View619
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Posts posted by View619
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ya even though a fully defensive tanks disengagement attacks are crap lol thanks to DR.
Yeah, there's still work to be done. A good initial step though.
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It's possible that work started on AI targeting before the 2.0 beta patch. Personally, I always noticed that mobs would focus on the front-line and make no real attempts to attack softer targets. Also, archers would focus fire on whoever first entered their range and would not be reactive about switching targets if possible.
Since testing with beta 2.0, enemies make an effort to ignore tanks if possible and go for softer targets. Meaning, they will not dog-pile your tanks anymore unless they are the best option (endurance, debuffs, etc) or the enemies are engaged. Enemies are also very good concerning when they switch between targets in range; they still seem to stick to engaged targets to avoid getting slapped with disengagement attacks though.
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i am fine with 3d in first or third person, but highly strategical games like chess, starcraft and pillars do not benefit from 3d imho.
Chess isn't in 3D? o.O
I think he means pc versions of chess (2d, bird's eye view). There is no benefit in changing the view for these games to 3d.
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Switching spells isn't complicated enough to require multiple grimoires, just choose according to the region and potential battles you will be facing. How often do you find yourself using all the Druid/Priest spells for a specific area?
I take it you haven't had much need to switch grimoires, either?
For the Druid and Priest spells I am pretty glad I don't have to prepare them in advance. And that's good considering most of the valuable protective Priest spells are very specific to enemies, and I often don't realise how valuable some of their spells are until I am looking to counter something an enemy has done.
If I had to prepare Druid spells, I think I'd do the same as my Wizard and just get some great favourites and never bother changing for the rest.
Nope, never found a need to switch grimoires mid-fight. It's unnecessary when stealth is so lenient that it allows players to scout out an entire encounter before initiating. I just switch spells out at that time before engaging if necessary.
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Switching spells isn't complicated enough to require multiple grimoires, just choose according to the region and potential battles you will be facing. How often do you find yourself using all the Druid/Priest spells for a specific area?
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I would be willing to assist occasionally; I have a day job, but I should be able to find some time on weekends to help out. As a user of the IE mod, I would hate to see updates cease. For reference, I know VB.Net and C#.
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Steam does have offline mode, btw.
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What criteria would the enemy be using to determine whether breaking engagement is going to be devastating to him or a cakewalk?
Does this character currently engaging me have low accuracy or a low hit chance? Are there other targets that are more susceptible to my attacks (lower deflection, DR or Endurance)? Do I have a clear path to these additional targets? If yes, disengage.
And is this the same information available to the player re: enemy tanks allowing them to make similar decisions? We know players get more information on specific enemy types by facing more of them - how would this be decided for enemy characters?
Pretty much. The only other information that could be relevant is disengagement strike damage, but if accuracy is low enough to make misses/ grazes more likely then this may not be as important. I suppose defense vs disengagement attacks would need to be calculated as well, if certain enemies have access to it, within the "Accuracy - Deflection" calculation.
I don't think AI will be able to make intelligent decisions based on the "threat level" of specific player units, only how effective their attacks would be vs them.
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What criteria would the enemy be using to determine whether breaking engagement is going to be devastating to him or a cakewalk?
Does this character currently engaging me have low accuracy or a low hit chance? Are there other targets that are more susceptible to my attacks (lower deflection, DR or Endurance)? Do I have a clear path to these additional targets? If yes, disengage.
They just have to perform that calculation for all units currently engaging it. And if it's a case where a tank + unit with higher accuracy is flanking then the enemy will just focus on the more dangerous target. Also, switching weapons should have a delay before the change is completed; instant switching can lead to situations where players are able to abuse enemy disengagement under these rules (quick switch from Sword and Shield to Single Weapon, for example).
For what it's worth, I think the Obsidian devs have gotten the decision to attack more susceptible targets when possible sorted out. Last time I played (beta 2.0), melee mobs would split from the front-line to the back when possible and ranged units would decide to switch targets if squishies entered their range.
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Obsidian should just commission Jason Seow and be done with it. He does amazing work.
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I'm of the opinion that afflictions should be resolved as follows:
- Affliction failure is from standard Miss-Graze range.
- Affliction hit is from standard Hit-Crit range.
This seems like a relatively straight-forward method of addressing the spell resolution issue. Just adjust the affliction resolution ranges to eliminate grazes and crits, while keeping grazes and crits relevant to the damage portion of spells.
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If by "minimal investment" you mean significant drops in accuracy, then I agree. Single weapon vs sword & shield with the largest shield is a big drop in accuracy.
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So, who is doing the frequent ie mod updates on nexusmod if not bwallace?
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The only race I would like to see added to the game are Dark Elves.
Pale Elves say hi.
Honestly, just give us the Avian God-like and I'm good.
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What about Paladins? Have their Faith and Conviction bonuses to deflection been altered? I don't plan on hiring one, but feel free to check yourself.
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Can somebody who goes one them forums Josh Sawyer goes on where he answers questions and ask him why the major change to Defender. I'm very intrigued to know.
They're moving towards fewer sources for deflection stacking and Defender + Wary Defender gave + 15, iirc. They may need to tweak that to giving +5 total deflection or something with the old +10 bonus to other defenses instead of a straight nerf to deflection and +5 to the others.
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Well, you can always put together a list of planned changes and get some feedback/suggestions before starting. Also, feel free to provide brief details on how you plan on implementing some of the changes since random .Net developers could be willing to assist every now and then. =)
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Isometric view was a selling point of the kickstarter campaign. A spiritual successor to the IE games without isometric view wouldn't make sense, it would not capture the same feel as the IE games.
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Stronghold anyways (which ruins most of the base game story)
That's a very strong statement, no?
Only because it is true.
Strange, you only need to interact with the Stronghold once. It doesn't have a major impact on the main story, it's really just a gateway to the mega dungeon.
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Pretty sure it's bwallace on these forums. Ask around on the nexusmod page, you should be able to find details there.
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Anyone checked the new build yet? Is this change still inside?
Yes, it wasn't a mistake.
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Your best bet is to contact the person currently responsible for updating the mod. I doubt you'll get assistance from Bester and co, since they have lost all interest in POE iirc. You can check the IE mod nexus forums for more details.
Edit:
Current modder's name is Brandon Wallace (bwallace). Good luck.
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Fair price, $25 for both isn't bad at all.
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Any chance at a list of issues resolved by this update?
Defender 2.0 beta nerf
in Pillars of Eternity: General Discussion (NO SPOILERS)
Posted
Don't get your hopes up, there are not nearly enough people complaining about this to make the devs change it back.