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Nights86

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Posts posted by Nights86

  1. Curious to know if lore factors were considered during the choice of new keywords. Some consequences like keybreaker scepter allowing to reflect a skaens finishing blow raise an eyebrow, although I can see an argument as to why it might be justifiable lore-wise. Just one example.

    I know this board generally favors gameplay considerations over in-universe consistency, but I personally don't believe Obsidians choices were all completely random or mistakes (although some clearly were).

    If a spell / ability can never benefit from any +PL due to faulty keywords, it's bad, sure. But if new interactions created by adding keywords don't make sense, it's also bad, imho.

    I don't think there's a perfect answer or that Obsidians approach was 100% consistent either, but I'm interested to know if anyone else shares this concern.

  2. I love doing this with him, it's dumb but it works extremely well: fighter regen + ring of regen + ring of greater regen + troll cape + troll belt + whiteleaf 

     

    That + resistance to every affliction through fighter passives and items, the 30% medium shield resistance, and the rogue reflex and his hp is permanently stuck to max. With a sabre or warhammer and deathblows he can also do respectable dmg.

     

    As far as making things stick, it works this way in my experience: fighter-type enemies never disengage, rogue/barb-type enemies will disengage to pursue low hp or low armor targets. There's nothing you can do to force rogue-type enemies to stay stuck to a tank, ie. no deterrence, only punishment. Just focus them with your dps/cc. The point of a tank is to lock down the pala/fighter types and bosses.

  3. The math doesnt work that way, look up "inversion", for example here.

    https://gamefaqs.gamespot.com/pc/227477-pillars-of-eternity-ii-deadfire/faqs/76599/inversions

     

    base roll : 14.6

    inversion of negative mod: 1-1/(1-.75) = -3

    addition of all mods: .03+.2+.5+.15-3 = -2.12

    inversion of final mod, for negative result: 1/(1+2.12) = 0.3205

    final result: 14.6*.3205  = 4.679 = 4.7

    • Like 1
  4. damage spells feel like a weak aoe attack that casually misses even if they are limited per combat - only CCs are somewhat worth it

    Yeah, removing the bonus acc from spells made this even worse. The dps provided by spells isnt high enough to justify using limited casts on them rather than improving infinite auto attacks by casting debuffs instead, especially when enemy vulnerabilities and weaknesses are flattened by the potd bonuses. Whenever you can do decent damage with a spell, the fight usually didnt matter anyway.

  5. these early encounters are designed to teach you non lethal ways

     

    goretti street is cleared after dealing with the mob boss, diplomatically or no, the other thugs will disappear upon returning to the area

     

    the excavation mobs are placed in such a way that you can sneak past them into the ruins, deal with the adra pillar and come out and they'll be gone. The fights inside the ruins are either sneakable through or doable by a party of 3 with proper tactics

    • Like 1
  6. I dont think it's a priest problem but a wizard/priest/druid compared to chanter/cipher, on POTD, vs bosses. The number of spells the regular casters have for each level is simply pathetic. Having only 2-3 per fight is a joke against bosses, compared to the classes that have an infinite amount. The spells are not better by enough of a margin to justify their scarcity.

    • Like 1
  7. I wish druid/priest/wizards just had spell slots like 5e. Use a spell slot to cast whatever you want, with the accompanying powerlevel boost from casting at higher level. I mean the power level mechanic is already in there.

     

    It's just bad design to have 2 casts of iconic abilities like xoti's harvest. Or to have entire fights rely on your 3 combusting wounds not missing

    • Like 1
  8. I liked it. Interesting story and lots of lore, although like previous DLCs sometimes it feels like you're skipping a few steps as to "why". Definitely need heavy investments in arcana/lore/history to get everything out of the dialog.

     

    Cool maps but I was a little disappointed by the lack of puzzles. My favorite part was the combat in fact: fights were challenging but weren't awful grind-fests, many enemies were clearly designed to be glass cannons which made direct damage abilities feel rewarding, and a welcome change of pace from buff debuff auto attack gameplay. Loot is not game breaking but pretty nice.

    • Like 1
  9. I just don't think there's anything "frosty" about iconic projection as described in the spell card. The devs would have the final word, but my assumption has always been that it was similar to cold damage from spirits/ghosts/phantoms etc. Are those "frosty"? Are they seen as creatures of frost/ice? I believe cold dmg is simply used because there's no "shadow", just like burn is often used because there is no "light".

     

    There's a limited amount of dmg types in the system and they are used for a larger amount of spell types. I think some spells follow the pattern of boiling spray and the lack of keyword corresponding to the dmg type is not an inconsistency but intended. 

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