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Reent

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Everything posted by Reent

  1. Any chance that the bug "DoT's not affected by damage multipliers" and "chants not affected by acc buffs" could get fixed before 3.04?
  2. AAAAAAANNNNND... my solo run is over (or better... paused) - i really wanna play a barb+cipher group now xD (and a chanter so i can play ToI without much trouble)
  3. I did a full clear of act 1 with chanter before 2.0, every time - since i didnt know how to reliably get past the phantoms at that time (ToI)... (lvl 5 you could tank them with aumaua max might/con for the finish) because of no duration with summons it took ages to kill raedric... you can do it now, too... but it takes too long, most of the time i rather restart the run than finish the fight.
  4. soloing longwatch falls before lvl 9 (better lvl 10) with chanter is really "i discovered how to make the game tough" - sure, it doesnt sound impossible... but its not rewarding (or is there a way to kill the alpine dragon before lvl 9 with chanter? since the alpine dragon defends THE best item for solo chanters (in my opinion))
  5. White Worms... is so satisfying indeed, its the most ridiculous spell in the game - too bad you have to prepare too much for it, so its much more efficient to use dragon chant past lvl 9 or anything else past 10...
  6. Figurines can make you win a fight each, veil can win you a fight too - thats what its like everytime i try a resource class... at the moment my priest can fight once, maybe 2 times before resting again...
  7. I confess Imoen died a few mins into my runs, there was a nymph or something with a kiss of death - 2k exp or something xD
  8. "hey! Its me, Imoen!" <--- that one line... i heard it too many times, i disliked her the first time i heard her, i disliked her more and more each time i started a run... i didn't mind her staying in spellhold - at all...
  9. I started hard, restarted PotD shortly before elmshore, got too easy at the same point - restarted solo PotD cipher shortly before elmshore (and without those bugs about fight reset with charm and the +2 item slots talent bug i would have easily finished the run without reloading too many times (sure, still over 30 times, but not like... about everytime i needed "ringleader"... i needed a BAD hit with it -.-) PotD vanilla wasn't hard for a group (ok, ogre bounty, adra dragon, adragans), wm is quite a bit harder to play blind, but i never tried with a group - so i can't really tell, my naked chanter didn't have that much trouble with wm2 blind - sure, the first time i simply ran into the iron fort... wasn't one of my brightest ideas, but most places didn't take many tries
  10. You get the damage numbers too, so if you want to you can track your endurance quite reliable. So... while you shouldn't know anything, you CAN always know everything about your endurance - metagaming ftw.
  11. Dear Developers, i have finished one vanilla group run (PotD ToI), about 2 solo PotD ToI vanilla runs and one PotD solo run (non ToI) with wm1+2, but with a naked chanter - maybe you can see something - i played a few hundred hours ToI but only finished 4 runs, i love to change builds and test some things and don't mind if i don't finish the game. I like the game, I really do! But there were quite some points... a) The first day! I was hyped, i am living in germany and i only knew the date i could play... i didn't know at what time i could play but i was ready - and i planned to not sleep that night. At 17? 18? o'clock i could finally play, i started a druid and stopped before finishing the prologue - i wanted to play a shapeshifter, you can't play that without any informations, the game told you that shapeshifting was 1/rest and no timelimit, i thought it was a bug that it stopped! So i switched to wizard - loving the melee caster - i think you know what happened, i lost my grimoire in gilded vale... and started again, this time with a ranger! That one was the one bug i think almost no one knows, i don't know if its fixed or not but i can't test it, i forgot the most integral part of it: i took a bear and named it after a name often used in books, that name made the game bug, if the bear initiated a fight the name for "fight start" was something like *unknown name*... so when i killed the leader the fight never ended... i tried 3 times with the same name for the bear before seeing the *unknown name*, after that i could finally create a ranger who could finish the prologue... only to have raedrics castle loading endlessly, that was the moment - around midnight when i went to sleep knowing that next day i could start a new run! One bug - sure, but that was 1) a game mechanic changed without changing the informations 2) a bug 3) a bug 4) a bug, sure, 3 bugs within 6h isn't that much, but the game mechanic change without thinking it through... i think you did that one with quite some things (i am looking at you, petrify) b) The enemies have no strategy! Spells are used randomly, the targeting can be abused, they are one dimensional and don't dodge anything. In Baldurs Gate the mages used about one strategy but that wasn't as easy to beat as the pillars casters are - think about the spells they use, give them a few priorities (like consegrated ground at the beginning of the fight, not after a few died). In the beginning it was enough to tank with 2-3 characters even in open areas, now you have to do a bit more since they shout "LEEROY JENKINS" and run to the squishies - even if they don't see them... that made me drop party play, you get more and more ways to deal with stuff, the enemies get more abilities but use them too bad. c) The companion stories are interesting enough to almost read the stories... but they don't care about what you do (maybe a few comments...) ... you can kill the whole world and no one leaves the party? I want them to do a bit more... feel a little more "alive". Aloth can be funny enough, but compare that to Minsc... heck, minsc... spellhold NUFF SAID d) fight/non fight... good idea, makes for a better balancing - but its a real pain for me as a solo player (and it affected one of my not finished party runs because it got to "last one standing just got withdrawn from the 2nd one standing), good that one part should be done (fight ending if every enemy is charmed) but what about the other parts? I was fighting a priest or wizard or something - i wanted to cast a spell, he wanted to cast a spell - heck, both of us tried it 4 times in a row, everytime the fight ended before the spell was done! Good Job! Why should withdraw end if enemies still have DoTs on them and the priest isnt at full endurance? 1. How have we been at communicating with you guys? I created a thread for fight ending prematurely (at first only about charm but fast changing to more parts) and it wasn't answered for month despite beeing a very big problem. I don't mind it that much that my thread about "damage done" wasn't answered since its not "that" necessary, it would simply be nice to know how much damage a chanter does in one run. I would prefere faster and better Patchnotes (not the patches, just the informations itself, somethings don't get mentioned at all) But as long as i don't mind your "you don't need to bump" and ignore that (sorry but that part... you failed) you can get answers to most things and its really good! Maybe you should try to keep track of threads that don't get much love more and get your Patchnotes in order - than i'd say: perfect communication! 2. What did you like about us? I like that you created the game at all! I love the genre. 3. What kind of things would you like to see us improve on? Less bugs at release. Ai behaviour. 4. What would you like to hear from us in the future? Pillars 2 where you can load your endsafe from Pillars 1 and the companions are in it too - depending on what you did with them. 5. Additional thoughts? Fix a few more bugs, fix a few deeper problems (if you can't fix things like: "enemy doing something non aggressive - same for me, fight ending" for this game) for the next game and i will buy every game you create for this genre! Combat: I didn't fight the wm1/2 fights outside the main story line - so no dragons and no archmages (waiting for runs where i play seriously, want a few more things fixed), so for me the vanilla game is the only one where i had any hard fights. The hardest fight would be the fights in Act 1 where i simply wasn't prepared for what i would face - shades so early? such a group with Raedric? And act 3 adragans. The on hit petrify spiders before the petrify nerf in the endless path... I was ready for the Adra dragon, wasn't hard with preparation. Thaos was a really nice fight but its neither hard for a solo chanter nor for a party (i liked the spells he used and that you couldn't focus him down, the spells hit so hard it was fun). The bossfights i haven't done yet look like fun. The adra dragon is a bit slow, makes it really easy to ignore her and simply kite her to death. The kraken needs a buff really hard. ----- added 20.10 Since i tested the unlabored blade just now i remembered something that ended a build i tried... and that made me write a feedback about the gamemechanics about monk, while writing it i remembered that i had a point about chanters i dislike too, so i thought i'd think about each class if there is something i'd like to say about it: Barbarian: I really like carnage, i am playing with barb as MC at the moment and its amazing. Frenzy could use a shorter cast time, it has such a short duration... that combined with the long cast time - you either can't position as fast or you loose a few attacks to cast it, sure, its still okay, but not really that "good" (if i could get a normal talent instead of frenzy i'd take it, if i could get a different barb talent (not a shout) there aren't many i wouldn't take), i use the armor for Deleterious Alacrity of Motion 1/rest... and i have to say, frenzy feels very bad (and if i would use a plate armor i'd take the one with frenzy on crit, so i don't have the cast time) Chanter: (quite long; short version: for chants affecting enemies, grazes/crits should affect the "duration" and linger phase, not just the linger phase) Druid: Druid needs a timer for Spiritshift - abilities that change the playstyle of a character (caster vs melee) need a timer. Monk: (not as long, but in short: you should get new wounds even with 10 wounds, however the oldest wound should end (=max 10 wounds, but timer refreshing), you should use the oldest wounds, not the newest for abilities) ----- Top Bugs i want fixed: 0) Loadtimes getting much too long. 1) Chants getting no +ACC with survival bonus etc (made a thread about that and a few more things about chants, they should be in the system, looks like it was not on any prio list, but for me its high on my list because it makes builds much more interesting and thats what i am waiting for before i do my full clear run (or runs)) 2) DMG+ Talents not affecting DoTs 3) Interrupts stopping the activity altogether (its not fun to spam the potion because interrupt=normal attack if you don't plate+2 dex... if it happens once you are done for) 4) Withdraw not stopping raw damage 5) some DoTs (wounding) dealing the same damage no matter how much int Not a Bug but... Druids should have a timer for spiritshift And here are a few things i'd love to see to make the game harder: Expert mode not showing what the enemies are casting. Better AI Pathing Better Spellusage - make priests that position for buff/healspells, not in a way they can attack in melee, make them cast something like Consecrated Grounds at the beginning, not when damaged. Make Enemies dodge some spells and leave something like Chillfog Give Enemies OP spells too, we have the tools - let them have it too (like Dragon Chant for enemy chanters) Give melee enemies a ranged attack so they can attack when they can't get to the party.
  12. For me, 6 man play is uninteresting, if i play concentrated with a plan, nothing will happen, there are maybe 2 fights that could be hard... but because its uninteresting, i dont play to the fullest potential, heck, i could even missplay greatly - but only the trivial fights, so something like the spider cave could kill me, but the adra dragon... not so much, very unlikely... thats why i dont play groups, i play ToI as much as possible (ok, my 3rd death act 1 with 2 dex barb made me realise that ToI trying limits for a new class is bad) and ToI isnt fun if you dont care... or have no risk
  13. Actually I did WM1 with such a barb (2DEX) and it wasn't too bad. Darzir was a bit hard, but I solved the problem with Blood Thirst + scrolls of Fan of Flames. after a few casts you can keep on casting with 0 recovery because every time a winter wolf and then later ogres die. Jeah, ok, forgot that one xD
  14. You can buy your first figurine - 6k before the quest, 5k after - if you have Gaunts Pledge and sell it in the prologue... you get 5k after the initial quest run, if you dont - raedrics castle has so much loot, its insane Knowledge is power! and i need power a lot - my run atm has only one summon left and has to go past 8+ enemies (why did i try to fight in the sanitarium?)... i just hope i dont die it would be a shame to start a new one so close to lvl 7
  15. you can get to lvl 6 without hard fights - so a class thats good lvl 6 has quite some advantages - makes for an easy run up to the hard fights later on... classes that need lvl 9 can mostly get by, classes that need an even higher level struggle a bit - if you dont respecc and play a 2/3 dex barb, have fun with the ogres in wm1, i guess doing act 3 first would be a good idea...
  16. if you know how to solo wizard... its not that challenging (i tried a bit, act 1 was almost as easy as my chanter runs) dont do the temple at L4... do it after getting the figurines... I dont know if you need L3 or L4 with wizard for stealth 5 and mechanics high enough to get past Caed Nua - but you only need to do quests to reach lvl 4+figurine - worst case, monk only needs lvl 3... (ok, with lvl 4 you can kill them too, but its not that much fun if you have bad rolls and die in a ToI run, as i did a few times) if you want challenging, try the same with a priest - that one has some of the worst starting spells (sure, he has a nice single target burst spell L2, but that doesnt help clearing big groups) my priest is lvl 6 in a ToI PotD run... in most fights i dont use any spells, just figurines -.- (ok, he has very low perception... so the spells dont hit either way - need lvl 7 so i can buff him)
  17. 6? I'd say 5 - 1 priest so no pesky charmes to kill your own chanters xD You don't need that just charm immunity scrolls. scrolls... thats...
  18. 6? I'd say 5 - 1 priest so no pesky charmes to kill your own chanters xD
  19. Uhm... I didn't expect this answer tbh I expected something like " just put 1 tank on front and all the rest ranged"... in many other games I usually get this kinda answers...lol Thats what a viable answer would have been in the vanilla game - sure, even now its fine with one tank... but... many enemies shout "LEEROOOOOOY JEEEEEEEENKINS!" and ignore everything but your ranged characters - in each and every fight, that can be kinda meh "oh, i didnt look for 1 sec and every enemy surrounds my wizard"... so i rather dont play with that kinda group, 1 cipher or 1 ranger can finish the fights just fine with 5 dudes in front - heck, the barb in front can clear the trashmobs, the monk can kill the casters - while the paladin+priest keep the backline safe and sound... and if everything else fails - the chanter can switch to "and thats why chanters can solo the game" mode.
  20. I've played with 5 man in front and it wasnt "too much", sure, its a bit harder to abuse doors - but you dont have to, for me: the more in front, the easier the run.
  21. my naked solo chanter (no items at all) was able to defeat the kraken within a few tries (and the the kraken wasnt the problem... the kraken died in the very first try, only... i missplayed the eyeless) in terms of difficulty its lower than almost every fight in the game (since you can defeat the kraken and not fight the eyeless) maybe the single xaurip in cilant lis is easier, but something like the 3 ppl that abducted the cook is a harder fight...
  22. There was a time i really liked cipher - it was the most interesting class for me - until my solo cipher got ringleader and used it to kill every hard encounter! But rejoice, from today on the "best case" is really the best case, no more "ups, fight restart" (at least after the patch and if it really works) After he lost to thaos (because the chance to charm someone was too low and my deep pockets talent bugged) too many times i started my solo chanter ToI runs and never looked back.
  23. i never said chanters are weak! I said chanters are boring as MC in lower difficulty if you actually do something with your other 5 characters.
  24. For me it was every class... the tanks were too durable despite never equipping anything after accepting them, the DDs were done before i used the good stuff... the fight was over before the chanter knew it started... but its been a long long time (after changing to PotD i never changed back, only once to try a run with "animal as MC, 3 in everything ranger as companion") since i tried (i changed shortly before act 3, since i didnt wanna search for fights where i have to do anything)
  25. If they fix the bugs i dont care about the +12 ACC... i am thinking about a fun playthrough where i use charm all the time - with low might! Next patch the main problem should get fixed (fight end if all enemies are charmed) so it sounds real fun to walk around charming everything! 2 weapons... i'd only use them if they can deal damage, hatchets are a bad choice for damage... so 1 hatchet+shield or 1 hatchet, but i'd never use 2 hatchets... i'd change to other weapons in that case
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