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Everything posted by Cronstintein
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Disappearing Stronghold Upgrades
Cronstintein replied to Baelefor's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Holy crap I *DID* lose mine from an autoresolve confrontation. Jesus 4k+5days worth of buildings lost when I had a full contingent guarding the place?!? Well at least it's not bugged, just crazy. Looks like you're all getting fired and I'll handle it personally from now on. -
Plague of insects bug
Cronstintein replied to Trius's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
FYI purposely using the double-click bug will also remove these entries on the character sheet. I use it on my guys who have already lost their passives :/ -
Monk Wounds Not Reducing Damage
Cronstintein replied to View619's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Do monks have DR? What exact skill are you talking about? The one that talks about -2 on wound threshold is not reducing damage, just how much damage is needed to count as 1 wound. -
Marked Prey not being applied
Cronstintein replied to Cronstintein's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Oh that's something different. My original complaint was that I couldn't see increased damage being applied. It was still 'marking' them. -
I would disagree slightly. I don't think complexity (in this case--affecting many variables) necessarily leads to cosmetic. I would see cosmetic as more a side-effect of stats not doing enough. For example the interrupt/concentration aspect of dex/res is basically cosmetic. If you jacked those bonuses up 500% that would change but the complexity would stay the same.
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I would say what we have now is an A+B situation (and a bit of D for Dex, Res, Per). I would prefer a C. I understand the reasoning for trying to keep complexity low for new-comers to the genre but lets be real here: most of us are pretty hardcore rpg nerds and can handle a complex system. By making the stats affecting more things (like Alweth's suggestion) you make them less prone to dumping. As it stands, I might as well have 3 CON as that little bit of health will make no difference. But if it also effects duration.. maybe not! It's, at the very least, a more interesting cost/benefit choice. I obviously realize Obsidian is not going to change these things at this stage, this is more a request-list for when the modders get into full swing
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I believe they do have a methodology for moving crit chance around (I've seen some talents to that effect) but I'm not entirely sure how it works mechanically.
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Upgrades disappeared
Cronstintein replied to shinysquirrel's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
That fix didn't work for me, sadly. Same problem, disappearing main keep and barracks -
Empty treasury
Cronstintein replied to ozymandiasza's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
That's a bummer! I'm afraid to look now -
Marked Prey not being applied
Cronstintein replied to Cronstintein's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
It would make them good, not sure about "too good". Having strong damage on one opponent per encounter doesn't really seem THAT overpowered. Overall they seem pretty weak right now tbh. -
Hold-Wall (Arbalest)
Cronstintein replied to Warmace's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Dernit, I bought and suped-up that arbalest! I demand satisfaction! -
Intellect warriors also benefit from longer prone durations on their knockdowns, not sure that it's worth the investment, but it's an option. (Probably worth at least not tanking INT to 3) While we're just making stuff up: I would like to see interrupt matter a bit more. Basically when you get interrupted you are stunned for a bit (1-3 sec based on how badly?) Right now it hardly matters even when it does occur (which is infrequently). I would like a see a fast attacking dex build able to do a useful stun-lock style role. (since the damage of those builds is so poor)
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All the attribute effects are passive. The problem with Interrupt/concentration is that they aren't worth squat comparatively. (Also concentration is effectively a tanking stat)
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That was kinda my point about it being too good. Maybe if resolve improved acc when opponents were saving vs will, DEX ++acc when they save vs reflex, etc... Or made more directly: A will attack would be my will (as accuracy) vs your will as defense. That would make a certain amount of sense.
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I'm sure there are people working on it right now! Attribute mods will be coming out real fast, a testament to obsidian screwing the pooch somewhat. When I watched a video a few months ago about how "every stat would be good for every character" I thought that was a really cool idea. Unfortunately they didn't really pull it off (in my opinion). Perception and resolve need better non-tank applications. Dexterity could also use a slight boost, imho.
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1.5x duration on crits is still in play. I saw a breakdown on the math in another thread that worked out that +6ACC was about 7% damage so I don't think it's really putting might out of business if it was just 1-2/stat.
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I'm also not a fan of the current attribute system for the reasons already mentioned regarding my incredibly strong wizard. I would much prefer if resolve/perception played more of a useful role in a caster. I would also like some way of positively adjusting accuracy. The problem with the current system is accuracy is all-encompassing, so boosting it means you're better at everything. Dexterity affecting physical accuracy while resolve boosting spell accuracy or something along those lines would make more sense to me.
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Disappearing Stronghold Upgrades
Cronstintein replied to Baelefor's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Yeah I just had this happen to me as well, lost main keep and barracks. :'( -
Stronghold devolving?
Cronstintein posted a question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Hey so I somehow lost two upgrades on my stronghold. The main keep and the barracks. Oddly enough I still have the defenders I purchased through the barracks and I can clearly see on the timeline where it states they were both built. Is there a way through console/save editing to get these back? Anyone else have experience with this bug? I'm not sure exactly when it occurred but I *noticed* it after I got my first prisoner.