,5s/3s to 3s/3s. Sunlance : - Casting time changed from 4,5s/3s to 0,5s/4,5s. - Added Interrupt on Hit. Nature's Bounty : - Now its effects (20 health restored, +2 PER and MIG, +20% Action Speed for 30s) will apply directly instead of summoning potion. - AoE reduced 5m -> 2,5m to compensate that it now affects summons and everything. Entropy : - Added 3 Base Bounce (Base 4 Targets) - Number of procs raised from 3 to 5. - Charges are not consumed by Graze and Crit anymore - Removed Interrupt part Tornado : - AoE set to 10m radius. - Range set to 20m - Added a true "Interrupt on Graze" effect, which is consistent with the Vertical Launch part. - Casting Time tuned from 6s/2s to 4.5s/3s Touch of Death : - Set casting time to 0,5s/3s instead of 3s/3s. - Add a +25 Acc modifier for this spell. So if your accuracy is equal or greater than foe's Will, the kill is guaranteed. Wildstrike Frenzy : - Changed from Procs on Kills to Proc on Kills Fury Strom Blight Weapons : - Now properly count as weapons (generate focus, etc...) J) Priest Also refer to Summon Rebalance for changes specifically about summons. Divine Terror : - Duration 20s -> 30s Salvation of Time : Change to a lasting beneficial effects which adds 0.5s to every beneficial effects every 1s. That effectively halves their ellapsing speed of buffs (including SoT itself : it lasts 20s with a base duration of 10s). Basically still add 10s but : - Now benefits from PL and INT - Now applies to effects cast after it (especially useful for Vanishing Strikes...) - Useless to cast several times in a row - The most important : now a single effect cannot have its duration more than doubled. It is still a very good spell, even better than before, but it is now impossible to abuse by combining it with Brilliant, and all other buffs will also have to be re-cast again at some point. Hand of Berath : - 5PL -> -10PL - Now auto-hit. Revenge of Skaen : - Range 5m -> 10m - Added a -20 Accuracy effect in addition to Blind. The -20 Acc does not stack with -10 Acc from Blind but the idea was to create an effect that goes through Perception Resistance Blessing of Wael : - +5 All defenses -> +10 - Now works vs any kind of attacks (not just melee ones) - Now targets Will - Changed the Blind affliction (which was too redundant with Skaen's Revenge) for a random effect of -10 PER, INT or RES. Symbol of Berath : Added acid Keyword Gaun Spells : - Added Plant Keyword (bugfix from CP, not base game) Wael Confusion : - Added Illusion Keyword (bugfix from CP, not base game) K) Monk No changes but fixed the glitch from Community Patch that prevented Shattered Pillar to get max 10 wounds after picking lesser Wounds (note that Community Patch add-on also fixed it in parallel) 2) Summon Rebalance : Nerfs are hihjlighted in red, but are part of the same package. Weapon & Armor Scaling :The biggest change is now that all summons weapon and armor scale with level (as Animated Weapons, Summoned Weapons, Companion Pet's Weapons and a handful of other summons already do).They all follow the rules of the table in the link below (+1 PEN, +4 Acc, +15% damages for their weapons and +1AR at level 5, 9, 13 & 17) https://gamefaqs.gamespot.com/pc/227477-pillars-of-eternity-ii-deadfire/faqs/76599/non-pl-scaling(Only exception are some of the Tier IX Summons because you get them after level 17. But most of them will have legendary quality weapons, or strong enough weapons anyway. ) Wizard & Monk : No Change Druid : Ondra's Whip, Watery Double, Lashing Vine : no changes. I think these abilities are balanced as they are (and they all scale at levels 5, 9, 13, 17 ).Summon Sporelings :Added Weapon & Armor scaling. All Blights Summons :Added Weapon & Armor scaling. Call to the Primordials :Added Weapon & Armor scaling. Reduced the number of oozes from 3 to 2. Reduced the duration from 30s to 20s. Bog Ooze removed from the list of potential summons, replaced by Lesser Bog Ooze (but with the added scaling, it's actually somewhat stronger).Fire Stag : (Weapons and armor already scaled) (minor) Change its fire shield so it procs on "damaged" as other fire shields, and not on Hit/Crit. Set Engagement limit to base. Adjust base damages to 13 - 19 with PEN 8 (equivalent of a sword with +2 PEN and fast attack rate).Explosion is now triggered by death instead of ability activation. That means Barring Death Door will prevent it from exploding and doing any damages. But when Fire stag is killed by foe, it explodes as if the ability was triggered. Fire stag can still kill itself to trigger the explosion. Explosion has been set to foe-only.Aspect of Galawain :(Weapons and armor already scaled) Adjusted base damages to 13 - 19 with PEN 8 (equivalent of a sword with +2 PEN and fast attack rate). (Wolf gets higher base damage, and Lion has bonus attack speed as previously). Adjusted armor : - base 5 AR -> base 8 AR, - 25% recovery -> 0% recovery. Bear gets +2 AR on top of this as previously. Added an Interrupt on Hit effect to its base attack. Priest :Spirtual Ally :Added Weapon & Armor scaling (its armor scales up to equivalent of legendary plate). Tune down duration to 25s because scaling weapons make him much better at high level and it was already a decent summon. Incarnates : Changed -5 PL for 35s into -1 PL (stacking if used multiple time) for 120s. This counts as a hostile effect and is decreased by Resolve and similar feat. Now for specific Incarnates : - Eothas : Equipment set to Legendary Quality. Replaced one of the priest incarnate by a copy of the first since it had an infinite recovery and could only act once. Duration reduced from 35s to 20s (triple summons would be too strong for 35s). - Berath : Equipment set to Legendary Quality Duration reduced from 35s to 25s (double summons would be too strong for 20s). - Magran : Weapon and shield set to Legendary Quality. Buffed to be a defensive juggernat : Set her CON to 25, RES to 25Armor changed to 14 AR without weakness apart Cold and its Recovery would be lowered from +67% to +34% (this value is the one from a Fighter with Armored Grace wearing a heavy armor). - Skaen : added +2 weapon PEN, +10 Acc, damages set from 14-20 to 18-25 (fast attack speed). +2 AR. (Basically similar to a scaling from Exceptionnal to Legendary.) - Wael : get scaling bonus (+4 PEN, + 16 Acc, +60% damages with weapons, +4 AR). I also gave him +10 CON so its health pool is more in line with other Single Incarnate, albeit still the frailest. I also added +5 DEX, +5 PER. - Rymrgand : No changes to this monster. Chanter : Skeletons : Added Weapon & Armor scaling. They start as poor so they have "exceptionnal" weapons at level 20. Note : "Many Lives..." phrase skeletons don't really scale anyway. Phantom : Added Weapon & Armor scaling. Phantom upgrade duration : 25s -> 60s. Wurms : Added Weapon & Armor scaling. Base Duration lowered from 25s to 18s. Upgrade cost : 4 phrases -> 3 phrases (I have already aligned all chanter upgraded invocations with the cost of their original ability) Wisps : Added Weapon & Armor scaling. Ogres : Added Weapon & Armor scaling. Set their active abilities to 1 per encounter. I didn't want them to be better than Drake at AoE or better than Wisp at Interrupting. Changed their "Down the Hatch" ability : it doesn't provide Tenacious and Robust anymore : this would have lead to too much AR and PEN if added with the scaling. Now "Down the Hatch" is renamed "Ogre Defiance" and only provides 10 health per 3s for 20s. Disoriented drawback has been removed. I added 2 PEN to their attack abilities to compensate for the loss of Tenacious. Drake : Added Weapon & Armor scaling. Duration 25s -> 35s. Added : Ground Immunity, Fear Aura and Dex Resistance that all other drakes have (Dragon Summon gets an improved version of Fear Aura). Knockdowns : - 2 per Encounter -> 3 per Encounter - Damages set to 15 - 25, base PEN set from 7 to 10. - Only affects Hostile Fire Breath : - 1 per Encounter -> 2 per Encounter - PEN set from 6 to 9 Dank Spore : Added Weapon scaling. AR already scaled, but I aligned it with other summons progression. Duration 25s -> 35s. Foul Thing explosion on death : - added 40 - 55 raw poison damages - set Sickened affliction to Infinite duration as announced by the ability. - only affects Hostile - corrected a bug that prevented the Sickened affliction from being displayed. Animated Weapons : Are currently already fully scaled. No change. Dragon : Will receive the benefit of full weapon / armor scaling. In addition to scaling, I'm going to change Dragon stats because they currently don't make sense, with a bottomless pit of health but lower AR and attack than the drake : - Armor 7->10(+4 from scaling) with resistance to Fire and Slash and vulnerability to pierce. (Based on the (scaled) version of the Drake, +1 AR) - Health 200 + 50/level -> 100 + 30/level - Attack : 16-22 CRU/PIER, 7 PEN, normal attack speed -> 20-26 CRU/PIER, 9 PEN, fast attack (+scaling) (this is based on the drake attack, but slightly improved). 3) Miscellanous Changes : Fire Godlike Fire AR : 2 -> 4 Martial Casting : 15% Action Speed -> 100% Action speed when casting summoned weapons. Quick Summoning : 15% Action Speed -> 25% Action speed when summoning. Adra Ban in shop :Added Adra Ban to Una's Shop, for 10000 gold per unit.Binding Block :+15 Accuracy -> +20 Lasting Empower :Corrected CP bug (duration increase applied to many stuff including non-empowered attacks), but I had to go back to base Game version. Bashing Shield : Now Bashing Shield (Magran's Blessing and Best Defense) Accuracy, PEN and Damages upon attacking increase according to the shield quality (example for excptionnal shield : +8 ACC, +2 PEN, +30%) Special thanks to @Noqn for implementing this very clean ruleset. Not applied to Tuotilo's Palm (its stats increase according to Transcendant Suffering / Monastic Unarmed Training as in the base game) Damages and PEN set to base 7-10 with base 7 PEN to match their scaling. Magran's Blessing Fire Shield slightly reduced to compensate for the scaling applied also to retaliations : - 5-7 damages for base Fire Shield - 8-12 damages for greater Fire Shield Last but not least, the expected Cuttlefish nerf !!! : +1 Crew Morale -> +0 Morale
    1 point
  18. According to the leaks there are companions but they will be done differently than the outer worlds. I am currently playing "trails in the sky" and really enjoy how companions work in that game. You play as Estelle and her always companion Joshua. Throughout the game you meet companions. As you progress the story, they leave you with your party of two. Until you meet new characters. This system might not be for everyone but I really like the way it's done. Wondering if perhaps avowed could take a similar approach. Pluses being -never choosing the "wrong" companion and missing out on unique reactions -more easily programmed to react to a situations/missions(think red dead 2 gang members joining you on a job) instead of just following behind you they can actually serve a specific purpose -realism in the sense that most likely 10 different people won't be willing at any moment to follow you anywhere you go Negative -replayability is the biggest one. However they could make certain companions only join you if your morals align. And their reactions would be different depending on choices during the mission -you might really like a companion and be sad when they leave - would mean there is no real party system That's all I got right now. How do people want companions to be done in avowed? Also how would they like it to be done? I personally would like a party system but I think it's unlikely to work well. I think most people won't like this idea. Just starting a discussion
    1 point
  19. Can you please make the descriptions more direct? For example, instead of a vague description of each mutation, make the last sentence highlight what the mutation does? Thanks!
    1 point
  20. This build will work on any Swashbuckler but works perfectly with Eder. This build is pretty self sufficient and makes good use of the AI. The core of this build is gaining as many Engagements as possible, keep them all Flanked with Persistent Distraction, and then stack as much bonus Flanking and Engagement bonuses as possible. You can decide between Mob Stance and Guardian Stance and probably have enough points for both. Most of your extra skill points will go to Fighter skills and you will mostly be using the Rogue Passives. While you can use a Shield, where the build can get really fun is dual wielding Stalker's Patience (Bonus Damage against Flanked based on Stealth) and Kapana Taga (Bonus Damage per Engaged Target). These two weapons both can give +4 Engagement when using the Spear Modal. Add Persistent Distraction to that are you are already at +5. Guardian Stance gets you to +8. At some point you will max out the number of enemies that are on the screen at any one time. For armor you have a number of good choices like Reckless Brigandine which improves action speed for each target engaged. Combat is pretty simple, Charge at the biggest group of Mobs and they get knocked down if they try to run away. If you want to get even more powerful set Mob Stance before Charging and then switch to Guardian after the first kill. It would be nice if you could have the AI swap between stances based on Numbers engaged. Anyone have any thoughts on fun additional items? Having a Wizard drop a Pull of Eora is always good fun.
    1 point
  21. I keep wondering about Seasons. Will they add Seasons? And what will that mean? Obviously some weather changes, but bugs hibernate, migrate, molt, change form completely sometimes. Seasons could bring some VERY strange and interesting changes to the game. Some of my Thoughts... : Different Seasons - Different Bugs Many bugs hibernate, so some bugs would be here all year around, but others wouldn't. Hibernating Bugs would retreat to a home and stay there sleeping entirely through the season, only responding to direct attacks. Some hibernating bugs bury themselves, so they would effectively just be gone during that season. Cocooning Bugs would give a great source of rare crafting items, and possibly food. The fun part is that cocooning bugs tend to change into something else. Which would give us bugs (and crafting resources) that are ONLY available during certain seasons. Weather ~ The Big Obvious Changes in weather add a great deal of that Touch of Reality, bringing a world to life and letting you Immerse in it. Cold is an obvious huge change, and would require heavy coats, or Winter Armor (which SHOULD be too hot to wear any other Season) We've recently seen the addition of Morning and Evening Fog. Most of us are probably terrified of a good heavy rain. Although if the game is set (as I suspect) in California, the rain is never heavy enough to be truly worried about. Which brings about the Location Setting. If we're looking at Coastal California, it's lush, weather is marginally similar all year around, they just DO NOT have the scope and variety of bugs that you see in Texas, or Australia. Location is going to play a HUGE part in adding Seasons and Seasonal Changes (if such ever occurs). But ..... that would only make future DLC in new locations .... much, more interesting. Anyway ... just an idea that's been floating around in my head. "If ya need me, I'll be in the back yard ..." ~Gnith~
    1 point
  22. When ever I join a friends game, built items, like the work bench, etc, keep falling into the ground, this didn't happen before and my internet connection is fine, even when I leave then rejoin the game, as soon as I leave the area and come back, everything is in the ground, in the same spot, it's a little weird to see these items, that are supposed to be spread apart, to come from a journey to seen them all together, I seriously doubt my friend would go through the trouble of destroying everything then rebuilding it in the ground all together, everytime I join his game, please fix this Obsidian,, because I really do enjoy this game, note: Grounded.
    1 point
  23. oddly enough i built a trap farm for weevils in my game. it caused huge lag at my base at the machine but now i have about 20 stacks of weevil jerky.
    1 point
  24. I made a medium sized wok-full of veggies/beef with the intention of putting maybe half or a third of it in the fridge for later. Then I ate it all, instead.
    1 point
  25. And here I am, utterly impressed by the frequency with which the art depicts many of the elements that were used to craft most items. I was very impressed when I noticed the sap lining the inner face of the bandage, and similarly impressed with most of the weapons and armour. Are the crafting costs perfect? No. Should gameplay and character progression be sacrificed at the altar of realism? I don't think so. Grounded is already a little unrealistic from the the outset. Whilst I agree that some recipes could be improved, I really don't think it's an issue, and from what I have played, I trust Obsidian's judgement when it comes to the progression and pacing. My only gripes so far is that I think Berry Leather should have to be dried on a Jerky Rack to be used, but that would slow the game down a lot, and so once more I defer to Obsidian for their experience in designing meaningful avenues for player progression.
    1 point
  26. they're not half covered in fuzz, assuming they're fashioned after real mites. I just made a basket, in my game you can barely see inside it. I find it easy to see what was used for the basket. 1 leaf for the lid, trimmed to size, the others are cut and used to weave the basket. the rope holds it all together in the bottom. Just takes a little bit of imagination. I get that people raised in the age of smart phones don't have that ability, but still it isn't much of a stretch.
    1 point
  27. Sounds like the lag many are experiencing due to the Ant population. To alleviate, try this. Kill all ants in anthill then place lure and spike traps by entrance of it.
    1 point
  28. If you're building somewhat close to the ant hill, than that's your problem. You need to kill them off. Them=ants...
    1 point
  29. I was curious and picked up the base game in the sales, I haven't actually sat down and started it properly yet...
    1 point
  30. Solasta EA out on October 20th. I like those dice animations. Not so much the rest of UI. I find it intrusive, in spite of being minimal.
    1 point
  31. I can't help but notice @Raithe was playing Conan Exiles. Yes...excellent. Join us as we build our kingdoms on the backs of our thralls.
    1 point
  32. You're likely experiencing this due to an overload of ants. Unfortunately the only work around right now is to kill off as many ants as possible to free up your freezes. If you're on Xbox or game pass I can help you out bt eliminating some of the ants for you and with you.
    1 point
  33. It is perfectly in line with all the other Huana gear. I just guess players completely miss that the Reckless Brigandine is of Huana origin. As is Kapana Taga (and some other stuff as well). Basically all hide armors are of Huana style and therefore have this very "special" look that absolutely doesn't look like the usual european medieval stuff. The "gay bar" remark was pretty uncalled for. Obviously this armor looks more like something you'd wear when going to the Loveparade or Burning Man... I like to build an Unbroken/Trickster Mataru as main tank - basically like this build but with Cadhu Scalth instead of Stalker's Patience. The shield fits very well (stylisticly) with Kapana Taga and the Brigandine. Unfortunately there's only one good unique helmet that also looks fine with this: White Witch Mask. Fortunately its enchantments fit the Trickster part quite well, so it's ok. For all other helmets there's the "hide headgear" option on the char sheet. If you roll with the Huana style it's nice. Of course Edér isn't the best fit - I mean visually - for such a setup. I use an Aumaua of course. Best if skin color and pattern harmonize with the outfit.
    1 point
  34. There's usually a Defrag that pops up right next to the inv. When you click that it should show what is invisible.
    1 point
  35. It's a bit embarrassing, but there were about 300 bottles of Trinidad TDL shipped to Sweden, and I, almost completely by myself, has consumed 2% of the entire Swedish stock of it
    1 point
  36. ^ The 5 seconds of combat training scene they showed looked really cheesy with all that blur. Rest looks passable to fairly decent, visuals-wise. Although, maybe it's my age, but the actor playing Paul isn't working for me. It's nice they picked someone who doesn't look 30 (when Paul is supposed to be a teenager), but he has too much of a posh runway fashion-model look to him, or something. Also, stilsuits always look cooler/better in my mind then they do on-screen...
    1 point
  37. My kids can pick him out in any role, but that just might be because I raised them on Army of Darkness. Bruce Campbell is just a very memorable guy. I also have his autobiography, If Chins Could Kill, sitting in a place of prominence on our main bookshelf.
    1 point
  38. is a handful o' actors we admire for more than their talents on stage or screen.. not all o' em are dead, the three (edit: four) who first leapt to mind and is hardly a comprehensive list. prodigious talents who endeavoured to make the world a better place for those less fortunate than themselves. am not trying to create some kinda epeen competition btw. is a whole lotta fine actors who died too young or suffered too much. nevertheless am most impressed by actors who used their celebrity for something... more. HA! Good Fun! ps immediate felt terrible for not including ms. hepburn
    1 point
  39. Screwball whiskey with coconut and chocolate milk. Kind of like an alcoholic Reese's peanut butter mixed with Mounds. a little sweet for my taste, but it's still damned good!
    1 point
  40. A little twist on a highball. Highball glass, rocks, whiskey (Mitcher's Bourbon because that's what I have on hand), black cherry White Claw, and a dash of cherry bitters. I'm pleased as Punch
    1 point
  41. 1 point
  42. I’ve been playing grounded for 2 days straight now and I’ve had a small issue regarding the fact that I can only carry 5 objects on my shoulder. The carry mechanic is perfectly designed and I think that 5 is a good amount. However, when your playing solo you can’t really get a good “chain” in the gathering of grass, stems and logs. An addition of a cart that would allow you to place up to around 15-20 of these items would be perfect as that I will no longer have to rely on tossing my grass at 100mph to get it to where it needs to go. And a constant back and forth cycle won’t be required as often.
    1 point
  43. The Outer Worlds expansion is coming out September 9th so most of the work it's already done. But don't believe that Avowed will be finished and released soon. My bet is for 2022
    1 point
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