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Everything posted by Torm51
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Right, so generally stacking hit to graze isnt that great? I have this bad habit of liking to play tanks, high HP high deflection tanks on PotD they arent that useful. So I am trying to somehow make the hits more consistent. I HATE that every build is Might, PER, DEX even for a front liner lol Granted the high hp high deflection tank does fine but in a fight where the DPS party members arent up to par due to say difficulty on a very tough enemy hes dead weight since he cant damage very well. He is the last one a live and cant do a thing! bah! I like Flails and Crusaders and the 2 do not mix well at all lmao
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Excellent info Enoch. I am somehow trying to get offense out of a Crusader without dumping Res, I just hate the thought of a non brave Crusader lol! I am always fighting myself internally between the Meta and RP so i try to skirt both lol So my math was wrong??? I am not sure how having both is only a 5% increase lol
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What do you think think? The build is looking to have 10 Per with Disc Barrage and good INT thats a +5 PER for a long time and 50% Graze to Hit, if I grab Confident Aim and use the chance NOT to graze to hit math thats .5*.7=.35 not to graze to hit so 65% graze to hit is the actual value..so you essentially get half value for the ability point (15% not 30%) if you have disc barrage....you guys think its worth it?? The overall goal here is to have consistent hitting power without having to dump Res, I like Res on a crusader as I plan to take Sacred Immolation and want to reduce the damage i take from it.
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Without increasing Dex or respeccing! (Current build has 10 DEX) The goal in a build I am trying is to reduce the recover cast times on abilities like LoH, Sacred Immolation and Glorious Beacon without having to dump my resolve, might or int. Grabbing Two weapon style wont work because that is just for weapon attacks correct? Armored Grace? What about mob stance? Does it reduce your recovery with just weapon attacks or also casting recovery? Thanks!
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Next major patch - When?
Torm51 replied to Enurale's question in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
Same, the whole afflictions issue...I mean common it’s a core gameplay mechanic. I had to stop until that is fixed. -
It's unacceptable. I won't be supporting any Obs product at full price until I see some drastic QA changes.I played thousands of hours of POE 1 and it was troubled, but this one seems even more poorly optimized. I’m sad to say I agree. PoE1 was troubled, but at least it had a good trend line and the final version is strictly more stable than prior versions, even if there are still some insanely wonky bugs. I don't have the confidence anymore that Deadfire will end as a strictly more stable version of the game at release. I fear that we'll get one big patch to bring TB out of beta, the post-release team will move on to something else, and the huge disruptive effect of that one big patch will mean that there will be lots of small/big broken things stuck with us forever. The fact that afflictions--a core gameplay mechanic--is in such a busted state in 4.1.2 is insane to me; I half want to find a way to revert to earlier versions, even if that means missing out on some other QoL fixes. Even Backer Beta 1 was more stable than this about core gameplay features. Saddens me, I had so much damn fun in the first one, logged 1700 hours. I never finished this one, I want to and maybe I will for the sake of knowing what happens in the story but the fact that a core gameplay mechanic is broken this far in is total crap.
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Is there a Walk Toggle issue
Torm51 replied to Verde's question in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
yep same issue, load up the game everyone is running FAST, toggle walk to run doesnt always work and they stay walking then run...