zeee
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Posts posted by zeee
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i second this, also i would like Xotis hair for PCs. I searched some of the files but have come up empty so far...
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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.
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About grimoire: What is the point of static spell selection?
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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Perception seems the most important stat now for mages, especially since debuffs (for defenses) also depend on it, forget intelligence for an evoker who does only single time damage. A fireball with 6 sec casting time at 20 might does nothing if it missed. (happened) Melee and ranged chars have a lot of attacks to balance accuracy vs deflection, and they get weapons with higher enchantments which increase accuracy. But where is the staff/wand that increases accuracy for spells? (also dearly missed in PoE1)
The empower - Skill does increase a skill by 3(?) power levels yet it doesn't show what that means(damagemultiplier/penetration/duration)? I'll hope/expect this will be improved along with the tooltips for damage ranges. Also why would I empower a single spell if you especially later you can get like 9 additional spells later, or for a multiclass up to 2x8 or 2x7 skills/spells? (not sure which max power level is possible for multiclass)
The familiar spell is crap, either make it not random, or not taking up a lvl 1 spell. The evoker special I didn't even notice. Would it be possible to change it to something else? Illusion spell at start is nice to have, transmutation I didn't use, but all of them seem not very viable at later levels.
And no talents for mages? None at all? Why? No casting speed vs damage increase vs penetration? Would seem so obvious to me to let a player choose.
About grimoire: What is the point of static spell selection? Do I have to reroll my character at the tavern again the moment I find a better/higher spell selection because some of it I chose myself? Why can't I change the spells (at least with some sort of crafting material (maybe that is already intended)) in a book when I'm becoming a big and powerful mage at some point? Lorewise: who is writing those books anyway if a dragon killing, god-offing being can't do it?
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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Dual wielding Wands? Hell Yeah
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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:)
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Hey Springwight, I was wondering if we could expect to see an update to the iemod some time down the line. Thanks dude
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In a game like PoE where it is already possible to have unlimited rests provided you are willing to take 30-60 seconds of time to reach an inn or your stronghold, there isn't a huge distinction between per-encounter spells and per-rest spells. Eventually gaining lower level spells on a per-encounter basis is a nice "convenience perk" for those of us who play the game, but precisely because it is a boost to the player rather than the character, curtailing it is likely to antagonize players without solving any balance concerns associated with caster characters.
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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In a game like PoE where it is already possible to have unlimited rests provided you are willing to take 30-60 seconds of time to reach an inn or your stronghold, there isn't a huge distinction between per-encounter spells and per-rest spells. Eventually gaining lower level spells on a per-encounter basis is a nice "convenience perk" for those of us who play the game, but precisely because it is a boost to the player rather than the character, curtailing it is likely to antagonize players without solving any balance concerns associated with caster characters.
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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That's a bug with 2.01; it is not related to the mod and will hopefully be fixed by Obsidian in the next patch.
Sorry my bad
That's a bug with 2.01; it is not related to the mod and will hopefully be fixed by Obsidian in the next patch.
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
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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
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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?
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dont want arrows
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in my opinion buffs should be modal and only one per character can be active at the same time. i liked the way it was done in dragon age.
if i understand correctly that is the way the paladin auras work. to me priest buffs should work the same way
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hell yes. modding for the win :D
has anyone had any success finding anything moddable in the beta?? or maybe obsidian wants to prevent modding during the beta in order to ensure reported bugs arent occurring due to faulty mods
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while i like the idea it is probably to late to change every quest at this point in the development cycle to reflect your idea.
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i want some kind of polearm or staff with a sword blade at the end :D
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I suspect that the grimoire is not being held in any hand, and you have a separate slot for it.
Although it seems that it appears in avatar's hands while casting - as seen in the teaser video (1:07).
A wizard's grimoire goes in a special slot that only wizards have. They carry it in their off hand if they don't have anything in that hand. Otherwise, it only appears during spellcasting.
zeee you've got yourself an answer, courtesy of Josh.
thats what i was hoping for thanks
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thats what triggered me registering and asking the question :D
Wielding a staff as a mage in Baldur's Gate and casting a spell also made the weapon disappear for the time being. Relax.
that i wont mind. maybe i have watched too many dark soul 2 on youtube
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I suspect that the grimoire is not being held in any hand, and you have a separate slot for it.
Although it seems that it appears in avatar's hands while casting - as seen in the teaser video (1:07).
thats what triggered me registering and asking the question :D
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thanks for the reply. i assure you this is no troll thread. was searching the wiki and didnt find that piece of information. the reason i am asking is this:
i read on the wiki that there is a specific inventory slot for grimoires so is it equipped in the offhand or in a separate slot? or is this information unkown at this point?
i am thinking about the possibilty of a staff wielding melee wizard build which would be impossible if no spellcastin was possible without the grimoire in the offhand.
if i understand you correctly wand/scepters are basicly functioning like the staves in dragon age origins?
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Might I point out once more, to the folks who seem to be extraordinarily worried about the limitation of only healing at rest spots, that you're not going to be playing BG with rest-anywhere stripped from it. BG did not have separate Stamina and Health pools designed specifically for a system that only lets you rest every so often (distance/progression-wise).
The point of rest spots is to give you an incentive to actually manage your Health wisely, instead of always just recklessly thinking "as long as at least one person still has like 1HP at the end of battle, I'm good, 'cause after the battle I can just replenish EVERYTHING! MUAHAHAHA!". It's not to make sure you never ever get to replenish your stuff, and it's always troublesome. You're not going to constantly fight groups of enemies that require every spell you have, and 90% of your Health, but only find a campsite/rest-spot every 17 encounters. I can't tell you they're not going to fail to do it perfectly, but they didn't implement a whole separate Health resource as a long-term, multi-fight resource (if everyone hits 0 Stamina, then you're dead and it's Game Over, no matter how much Health you have left) just to approach the entire thing as if your Health is just supposed to last you one battle and you'll never need to replenish it.
Your Health is designed to last you about as long as your per-day stuff is. This worry would be similar to worrying that they'll limit your Level 1 party to (example) 10 total spells/abilities per day, but each fight will require that at least 11 be cast, just to achieve victory.
Just like how in the IE games, if you died before finishing the fight (the point at which you could rest again), it wasn't because they didn't allow you to rest often enough. It was because you didn't make your resources last until you could rest again. In this game, if you're just traveling through your run-of-the-mill cavern or dungeon or fortress or something, and there are 10 fights between this rest spot and the next one, and you only make it two fights before you're down to 5% Health with everyone, it'll be because you're failing at combat, horribly. Not because the combat's designed to take that much out of you, but you're somehow supposed to become a divine being and forcibly will those creatures who deal 80 damage per hit to deal less damage per hit and/or be less numerous.
agreed. the stamina/health system is a nice change of pace. i am sure it will be tested and balance properly
[Map load errors] Unable to Continue Playing
in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
Posted
occurred for me the second time. the first time i managed to fix it by loading a different save. this time even the starting save in the cabin cant be loaded.
Please fix this ASAP.