zeee
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zeee started following WIZARDS - feedback at first sight and [Map load errors] Unable to Continue Playing
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second set weapons on character model?
zeee replied to jones092201@gmail.com's topic in Backer Beta Discussion
Yeah i liked that, too. It shouldnt be too hard to create some logic to only show one weapon per slot, so for example if both sets contain a one handed sword than show only the currently equipped one. otherwise show the one handed sword from set one plus a spear on the back from set 2. -
You don't have static spells. A wizard still has more flexibility in choosing and changing their spells throughout the game and even in the middle of combat by switching Grimoires. But you cannot control which spells are in the grimoire, you might end up with grimoires full of spells you pick during level up, not much flexibility unless you start meta gaming...
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I completely agree with this one! Overall i have to say I am not a fan of the ability tree of the wizard. Having it only consist of spells is not a good thing. Especially if I a spell is chosen that later is found in a grimoire and therefore the previous choice is made redundant. What i really would like to see is some meaningful passives, maybe a perk that improves dual wielding of implements. or some modal buffs that use per encounter charges of the relevant level. The ui shows a "edit grimoire button" so i hope this feature will show up in this current state wizard just is not fun to play. On a side note: why is the tiniest of all the implements (rod) two handed?
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IEMod fork, new modding framework
zeee replied to Springwight's topic in Pillars of Eternity: Modding (Spoiler Warning!)
Hey tjayharvey I just encountered a bug. with the IEmod enabled the new fifth level wizard spell "Form of the helpless beast" cannot be cast. I would really appreciate if you could look into it. Thanks:) -
IEMod fork, new modding framework
zeee replied to Springwight's topic in Pillars of Eternity: Modding (Spoiler Warning!)
Hey Springwight, I was wondering if we could expect to see an update to the iemod some time down the line. Thanks dude -
couldnt agree more. add to this the horrendous loading times you have to get through at least twice in order to rest at an in and continue afterwards you are at at least 5 minutes in order to replenish the spell. the time i can spend playing games isn't all that much to begin with and this further diminishes the time i am actually playing the game and progressing through the story. i hope josh and co are willing to rethink this one..... I've got to wonder tho, why would you do that? If you don't have time to go trough contrivances of how the game was never intended to be played, why not just play it as it was intended and save a ton of time? Not only is it perfectly finisheable without constantly travelling back to inns trough all of those loading screens, it's even more enjoyable that way, so just why even do it? that was my point for having per encouter spells so resting isnt needed as much
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couldnt agree more. add to this the horrendous loading times you have to get through at least twice in order to rest at an in and continue afterwards you are at at least 5 minutes in order to replenish the spell. the time i can spend playing games isn't all that much to begin with and this further diminishes the time i am actually playing the game and progressing through the story. i hope josh and co are willing to rethink this one.....
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i really enjoyed being able to cast a lot during encounters at later levels so personally i am a fan of per encouter spells and dont like this change one bit. i find it quite a bit less fun to have my mage autoattack with his silly harry potter wand as oposed to cast spells. if preventing spaming of certain spells why not introduce a cooldown system instead? hopefully the iemod guys are able to work their magic and reintroduce per encounter spells after this change goes live!
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IEMod fork, new modding framework
zeee replied to Springwight's topic in Pillars of Eternity: Modding (Spoiler Warning!)
Sorry my bad That being said, we DO have a temporary fix for it until Obsidian fixes it, in case 2.02 takes a while longer. We're hoping to release that and a couple of other pieces this week. Good to hear! Thanks -
IEMod fork, new modding framework
zeee replied to Springwight's topic in Pillars of Eternity: Modding (Spoiler Warning!)
Hi guys, i just wanted to report another bug with the mod i encountered a couple of nights ago. i already reported it an the nexus as well. death ring and minolettas precisely piercing burst cannot be casted. i hope you can fix this bug. thanks for keeping the mod alive -
Plus a cloak
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if i recall corectly it was said at some point in an update that if your wizard was of a high enough level his first level spells would become per encounter instead of per rest is this still the case? or has this been changed?