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b0rsuk

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Everything posted by b0rsuk

  1. The game automatically saves right before the endgame (the point of no return). The save is clearly labeled as "PRE-ENDGAME". There is no issue.
  2. My working theory is that Ciphers are easier to play well than Druids & Wizards, and many people mistakenly think that means "more powerful" - especially at the beginning of the game when you haven't gotten the hang of how to play your particular Druid/Wizard build well yet. Cipher has stuff like Eyestrike, which inflicts Blind AND Dazed, and is an area spell. Tenuous Grasp is Frightened AND confused. Level2 has a power that causes Stuck and Paralyzed. Fractured Volition causes Weakened AND Hobbled. Multiple negative effects with a single spell is something common among Cipher powers, and it isn't the only reason they are powerful. They have a wide variety of powers, and most of them are powerful even in isolation. Rob Cipher of three or four best powers and I won't care, I will find something else because they're loaded with top tier abilities. Ciphers are much like pre-charged Chanters. They can cast something like 2 good spells right at the start, and charging them isn't very hard, also there are many tricks assisting it, such as blunderbuss or attack speed buffs. Many of Cipher powers last long enough that you can keep them forever, for example Eyestrike on wurms or far away casters/rangers will completely ruin them. I feel their charging/burst issues don't come up often enough to matter. In theory, wizards/priests/druids can open up with 4 or more spells, but that's inefficient and you will have to rest quickly. Ciphers are just effortless in comparison. Nuking enemies with lots of spells at once (something Ciphers can't really do) would be better if there were more glass cannon monsters in this game. There aren't too many - ogres, vithrack. In case of rough battles, I have some +4 focus per hit consumables. I'd worry more that cipher powers tend to have tricky targeting and positioning them can be challenging. Wizards, druids simply get cones and balls. They are also rather limited in defenses they attack - they seem to focus on Will and Fortitude, and not too many damage types. Druids and Wizards have many Reflex targeting spells as well.
  3. Really ? Try playing an Aumaua. TWO portraits to choose from, a barbarian in tooth necklace and a dude in heavy armor. Wizard ? Rogue ? Priest ? Nope!
  4. In the meantime, MASS PALADINS ! One for Zealous Charge, one for Zealous Endurance, one for Zealous Focus. One for Reinforcing Exhortation, one for Hastening Exhortation, one for Liberating Exhortation. Lay on Hands, Sworn Enemy, Coordinating Attacks on each.
  5. A better question is: how do you justify having a party of 6 godlikes ? For all I know there is one (1) godlike character in the game that wasn't created by a backer. Godlikes are just meant to be more powerful by design.
  6. This is what I think of when I look at Durance: http://rathergood.com/moon_song
  7. I try different strategies. If I find one that beats the group consistently, I keep it that way. If I win by some fluke, I feel I don't deserve the win come back later.
  8. To clarify, it would make sense that 10% damage lash is reduced by 10% DR, while 50% damage lash is reduced by 50% of corresponding DR. https://forums.obsidian.net/topic/77154-does-secondary-elemental-damage-ignore-elemental-damage-reduction/
  9. Do you mean Twin Elms is too hard for you with a level12 party ? I hope you don't come back complaining when expansion comes out and you're overleveled by 10 levels.
  10. Endless Paths have not been designed to be completed in one go. The idea was to have a dungeon players will be returning to. There are barely any quests in there, and combat xp is poor for leveling up.
  11. Eder used to be a Rogue. http://forums.obsidian.net/topic/65025-update-71-the-heavy-hitters-rogues-and-rangers/
  12. In that case, it would be more dramatic if player character literally lost control sometimes, for example in combat he starts attacking some lost souls only he can see and is knocked out. No more than once per 10 fights, just for flavor.
  13. Not on PotD yet, but I do, because I enjoy combat in this game.
  14. Also, for the lazy, there are races like Pale Elf. 10 Fire and Frost Damage Reduction !! What are shades supposed to do with you, even if they reach you ?
  15. But ranger already is better than rogue at ranged combat. Stunning Shots.
  16. ...someone that is not you, I suppose? The absolute evil bastard deed is manipulating someone else into doing it. No one can blame you.
  17. I don't feel that way. Thorough the game, player has the option to pick OTHER dialogue choices than "my head hurt". For instance, you can keep telling people you're chasing Thaos because you want to learn more about your shared past. It's up to you to decide.
  18. 1. I don't agree Driving Flight is "obviously good" with hunting bows. Driving Flight deals less damage on second hit, and hunting bows already struggle against DR. 2. I'd consider Swift Aim. -7 Accuracy for 1.5x attack speed. This lets you take "Swift and Steady" talent, +5 accuracy. You end up with 1.5x attack speed and just -2 Accuracy. 3. Animal companions other than wolf have 5 Intelligence since patch 1.03. This means their Takedown duration went down from 5s to 3.8s. 10,10,10... stats on wolf may be an oversight that will be patched, or intentional because wolf serves as "baseline", much like humans are the average race in all fantasy. 4. Binding Roots are not just good for keeping targets away ! It's great for ganging up on enemies, because Stuck gives -20 to Deflection. Marked Prey... even against bosses, it's doubtful it's actually much benefit. If you take Wounding Shot instead, the hobbling effect gives -20 Reflex, which other party members can use. If you're using Hunting Bows, I recommend Combusting Wounds ! A level2 Wizard spell, which makes an enemy take 5 fire damage each time it's hit ! So faster, weaker attacks are actually better.
  19. It could even be implemented separately from difficulty levels (see Expert Mode and Trials of Iron).
  20. There are barely "top weapons" in the game, because one of design goals was to enable players to have fun with any weapon. Enchanting lets you boost a weapon from any category to be almost as good as the best artifacts.
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