Jump to content

View619

Members
  • Posts

    569
  • Joined

  • Last visited

Everything posted by View619

  1. Shades and Phantoms have high deflection, so raw auto attacks will miss often. Reduce their deflection with debuff spells and you should do better.
  2. There need to be penalties to having less than average con, as well as enemy AI with the ability to target squishy targets. Give Constitution higher multipliers per point or make it a flat integer system so high health/endurance classes will still out-strip squishy units with higher values. The complete revamp of the attribute isn't necessary, it's just a relatively simple fix that should be incoming with the possible Perception update imo.
  3. Yeah, it's unfortunate that there's such a major disconnect between mechanical terms and values. Hopefully the team will give the combat section of the Journal another pass; it definitely needs it.
  4. For skills like Savage Attack and Death Godlike's racial ability, the description says that the effect kicks in against enemies with "Low Endurance". At which health state (barely injured, injured, etc) does this effect apply? I would want to try them out if the effect kicks in at "injured", but would avoid if it was only at "near death" for example.
  5. It appears that auto-attack in 1.06 is bugged.
  6. Enemies on POTD have high fortitude, invest in some abilities that target other defenses. Otherwise, drop their defenses first using Wizard/Druid/etc abilities. If you're going melee, save enough focus to cast an ability that will get you out of engagement safely; there's a good level 1 confusion spell that can do this. If you're using slow ranged weapons, lower the enemy's deflection first using knockdown, flank, etc. Make the most out of the shot. On melee again, invest in abilities that reduce the risk of disengaging. Also, note that interrupts break engagement so you could have a high dex/perception character assist with this role. POTD is all about lowering the opponent's defenses before attempting to unleash big spells/attacks imo. Unless you're going to initiate against an enemy with a known weakness or sneak attack. Early game Cipher is pretty solid if you mix-up the spell selection and take advantage of defensive weaknesses.
  7. Yeah, the backer content is pretty bad and irrelevant to the overall story. Just ignore them unless you want loot from a backer NPC.
  8. Can't fault the AI for not countering CC when there's no real hard counter against it by design. Also, the silly spell graze system only makes it worse.
  9. CC wizards are very good, definitely worth trying for a play-through. Mass disables while your front-line goes to work shouldn't be an issue for you.
  10. I'm not sure if any of them figured out how to change the Attribute Bonuses - I would've expected someone to push out a mod for it by now, considering that it's one of the more criticized flaws of the main game by fans discussing the mechanics of the game. I tried to take a crack at it myself. Took a glance into the files and it was like staring into the maw of hell. Yeah, apparently the attribute values are hard-coded somewhere; doesn't sound like a fun time for modders.
  11. I wonder if the modder working on IE mod would be interested in changing the defenses on attributes.
  12. Select a weapon focus for your second slot that you could potentially use to mop up or maximize damage against disabled opponents. Maybe a focus on some two handed weapon that you would like to use, or a dual wielding set-up. Besides flails, I don't think a weapon focus is worth it when you focus on building a weapon + shield tank.
  13. I oneshotted her on my very first playthrough on path of the damned. Why is it always the ignorant who whine the most? Why is it always the pathetic liars who boast about their lies the loudest. I'll do you one better, I was loading up my savegame and Lillith knew I was coming so she killed herself rather than fight me, that's how baaaaaaaaaad I am Or it's possible that he actually one-shotted her on his first playthrough on POTD? Opening salvo with strong ranged weapons and crits/sneak attacks thrown in will do that. POTD is the only challenging difficulty in this game after-all, and it's closer to a "Hard" mode than "Impossible". It is always the ignorant who whine the most, unfortunately.
  14. Pretty sure that one of the reasons deflection was dropped from Perception is to reduce the ability of players to pump it using attributes. So, I doubt deflection will be buffed on Resolve.
  15. Waste of programming hours to implement something so frivolous. Beside Divinity: Original Sin (which was designed with MP in mind), when has multiplayer been interesting in an isometric CRPG?
  16. Flails are fast, weak weapons with the graze to hit property. You should take Vulnerable attack, since that DR Bypass is greater than what you get from Savage Attack. Also, Quick Switch refers to switching Grimoires during combat.Since the ability to scout out encounters is so lenient in this game, there's no reason to take it for a wizard; just prepare the spells you need immediately before you engage. Maybe if you could only prepare Grimoire spells during a rest, then Quick Switch for Wizards would be more useful.
  17. Savage Attack if you have high accuracy. Vulnerable Attack if you dual wield or have talents that increase your attack speed (Ranger's Swift Aim, Two Weapon Fighting, etc). Personally, I would just take Savage Attack and find some way to offset the accuracy penalty.
  18. Just play now, no point in waiting for 2.0 when the current version is playable. At worst, the Perception change will screw up a tank build if you pump Perception for the deflection bonus.
  19. Issue: Enemies are able to perform melee strikes as if engaged vs units that safely disengage via interrupts. Steps to reproduce: Interrupt an enemy to break engagement. Move previously engaged unit out of range during an enemy's strike recovery. Watch as the enemy proceeds to hit your unit at range anyway. This seems to nearly negate the usefulness of disengagement without hitting the enemy with a disabling status effect. Possibly an issue with the way engagement states are updated after an interrupt.
  20. Arcane Veil is an "oh ****" button and its usefulness will depend on how confident you are in keeping your Wizard out of the line of fire. If you're on POTD though, it couldn't hurt. Grimoire Slam is a nice option too, but since it's vs deflection you may miss and waste it. If you're interested in playing somewhat closer to the front for things like Fan Of Flame, Rolling Flame, etc then it would definitely be worth it imo. Not sure I would go Hardened Veil though, since you can always throw up something like Wizard's Double instead. @Crucis Arcane Veil is a per-rest ability. Per-encounter would be pretty ridiculous.
  21. So, put the benefits of Armoured Grace on Con? Why not just make the Con bonus more meaningful, greater gains for pumping it and greater losses for dumping it? I would prefer if they take Fortitude off of Might, Reflex off of Perception and Will off of Intelligence so there's one stat for each defense. Then they could tweak the gains and you would be forced to take Con/etc if you want certain defensive benefits. I'm not against a minor Armoured Grace talent btw, but the issue with Con is that it doesn't affect Health & Endurance enough to be worthwhile. The values need to be addressed.
  22. It's software development, you don't get "everything" implemented at release. If you really want to wait until the game is "done", come back next year. If you're willing to accept that there will be patching up to the release of the second part of the expansion at least, then start now (or after 2.0).
  23. An official version of SCS would be incredible. Good to see that the update to include party A.I. allows them to tighten up some of the enemy A.I. issues.
  24. Have you tried building a mobile party? Hint: Blessed was Wendgridth as he Zealously Chargeth... Also, the mobility and disengagement defense talents.
  25. Yes, it stacks with Confident Aim and Flail bonuses. So, you can have up to 80% graze-to-hit conversion with a flail and shield style.
×
×
  • Create New...