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Madscientist

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  1. - In PoE1 I did not empower Woedeca at the end and in PoE1 you can never meet her. I imported this save in PoE2 and now she is present when the gods discuss what to do with Eothas. How did she return after losing her power, why do the other gods accept her as one of them after kicking her out and why is she not angry at me that I killed Thaos, her best agent? - The discussions between the gods seemed very strange to me: + Why do the gods need a mortal to talk with Eothas? + Why do the gods allow a mortal to watch and listen to their discussions? + What is so special about me? I was only half dead and not fully dead after Eothas stepped on me. But is there anything beyond that. + Why does Berath think that Eothas will listen only to me and to one one else, including other gods? - Why do the factions not really care that a giant statue is walking around, killing everything along the way? They are fighting each other and they try to find Ukaizo. The fact that both Eothas and the factions want to get to Ukaizo seems to be the only connection between them. So it looks a bit like the main quest is a bit disconnected from the rest of the game. - Any information about how the incanation of souls worked before the creation of the gods/wheel and what happens when Eothas destroys it? Before the end of the game I did not expect the wheel to be a physical machine that can be smashed with your fist ( if you are a giant statue)
  2. I totally agree. Because of that I cannot play with evil chars in my party, though I would like to have Edwin as mage or Viconia as cleric. The fact that 20 reputation halves the shop prizes and you get a bonus how ALL people react to you ( like charisma) plus the fact that good options usually give the better reward makes it really hard NOT to have max reputation. The game absolutely wants you to be a hero. It is not bad that the game is so heroic, I am just sad that I cannot use some interesting characters. I think we should abandon the concept of alignment or Karma completely. I play The Witcher (part 1) now and I love it. You do something, you see the consequences of your actions but you will not get karma points. If you betray or kill an importent character of a faction, they will not work with you or they might even attack you while another faction might like you because of it. example: The game reacts when you kill a lawful good paladin who insulted your girlfriend because she was a thief in the past and it also reacts if you work together with an insane mass murderer because you think this gives you the highest chances of success to save the world from an army of demons. But it is up to you if call this good, acceptable under these circumstances or outright evil.
  3. After this discussion I started playing the witcher (part 1). I think I understand better whats the problem with deafire now. BG2 is 100% heroic fantasy. its about you ( the hero ) agains the bad guy. The characters are clichee and one dimensional and when you have a choice its usually good vs evil and the good choice usually gives a better reward. The game is very simple on the story side and very complex on the game mechanics side. By itself that is not good or bad. A simple story means that it is clear whats going on, who is good or bad and what are you supposed to do. The witcher is the opposite. There is little heroic about it. You are a monster hunter who is investigating a crime and on your way you get involved in a swamp of crime, politics, human and non human monsters and all kinds of dirt you can find when looking at human society. The is no alingment system and very few things are clearly good or evil and the stuff you encounter is usually more on the evil side. The game shows you the consequences of your choices without judging you. The game is 100% "realistic fantasy" ( as opposed to heroic fantasy ) and it is very good in this. The witcher has simple game mechanics compared to BG2, you click things to death. Deadfire tries to be good on both ends. There is the heroic part ( hunt a god, save your soul ) and the realistic part ( factions, politics, slavery, colonialism, and so on ). The game mechanics are also intermediately difficult: less complex then BG2 ( everything per encounter, spell protection and counter spells, . . . ) but more complex than the witcher ( lots of classes, talents and equipment ). Deadfire is definitively not as heroic as BG2 and the realistic part goes not as deep into into the depth of human corruption and madness as the witcher does. If you like one extreme, the opposite extreme or the middle ground is up to you. I think that deadfire is way above average in many fields, but in one specific field it does not come close to a game that goes fully into this field. So if you like BG2 because it is heroic fantasy, than you are correct that BG2 is better than deadfire. Personally I enjoy all 3 games, so diciding which one is the best makes little sense to me.
  4. A lot of people complain that they like old DnD games more than PoE and they feel like PoE "dumped down" a lot of things. Personally I like deadfire and I am happy they got rid of some old mechanics but I make some suggestions anyway. This is not about begging the devs to change things, I just want to discuss this stuff. If some people like the ideas and have nothing better to do, they can make a mod and test if it makes the game better. some suggestions: - In DnD if you roll a 1 its always a miss and if you roll a 20 its always a critical hit. Lets apply this to PoE where you have a 1D100. + If you roll a 1 it is always a miss + If you roll a 2-5 its a miss, but it can be upgraded to a graze if you have a miss->graze item or talent + If you roll a 6-10 it is a graze if it would be a hit or crit normally. You can upgrade it to a hit with the right item or talent + If you roll a 91-95 you will hit, even if it was a miss or graze normally. You will crit if you would crit without this rule ( result of all rolls above 100) + If you roll a 96 - 99 you will crit, even if you would miss, graze or hit otherwise + If you roll a 100 you will always crit. + If you are the target of an attack you can use items or talents to downgrade the attack unless the enemy rolls a 100. So if you have super high defenses and the enemy rolls a 99 you get a crit but you have the chance to downgrade it to a hit. If the enemy rolls a 100 you will always get a crit. Result: Even chars with very high defenses will not be completely immun to attacks and even chars with low acc have a small chance to hit the enemy. - Spell protection and its removal At the moment we have several buffs but only one spell to remove them: arcane dampener. If you have an inspiration and you are hit by an affliction of the same attribute they will cancel each other and you end up with no effect. I want to keep this. Lets apply this principle to all spells: + Some buffs increase AR. If you cast a spell that lowers AR it will remove the buff. If your AR is reduced and you cast an AR buff, it will remove the debuff. In both cases you will have no effect as result. Spells work normally if the target does not have an AR effect. At least you have to graze the target, nothing will happen on a miss. It will work for every spell that effects AR, even if the spell causes other effects as well. For example expose vulnerabilities would remove iron skin and flame shield and the target would have no effect anymore. If you are under the effect of expose vulnerabilities and you cast iron skin it would remove the debuff but not give you a buff. This would be the new version of the breach spell from BG2. + Remove the spell "arcane damper" and add the spell "dispell magic". This spell will remove all effects that influence your accuracy or defenses. It will remove all positive and all negative effects. It will remove all effects of a spell if this spell has an acc or defense effect and other effects as well. This spell will remove things like "mirror image" or "devotions of the faithful" + Create a spell that removes the effects of spells that protect you from spells or that reflect spells. Result: bring back some of the magic vs counter magic stuff - You can cast all spells any time, no matter if we are in combat or not. We keep the deadfire system, but with a twist. Your resources are refilled when you end the next combat. A chanter who normally starts combat with 3 phrases could summon skelletons before combat but then he starts combat with zero phrases. A cipher who would start combat with 20 focus could cast one lv2 spell or two lv1 spells before combat, but then start combat with zero focus. A rogue could use smoke veil to get past chars with high sneak detection but he starts the next combat with less guile. You can "cheat" the system if you let one char start a combat, become invisible and run away and then all chars get their resources back when combat ends, but it would still be better than the curent system. - You can cast any spell on any target. So you could cast dispell magic on an enemy to remove mirror image or you can cast it on yourself to remove a debuff. You could heal or buff enemies if you like. Hostile AoE spells are already OK but maybe some friendly spells could effect the enemy as well. Like you cast an AoE heal or buff and all creatures in the base area will get the effect while only friendly creatures in the extra area from int will get the effect. - When I say "spell effect" I mean every effect from any spell, item, potion or food. So a debuff that lowers AR would remove any effect that buffs AR, no matter where it comes from. There are only two exceptions: + You cannot dispel the effects of equipment. The enemy cannot dispell the effects of your rings of deflection or protection for example. + It does not work for things that effect an area and not a character. So you cannot remove the effects of "circle of protection" for example. - Some people think that martial chars are too powerful compared to casters. I have a spell for it: disarm descriptin: The caster focusses his energy on the weapon(s) the enemy has equipped. They get hot and begin to glow. If the target gets crit it receives small fire damage and drops all weapons on the ground. If the target gets hit it drops one weapon on the ground and receives low fire damage. In case of a graze the target does not drop a weapon but it takes low fire damage. It has no effect on unarmed chars. If the target loses a weapon it can continue to fight unarmed, change to a different weapon set or try to pick up the weapon and equip it again, which causes a disengagement attack and takes some time. - We could also add a spell "true seeing" which would make hidden things visible, including stealthed or invisible enemies and hidden things that can be found with high perception. This would lower the need to have a high per char in the party. Thats it for now. Do you have more ideas to improve the system without changing the fundamental game mechanics? Like everything is acc + 1d100 - defense and the result can be miss, graze, hit or crit.
  5. @PizzaSHARK: If you want the terrain to matter, play D:OS2. Spill oil to slow them down, set the oil on fire, let it rain on the fire to create a cloud and then electrify the cloud. Personally I think that D:OS2 goes a bit too far with that. A computer game will never reproduce a 100% PnP feeling, because you have to program everything before playing and time and money to make a game are limited. You cannot have 100 possible options all the time and it will often happen that players will have an idea on how deal with a situation but the game does not allow this. In the best possible case the devs will offer more options later when many players complain about it, like in Tyranny where they gave you the option to stay loyal to Kyros. Its OK if some people like game A ( e.g. BG2 ) more than game B (e.g. deadfire). Just accept that PoE is not a DnD game.
  6. I do admit that the fights in BG2 are more memorable than the ones in PoE2. Its a question of how much of a "puzzle boss", meta gaming or however you call this exists in the game and if you like this or not. In BG2 you enter a room with a high level mage and he instantly triggers several protection spells and invisibility, then he casts time stop and while the time is stopped he casts an AoE save or death spell, a huge AoE damage spell and a petrify spell. Time stop ends and you see the game over screen. When a player encounters this the first time he says "WTF how am I supposed to deal with this. The game is cheating and you have to read a PhD thesis about game mechanics to have a chance." When it happened to me I went somewhere else and did not return anytime soon because I had no idea how to deal with it. You just go somewhere, a fight starts and a few seconds later its game over. How are you supposed to learn from it? Lets say you want to try again and you also have a mage, a cleric and a druid in your party. You say: " I died so maybe I cast protection from death magic, my enemy is evil so I try protection from evil and he becomes invisible so I try a spell that lets you see invisible things" You select new spells, rest to memorize them and try again: Result: You survive the first attack by taking tons of damage and then you realize you cannot target the enemy and even if you can target him he reflects your spells back at you and you cannot hit him and you die again. It takes tons of tries to find out what spells does he have exactly and do you have a spell that can deal with it. You have to try this many times and each try means that you enter a room, you die after a few seconds and often you do not know what exactly killed you. Remember that you cannot scroll through the combat log when you see the game over screen. For me ( and probably many other players as well ) that was super frustrating because I die all the time after a few seconds. I am still bad in dealing with enemy mages, though somehow I managed to beat most of them after some tries. Irenicus in the tree is still the mandatory fight I fear most. In ToB the most annoying fight was the monk who casts time stop and then beats the hell out of you and then he turns into a dragon who becomes invisible every few secons. On the other hand the latest twitch video of deadfire ( dev talk while playing Arkemyrs mansion ) showed a difficult fight in deadfire. They played on PotD with a low level party and sneaked into the mension. At some point they decided to fight a group of enemies ( some imps, golems and I think also ooze ). The group died when the imps cast AoE spells, the golem hits like a truck, the slime poisons you while you have low acc and pen. The fight was hard but not unfair. You knew what enemies are there and you can guess what they can do. You knew exactly what is killing you. Once again, yes the fights in BG2 were much more memorable than the ones in deadfire. I do understand that some people enjoy this, but for many players it is just frustrating to die in a few second unless you know exactly what awaits you and you know exactly how to deal with it. I can understand when players rage quit at that point and I can also understand that most devs do not make such a design any more. The alpin dragon and lengrath were the only enemies I could not beat in PoE1 ( hard difficulty), but I managed to solve their quest peacefully. So I think its good to put some very hard optional enemies in the game. By the way, I totally respect the devs of "Age of Decadence". They said from the start that combat is extremely hard and unforgiving. I finished the game twice as pacifist but I have no chance with a combat char. Though this game is not about mage puzzles, its just that you are always outnumbered, you cannot heal during combat and enemies use all the tricks you can do as well. ( poison their weapon, throw net to bind you, throw grenades, . . .)
  7. OK, after this discussion I made a choice: I will play deadfire again when the expansion comes out and then I will try BG2 again right afterwards. Normal difficulty, only story companions, no mods. Lets see what will happen when I compare the games directly: - Will I quit BG2 because I find it terrible or boring? - The encounters I remember to be hard, will I manage them at all or will I find them easy now? - Will I find story, companions and writing terrible or great? I chose to have a balanced party: 2 arcane casters, 2 divine casters and 2 martial chars So its main char (fighter/thief), Minsc, Jaheira, Anomen, Imoen and Nadia Minsc, Imoen and Jaheira are a must have, I cannot stand Aries whining and Jans turnip talk and I cannot take evil chars because I will get max reputation and they will leave. I chose a fighter/thief because I want a char with backstab and traps in my party. Keldorn or Mazzy would be OK but I already have Minsc as second martial char.
  8. about balancing: This is what I do not mean with balancing: Create 100 chars with random race, stats, skills and talents, then let these random chars fight against each other and every char has a 50/50 chance to beat any other char or not. In this case any choice would be meaningless. This is what I mean with balance: You read the information the game presents you, you think about what char you want to create and you select attributes and talents according to their description and according to what makes sense to you. With that you can make a char that is viable. It will probably not be the most powerful char ever and you will not win tripple crown solo first try, but with a full party and a bit trail and error you should be able to finish the game and your char will not feel complete useless. You do not need any meta knowledge, like "I have to solve quest X by chosing answer B, this gives me unique item C that turns combat against the otherwise very difficult enemy type Z into a piece of cake." PoE2 is very balnced in this regard. The classes are different and some of them are more useful in some situations, but none of them feels completely useless. Only chanters can summon creatures at low levels, only ciphers can charm enemies at low levels, mages have powerful self buffs and priests are good with healing and party buffs for example. This is what I mean with bad balanceing: The game gives you many options that seem to make sense, but some are completely useless while others are OP. You cannot know what is what unless you have already played the game or you have read a guide. some examples from BG2 - charisma is completely useless for every char. If you ever need it, there is an item that brings it to 18 an you can get it right after the starting dungeon - int is completely useless for everyone except wizards and bards, they should max it ( no, fighting illithids in melee does not count as reason to take int ) - wis is completely useless for everyone except clerics and druids, they should max it ( regarding stats, in a PnP game a good GM can make each stat useful and can punish players for dumping them, but in the computer game many stats are useless) - every char should max dex, because the AC bonus stacks with everything and ranged weapons are almost always useful - I do not think that new players will know at once that fighter->mage is powerful but mage->fighter is crippling yourself. There are some other bad class choices. Basically mages are gods if they survive the early levels, clerics and druids can be very useful, rogues are needed to deal with traps and locks ( well, there are spells to deal with it but then you need meta knowledge about where to cast the spell because you cannot cast it every few steps unless you rest spam) and all other classes are meat shields who wave a pointy stick. Bards are just a weaker form of a mage. - The game gives you items like the staff of the magi ( invisibility and protection from evil anytime, dispell magic on hit and several powerful spells per rest). OK, you have to win a difficult fight in a hidden location to get it. But once you have it no mage will ever quip anything else, it is just broken OP. No sane GM would ever give this to a player in a PnP game. - Same thing for the holy avenger ( greatsword+6, dispell on hit, 50% spell resistence). When you create a paladin the game does not tell you that you cripple yourself if you do not chose greatsword profiency. There are many other example where some things are either OP or useless and you cannot know this unless you already know the game or you read a guide. BG2 is a great game and I enjoyed playing it a lot, but it had some design decissions where I am happy that they changed those things. Do you think PoE would be better if the devs add the staff of the magi and make int useless for everyone ecxept mages? I admid that things could be much worse than BG2 in this regard. I played realms of arcadia 1+2+3 that uses exactly the PnP DSA rules ( Das Schwarze Auge, I am not sure about the english name of it). It was awarded as the best computer RPG in 1991, 1993 and 1995. This means the ability to implement PnP options into a computer game were very limited. The result: - Most skills were completely useless. You could spend points into riding skill, but you could never ride anything in the game. Other skill are used very rarely but then you really need them. In the third game I remember 2 situations were you need swimming, but one of those checks is part of the main quest and its game over if you fail. Only a few skills are needed all the time and you should max them ( e.g. weapon profiency or some spells) - Same thing for spells. Most of them are useless, some are situational ( one spell can be used at exactly one point and then it gives you a great item if you have or maybe a game over if you do not have it, ok you can reload to avoid game over but you cannot know that you need this spell or be dead in a certain room.). There are a few spells you need over and over again. - Class balance is not existant. Mages are the best casters, taking a druid or witch means crippling yourself. All mages get a magic staff at character creation that is an unbreakeble magic weapon that is easy to use and it counts as torch and rope and it reduces your mana consumption. Mages will also have more HP and MP than other chars. Meanswhile witches get a broom as weapon that is crap and cannot be unequipped and druid cannot use any metal equipment. As martial class you should use a fighter because they are the only class that can use all equipment. All other classes have equipment restrictions but they cannot learn skills that fighters cannot learn. Every class can learn every skill, only the starting value is different. Its probably best to have a party of 6 mages. Their spells are much more powerfull than any heavy armor or big sword you could equip. - Regarding items I did not find an item that is completely OP and makes combat extremely easier. But if you chose your weapon profiency you should know that there are several magic swords (1h and 2h), 2 axes, 1 bow and not much else as weapon. Like DnD, magical creatures can only be hermed by magic or magic weapons. There is no degree of magic ( like you need a weapon+3), something is either magic or not. - The first two games have several trap chioces where giving one wrong answer can make it harder or even impossible to finish the game. You will not know this because the game does not tell you that you just missed an item that is needed to finish the game. some examples: In the first game you need to find pieces of a map to beat the game - One piece can be found if you give a person the right answer. If you give the wrong answer you do not get it, you do not know that you could have gotten it there and you can never talk to that person again. - One piece can be bought by a merchant who has a low chance to show up in any tavern. Depending on your luck you meet him in every second tavern or never at all. - Same thing for another person that has a low chance to randomly show up at the harbor. Basically the first two games are very hard to finish without a guide because there are so many trap choices that can prevent you from finishing. Once again, I really enjoyed all the games I talked about and thats the main purpose of a game. My point is that I prefer computer games with a rule set that was designed for computer games over a computer game with rules that were designed for a PnP game. A PnP game is dependent on a good GM to create a fun and challenging experiance to the players and there are some PnP things that are very hard to translate into a computer game. The main difference is that you have to program all possible actions and reactions into a computer game before you start playing while a GM in a PnP game can react if the players want to do something.
  9. First of all, I have never played PnP RPGs and I never dealt with DnD outside of computer games. So for me DnD is just a set of rules, I have no emotional connection to it. With that in mind, I think that DnD is completely unbalanced and broken. It will be very hard to create a computer game that sticks to the DnD rules where it is not easy to create chars that are completely useless and other chars who are godlike OP. This is not a problem for the "nerds" who know everything about the game, but is is a problem for new or not so experianced players who make a bad choice without knowing it and then they quit and think the game is junk. It is not, they only have a bad char or made a bad decission otherwise. In a PnP game ( remember, the rule set has been designet for it) a good game master can deal with it. He knows the players and their chars and tries to make an experiance all of them will enjoy. The players can talk with each other and say : "This looks like a really bad choice, maybe you should try something else." In a computer game like BG or PoE you sit alone in front of the computer. All you have is the manual and the information the game gives you. I consider it bad game design if the game offers you several options that look all valid, but most of this choices are terrible and a few ones are OP. A company who sells games has to attract new players. Obsidian cannot live from the oldschool BG lovers alone. It is OK if they change things to make it easier for new players to get into the game and that they try to fix that are useless, broken or OP. Personally I prefer computer games where the rules were made for computer games from the beginning. Game mechanics wise I prefer DA:O or PoE1+2 over any DnD game. I do not say that BG2 or other DnD games are bad, they are very good. But I do not consider them good because of DnD. They are good because of the story, the locations, the characters, the quests or maybe other things, depending on what game we talk about. But for me DnD is just one possible rule set among others and it is more obstuse, unbalanced and broken than some other possible systems. I like games that surprise me and that play with expectations. I do not mind lots of reading and I can live with bad game mechanics if the rest is good. Here is an incomplete list of games I love: - PST: A masterpiece of setting, characters and writing. It turns everything upside down. An immortal main char, epic fights with rats, philosophical talks with undead, good demons and bad angels, and so on. It had the best characters ever. I love the discussions with Dakkon about the unbroken circle, for example. - KotoR2: The first game was standart fantasy, but the second really shines. Star wars is about two sects of mages drunk with power who follow an extreme ideology that is doomed to fail. The conflict between them is the main reason for suffering in the world. Its best to get rid with both of them. ( Says a mage who is drunk with power and who follows an extreme ideology that is doomed to fail. ) - Arcanum: I have never had a game with more reactivity. I had one playthrough with a char who had very high int and cha, who had an army of followers and who convinced the bad guy to give up. An I had a dumb orc who talks like an idiot, does everything bad he can, kills lots of people and joins the bad guy to destroy the world. - Undertale. This game is so weired that I cannot describe it. Kill everyone, become friend of everyone, anything in between and lots of things that are just nuts. Its fantastic. - Vampire the Masquerade: Bloodlines, best played as malkavien. No other game created such a great atmosphere of impending doom and madness. All of these games have one thing in commen: They will never win a prize for the best game mechanics or best balancing, in some cases its quite the opposite in fact. But I love them anyway. Which leads me to a strange thought: Maybe many people dislike PoE because it is more balanced and the rules make more sense than other games. I think that deadfire has the best rule set from any RPG I know. The rest of the game is way above average, but not as unique as the examples above.
  10. Ok, here are my thought about this: - I cannot compare BG2 and deadfire objectively because I have played one almost 20 years before the other. BG2 was my second western RPG ( the first one was realm of arcadia 3) while I have played lots of other RPGs in the meantime. Both games are very good and BG2 had a big impression on me, but if I would somehow lose my memory and play both games for the first time I would probably think that BG2 is terrible in many regards. - For me story and setting are very importent. So for me PST is the best game ever although PST had many flaws game mechanics wise. Arcanum is similar in that regard. Great game regarding exploration and reactivity, terrible game mechanics. I have started IWD1 but I quit half way, not because it was too hard but because it was too little story, never got a pure dungeon crawler after that. - I am one of the "idiots" who have problems with high level mages. STS ( or however the mod is called) would destroy me. Mages trigger immunity to everything at the start of combat. They also become invisible so I cannot target them and while I cast something that removes invisibility they destroy me. I spend eterneties with pre buffing and then I cast dispell magic on the enemy which removed my spells, had no effect on the enemy and I got destroyed. I somehow managed to finish the game and I also beat the lich and the twisted rune ( exactly once, no idea how), but usually after some tries or with half of my party dead. OK, in PoE1 I could not beat the alpin dragon and Lengrath fight. PoE2 version 1.02 was pathetically easy, did not play afterwards yet. - If you call the mage battles in BG good tactics or "super annoying *** that only some crazy power gamers can enjoy" is up to you. But game mechanics wise the DnD Computer games were terrible: ( I only played computer games with DnD 2nd and 3rd edition and I did not play PnP) + Some classes, subclasses were completely useless. How could new players know that fighter->mage is good while mage->fighter is bad + On the other hand, high level mages were gods and high level priest were better fighters than any martial class, after an eternity of pre buffing + Even if you have a good class it is still possible to have a useless char. When playing for the first time, did anyone use a mage without max int or a fighter without max str? + Regarding items, BG2 strongly encourages meta gaming. You can find an item that gives you high cha or str very fast if you know where to find them. Did you ever have a paladin without greatsword profiency? + On high levels (ToB) things go crazy. Rogues can use everything, mages change from gods to machine gun gods, you always hit and enemies always hit too. I finished ToB excactly once because it was too epic for me. Having one epic battle after the other gets boring after some time. - I always played with the same party members. I cannot play with Edwin, Viconia or Korgan because I get max reputation fast and then they leave the party. - BG2 was a very good game and most later games (PoE, DA:O) would not exist without it. But BG2 is far from perfect. About deadfire I really like: + exploration (like arcanum or Storm of Zehir) + equipment and its enchantment ( more unique effects, not so generic as in PoE1) + classes,multi classing and the fact that the devs actually care about balancing ( Josh posted why balancing is importent in single player too) + each class or class combination is viable and there are several different possible builds for each class. This is my personal opinion, so feel free to praise BG2 ( or any other game ) as the best game ever.
  11. The beta patch notes for 1.2 are out: Lots of changes to Lord Darrens Voulge I do not understand what all of these changes mean,, but probably we have to say goodbye to the suicide bomber.
  12. In the build list, when you click on the ultimate suicide bomb you are linked to the intelligent captain build.
  13. Josh hat zwei Sachen gepostet die euch interessieren könnten: - Einen langen Beitrag wie Dialoge designed werden - Warum viele Übersetzungen so grauenhaft sind. https://jesawyer.tumblr.com/ Ich weiß leider nicht wie man einen speziellen post verlinkt, also lest es schnell bevor es unter 100 anderen posts begraben wird.
  14. If they nerf our ability to damage ourselves, we will become immortal. If we are immortal, combat will become boring. ( Looking at the game before 1.10) We are all doomed! Sorry Lord Mord, usually this is your sentence.
  15. OK, with a full party I could skip clarity of agony for something else. Usually crippling strike was the only rogue attack I used over the whole game. Its a full attack with extra pen for only 1 guile. All other attacks are also a full attack that causes status effects but they cost more guile. Of course I can use things like escape or smoke veil. I want to keep rooting pain. The damage per hit is low, but it will trigger often and it damages and interrupts all enemies around you passively without costing any resource. The main problem of this build is that it takes some time until you are powerful. Until level 7 you have nothing to spend your wounds on. You keep getting talents that define this build until lv. 19, just at lv20 I just took something. In the beginning you will be very fragile.
  16. I have made the fast assassin again, like I did in PoE1. https://forums.obsidian.net/topic/102607-class-build-the-fast-assassin-deadfire-edition/ I would be happy if you put it on the list and I will try to update it to later patches, unless they change the game so much that this concept becomes useless. I wanted to wait some more, but I had to post a build before somebody else has posted all my ideas. ( Like the Lady of Pain, I had something similar in mind )
  17. I have created such a build for PoE1 http://forums.obsidian.net/topic/93566-class-build-the-fast-assassin-dual-wielding-rogue/ and now I want to do the same for deadfire. The fast assain description: I want to create the classical rogue, a dual wielding backstabber who attacks as fast as possible and who is good in debuffing enemies. Author: Madscientist Version: 1.10 difficulty: veteran solo: not intended class: assassin / shattered pillar race: wood elf background: raider from the deadfire stats: mig: 11 con: 10 dex: 20 per: 19 int: 10 res: 8 active skills: stealth and explosives passive skills: whatever you want talents: lv1: crippling strike / swift strikes lv2: backstab lv3: lesser wounds lv4: smoke veil / two weapon style lv5: dirty fighting lv6: clarity of agony lv7: delibitating strike ( or blinding strike or finishing blow ) / torments reach lv8: swift flurry lv9: stunning blow lv10: persistent distraction / thunderous blows lv 11: dualty of mortal presence lv12: rooting pain lv13: deep wounds / raise torment lv14: enervating blows lv15: stunning surge lv16: slippery mind / turning wheel lv17: improved critical lv18: flagellants path lv19: deathblows / heartbeat drumming lv20: the dichotonous soul Equipment: weapon: modwyr, stalkers patience head: blackened plate helm armor: devil of caroc armor neck: protective eothesian charm cape: ajamuuts stalking cloak hands: firethrowers gloves ring: chameleons touch, kuarus prize feet: boots of the stone waist: the makers own power pet: obsidian wurm ------------------------------------------------------------------------------ Ok, I want to make a char who attacks as fast as possible. Like my PoE1 version I will max out dex and per. Therefore I take a wood elf. Elf for the dex and per bonus and its a wood elf becuase resistance to dex afflictions is good for a char who wants to be fast. The deadfire background gives dex and raider gives stealth. Now that we have subclasses, assassin is a no brainer for the first class. But single class rogues are not so great if speed is your main focus. I wanted a pure martial char, so my choice was either barbarien or monk. A barbariens frenzy gives you mig, con and speed and they have also talents that increase your speed and cut recovery time on kill. When people say barbarien they usually mean berserker. An assassin is quite fragile and berserkers take damage over time. But the main reason to chose monk was probably my personal taste. Monks have a permanent action speed + dex bonus without downside, they have a chance to attack again on crit ( chain critting have been removed ) and they are good in debuffing enemies, which is good in combination with rogues sneak attacks/deathblows. Monks have the advantage that they can generate one of their resources, so they have infinite special attacks. I like the concept of gaining wounds through damage so I took shattered pillar. Power gamers will take Nalpazca for max effect from turning wheel. Stat wise I max out dex and per in order to attack as fast as possible and to have as many crits as possible. I also chose equipment that boosts dex and per. I hate stat dumping and those stats are without beraths blessings. If you want you can dump res and put all remaining points into mig. I did not maximize might because like in the PoE1 version I priorize max attack speed over max damage per hit. If you have max dex, per and mig via beraths belessing, next priority would be int for max affliction duration and more AoE for torments reach. As weapon you can dual wield whatever you want, including your fists. I chose modwyr because it gives a stacking speed bonus, a fire or frost lash, immunity to int afflictions and because its cool to have a talking sword. As second weapon I would chose stalkers patience, a spear that lets enemies bleed and gives a damage bonus against flanked enemies that gets bigger with your stealth skill. The armor from the devil of caroc is still the best choice, even after the nerfs. It gives +2 class resources, resistance to one affliction, self heal on crit and it has a smaller recovery penalty than other medium armors. Ajamuuts stalking cloak has been made for assassins as it gives more damage from stealth, attacks from stealth can stunn the enemy and it gives a bonus to per and stealth. I chose all other items for the stat boost, with focus on dex and per. The pet gives a stealth bonus and an acc bonus to flanked enemies. For skills I chose stealth and explosives. Max stealth is not needed for backstabs, so I chose to split my points between two skills. You could use arcana for scrolls as second skill, but I chose explosives because I think from a role playing point of view it is fitting to throw grenades from invisibility and I want to make a non magic char. The assassin bonus works only for the first attack from stealth or invisibility, so throw a bomb that hits several enemies instantly for lots of damage. Lets look at talents and playstyle: I have good single target damage, but I am fragile. You should have swift strikes and thunderous blows active all the time. When you have your buffs, next priority would be torments reach to stunn all enemies in front of you. If you cannot use torments reach you can use crippling strike or you use smoke veil to become invisible. Smoke veil takes time and it makes only one next attack stronger. Use it to protect yourself or to do something that does tons of damage like using a bomb. Damage wise it may be better to continue attacking instead of using smoke veil. With persistent distraction, weakening critical, torments reach, crippling strike and stunning blow you will cause sneak attacks/deathblows all the time. I assume that you have a full party. Enter stealth and let your tanks engage the enemy. Start with a backstab, then apply your instant buffs and kill one enemy after the other. Your other chars should debuff the enemies too. If you get attacked, you have to stunn them or use smoke veil, else you are dead. I am happy for any comments or advice I can get. I do not play on PotD, so I cannot say if the char would be effective there. For all other difficulties almost any char is good enough. I would not try to solo the game with a char who takes more damage than other chars, uses melee weapons and has almost no AoE. Update: Version 1.2 will change the following things: - torments reach + upgrade will no longer stagger/stunn the primary target, but it does +25% weapon damage - there is a 33% chance to trigger rooting pain when getting a wound, it was 100% before - Shattered pillars get wounds only from auto attacks, not from abilities. Now a Nalpazca is definitely better then a shattered pillar, I guess.
  18. I can give you all crash logs that I have experienced when playing. All of them are from version 1.02. I am not sure which of them belongs to the bug posted above. https://www.dropbox.com/sh/0688ry0ipxj291p/AAD7WliOALbje0guKlNsUEexa?dl=0
  19. https://github.com/AurelioSilver/pillarsofeternity-2-german-patch/commit/b12331d46d8ad4b7cf3730d89e875e399860501e Auf Englisch steht überall Urnox. Ich habe keine Ahnung wo das Jarlsegroth überhaupt her kommt oder warum der Nachname geändert wurde.
  20. Sneak attack, soul whip: Yes Status Effect: Yes Generate Focus: Yes Carnage: Not sure; I guess Yes Other Weapons: I'm not aware of any that work just like it; I know that the Rod Modal doesn't - I guess the damage does not count as direct weapon damage In this case the weapon seems to be very useful when fighting several enemies. So if you have a char who uses 2h weapons and several enemies stand close to each other you use WotEP and you switch to another 2h weapon when fighting only a single enemy.
  21. Some question for version 1.1: - Does the AoE use additional effects like: + damage bonus from sneak attack or soul whip, + apply status effects e.g. when using crippling strike + generate focus for ciphers or wounds for shattered pillar + cause carnage + maybe other things? - The same question for other weapons that can hit in an AoE or the attack can jump to another target
  22. OK, das war es. Ich habe das Spiel durch und mir danach noch die Enzyklopedie, die Tutorials und die Quests durchgelesen. Jetzt spiele ich erst mal für eine Weile etwas anderes, spätestens bei der nächsten Erweiterung bin ich wieder da. Dann kann ich mir auch die Prosa Texte zu den Items durchlesen, ich hatte jetzt nur auf die Spielmechanik geschaut. Ich schaue aber weiterhin öfters im Forum vorbei.
  23. https://imgur.com/a/uwNRPeE Muss dort wirklich ein ; hin? Ich bin mir nicht sicher.
  24. Bei den Kopfgeldern zur Dama Epero und Torkar besteht das selbe Problem mit zurück.
  25. https://imgur.com/a/Yrtxpdz Auf Englisch steht dort immer "Urnox" und das Wort Jarlsegroth taucht gar nicht auf. Ich habe keine Ahnung warum der Name vom Urnox in Umox geändert wurde. Wahrscheinlich hat sich jemand verlesen und rn als m gesehen.
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