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Everything posted by Spam101
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Elmshore - Task failed: The Sealed Missive
Spam101 replied to Merina's question in Patch Beta Bugs and Support
it was tricky but I managed to cast "call to slumber" just out of their los and then moved the rest of the squad into their view so they ran into the AOE. -
Backer NPC's in the Dozen HQ appearing as ghosts
Spam101 replied to Spam101's question in Patch Beta Bugs and Support
possibly because I'm running an old as hell driver amd catalyst 15.3 beta - driver 14.502.1014-150319a-181821E DxDiag.txt -
Backer NPC's in the Dozen HQ appearing as ghosts
Spam101 replied to Spam101's question in Patch Beta Bugs and Support
I'll try and replicate -
When will it be "done"?
Spam101 replied to Killusion's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
play it all before the patch as it's currently worse, and they've made a bunch of annoying changes and added too many buffs -
[v3.00.929 PX1-Steam] Outlander's Frenzy still has 1 use per rest
Spam101 replied to Boeroer's question in Patch Beta Bugs and Support
my descriptions still read one per rest for some of the talents -
Backer NPC's in the Dozen HQ appearing as ghosts
Spam101 posted a question in Patch Beta Bugs and Support
The title says it all really. -
Survival was a solid ability and provided a good bonus maxed out that you can't get from any other means.. it was a mistake to change that. What I would say is make potions much quicker to use, I think making them instantaneous (if you're not afflicted with prone or paralyzed etc) with their own cooldown timer is the way forward.. because of the anti pre-buffing mechanic (which I like), it makes no sense for me to use them mid combat over a more powerful spell or ability as I've still got to go through the animation and the recovery just like any other skill or spell, and they cost nothing. I've not been in a long enough combat situation to use up all my best abilities to the point were potions represent a sensible choice. The only thing I use item wise is start a big battle with the single use summon as they're obviously hugely beneficial and hard to substitute. Oh and your item cooldown timer could be reduced by investing in your lore skill.. (maxing it out would maybe allow you 2/3 item uses during a typical large combat situation?) adding some much needed value to that. (you can probably roleplay that knowing your inventory and ingredients better makes it easier to administer or something)
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Yes I'll concede that stealth in it's current form has it's uses for all characters and to characterize it as completely useless is wrong. But I'm talking about a backstabbing rogue in a classic D&D style. The opportunity is so limited that it almost doesn't exist as a play style or tactic and when I chose a rogue I chose it with that play style in mind, being as it's advertised from the outset with the talents and skills that are presented to you. Just change shadowing beyond to one per encounter, even that would be preferable and a some way to a solution, at the very least a partial relief. In addition. you can't backstab with your special attacks from shadowing beyond but you can from stealth. Escape is broke as **** and coordinated position is sooo situational I can never use it.. and I chose that first thinking it would be great. Just fix the glitch and engagement issues and widen the area for these skills and we can see a unique and interesting class take shape. I feel just looking at these survival bonuses, the DR bonus and accuracy, they are horrendously overpowered, a basically free couple extra DR is huge for my mage, I tend to powergame pretty hard (I just call that "how to play a game") and the game is an absolute cakewalk currently on Hard. I don't enjoy the notion that everyone should be able to heal themselves... I just don't know where they came up with these.. was the community really requesting these kinds of changes. Even the white march talents are just ill thought out, they're either so weak they're a waste of a talent or they're an instant selection for someone in your party, they seem to be having a nightmare balancing at the moment. I understand it was to attempt to add some new potential builds and a pseudo multi classing element but it's more like, muddying the whole experience and blurring the lines as to what each classes' purpose is. It seems like for every hit obsidian make there's an equal miss, props for still working away at it though. A lot of people making a lot of good points, especially the selection of which active rest bonus you want.. I'm relieved to hear that it's not just me that's frustrated with the new UI.
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Personally the update to the UI is jarring. I didn't feel it was necessary and wasn't up on my to do list. Feel like time was wasted that could have been used fixing more important things. Frankly I preferred being able to see all the things I could use and cast on display. Never really got stressed having to figure out which one was per encounter or per rest... you just know? By all means categorize them but more submenus I feel is just creating extra work for me. How does the public feel? do you prefer the declutter? I looked at the change log and not one of the things that had bugged me recently had been addressed. I think nerfing the per encounter spell uses was probably a good idea. I was at the point where I was spamming first level spells with the wizards ring and laying waste to everything. Stopped me mixing my tactics up and using high level spells. looking forward to the flexibility a 5th spell will bring. Personally I can't believe they did such a big overhaul and didn't improve stealth.. The one thing everyone's been crying about. I can, generally, only use it on weak ass enemies and at that point taking one out of the game early is kind of redundant as they don't last more than a few second anyway.
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2/5/16 Update 3.00.957 Beta is Live on Steam
Spam101 replied to Aarik D's question in Patch Beta Bugs and Support
Don't like the item submenu personally. I enjoyed having them all on display as a reminder to use them and to see what tactical options were available to me. I'm worried about forgetting them in the submenu. -
wall of fire needs a buff. I'd like to be encouraged to use tactical spells like this but it's damage is pitiful
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I get you're trying to give survival and athletics some meaning but I don't really feel my party needs more free buffing, after my classic rogue skills survival was already my dump stat for everybody anyway. I'm steamrolling everything towards my POTD playthrough now. Hopefully I'll get the challenge I'm looking for there. Not the list of changes I expected, a lot of unnecessary or insignificant rebalances. I'm more concerned about unfixed bugs
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I don't think I've been able to detect and open a secret purple loot container since I updated to the beta patch 2.03.0788 Has anyone else had this trouble.. the tab key is now showing purple containers, this was definitely not the case before. It seems highly unlikely to me that this is intentional?
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There really needs to be some consistent pattern on what you can and can't backstab.. and generally, more enemies on the whole need to be stabable. tougher enemies being harder to backstab could make sense, I think environmental factors effecting stealth would be a sick idea. hardcore roleplayers would go nuts for that. Keeping backstabbing as impossible as it currently is during the day but viable at night or in dark dungeons, would really serve to make the game interesting and encourage you to switch up your tactics.