Everything posted by Humanoid
- Next Obsidian Kickstarter
-
Divinity: Original Sin
Haven't used a crossbow, no idea. Finding in the early game bows drop at about a 10:1 ratio to crossbows, and they both use DEX as a prerequisite, so it appears for now that crossbows are an expensive novelty at best. It's kind of ridiculous really that all one-handed melee weapons are one skill, all two-handed weapons are one skill, but bows and crossbows are separate skills. At least change the primary stat on crossbows so it'd be a viable secondary weapon for pure fighter classes (bonus for realism too). But yeah, I wasn't aware the cost of restealthing was down to 1ap at higher levels (though I would have imagined it'd have to do with high scoundrel skill and not high sneaking skill?). At that point, yes, it's worth it for damage. That said though, the comparison is 4x damage from stealth vs 2x damage from regular backstab from positioning, surely. So even then it's still 3ap for 4x damage vs 2ap for 2x damage, objectively better certainly, but not quite so good as you put it. EDIT: Oh, I'm probably confusing regular restealth with the special ability to do so. Not sure how much it's costing me at the moment since I rarely have the opportunity to use it, big fights being the line-of-sight messes that they are.
-
Divinity: Original Sin
Yeah, I don't plan on raising Madora's dex, but she does still carry a low level bow with maybe 6 or 7 dex requirement - which even then is only achieved through gear and no actual investment. Damage and accuracy is terrible compared to the thief's bow, but having it be a fire bow is handy if only to ignite explosions. I'm still dubious of the value of restealthing, since with all that considered, the only real possible advantage is being hidden during enemy movement (which with all the AoE ground effects going on will be far from guaranteed). And yes, I assume Guerilla and Backstab are meant to stack, but even then it's not worthwhile. A 6ap (4ap to restealth, 2ap to perform the actual attack) investment for a 4x damage attack is literally the same damage as just backstabbing twice for 2ap each time. P.S. My bow attacks cost 4ap. Are higher level weapons more ap to use?
-
Divinity: Original Sin
I carry a bow with anyone otherwise incapable of doing ranged damage, it's surely an RPG tradition to do so. Wish there was a quick switch function though, the 2ap cost is fair enough but I'd rather not have to hunt for my weapons in the inventory screen every time. With lockpicking the issue is just as much that the locks you can pick almost always have conveniently findable keys - heck that might have been some useful synergy there with pickpocket, but nope. Sneaking again is a matter not necessarily of the stealth in the first place, since, after all, it's required to enable certain abilities. Not sensing all that much of a tangible benefit in putting much in the way of points into it though, since if an NPC isn't looking in your direction, it hardly matters whether you're a master sneak or not. I question the utility of restealthing in combat too, because since an attack costs 2ap, the ability would need to cost 1ap (or zero) to give any advantage - otherwise just attack again which is functionally the same as double damage. So I'm still not seeing the benefit of it in combat outside performing openers, and frankly opening with a spell would probably be just as advantageous, if not moreso. EDIT: Further, the ranged sneak attack would not need any points investment either, so really, all the points really do is be useful for trying to get the opener with a thief, which is of questionable tactical value, and precious little else.
-
Divinity: Original Sin
That, and it typically only takes 2ap to walk back around to their behinds again anyway, which is still three attacks at my level (8ap/turn), all criticals. It's not uncompetitive at the moment, but that's probably only because I'm finding Madora only has the AP to perform one attack a turn on average. Once she gets the second attack, it'll be no contest again. But yeah, both a knockdown and a stun on demand is pretty good, even if the cooldown is such that it's only one use of each per fight.
-
Divinity: Original Sin
Not quite got a grip on how XP works with the companions, I think they start at level 3 and some minimum about of XP, such that they'll always be ahead of you if you happen to recruit them while you're at level two (i.e. at the earliest possible opportunity). Unless you lose XP due to death, which is a bit of a bugbear of mine. "Realistic" maybe, but just annoying and encourages reloads if you ever lose anyone even for one enemy (again, exacerbated by the fact that kill XP absolutely dwarfs any other method of XP gain). Actually I didn't reload for deaths a few times, and so am in a bit of a curious position where one companion is lower XP than my player characters, and one is higher. Not as annoying as XP juggling with Might and Magic 10, but still. Anyway, played pretty much the whole day solid. Don't think I've done that for a while, probably since back when XCOM was fresh. And despite all that it doesn't feel like I got all that much further - guessing two-thirds into the first act. That said, I'm going to have a bit of a whinge about my thief. It was mentioned earlier in this thread that the Scoundrel abilities were added late in development, but really, that's probably the least problematic aspect of the thief design (well, sprinting is less useful than you'd imagine but other than that). First and foremost amongst the problems are the dirty deeds skills - all three of them. 1) Lockpicking is typically devised as a shortcut, a convenience, a potential aid to sequence breaking. But not so in this game. Anything that's worth lockpicking isn't likely lockpickable at a reasonable skill level ("this lock is too difficult for your skill level" when frankly given skill point progression, I reckon 3 points at level 6 is more than the average investment), and to add insult to injury, it consumes your expensive lockpick regardless of success. Lockpicking, the more expensive and less convenient solution to your problems. (As an aside, disarm trap suffers from the same problems of cost and convenience, but at least isn't bound to any skill or class) 2) Pickpocketing is oddly limited as to only be permitted to be used to a certain limit with each NPC. Which is to say, generally you can only ever pickpocket a given person once. To be fair I've barely used the skill though, as early on I found anything worth stealing was "too valuable to steal at this skill level". I doubt further investment will be worth it. 3) Sneaking, due to the large encounter design, is rarely of meaningful utility when setting up for combat. With a lot of work, you might get a moderate damage sneak attack in... then be left flapping in the wind against a half dozen heavy-hitting melee opponents. Outside of combat - well you can sneak well enough with zero points investment for the purposes of sneak-lockpicking, pickpocketing, and other mundane tasks. All this then, to be honest, leaves little in the way of utility for the thief. Backstabs are fun if a little fiddly, yes, but then they don't actually have anything to do with thieves in this game: you'd be better served making a backstabbing fighter. Maybe with a point in marksman for the really dangerous meatgrinder melee fights and the added utility of using the leaping retreat skill to jump to enemies instead. All in all it's more than a little bit sad for me because the thief is always my class or build of choice in any RPG.
- Divinity: Original Sin
-
Divinity: Original Sin
Depends whether your issue is finding "appropriate" level enemies, or being beaten up by them. If level difference is an issue, you'll find that while there's enough XP to stay on the right curve, it's not generous with XP as such, at least in the beginning: you're expected to take advantage of all the available XP. There's My own issue was more that being someone who doesn't like gear, consumable and skillbook management, I kept finding I was at a disadvantage against equal-level enemies. Ultimately I found I had to shop around (funded by a burglary spree) to get my gear to a reasonable level and buy appropriate spellbooks rather than the piddly few I started with. That, or turn down the difficulty I guess. Also helped to reasonably distribute the potions and scrolls instead of having one designated mule carry them all....
-
Divinity: Original Sin
So I'm late to the party as usual, and have only really just started playing the game over the past day. That might seem an odd thing to say given I'd likely already logged double digit hours into the game prior to that, issues finding continuous blocks of time in which to play the game have meant those hours would be more correctly classified as "messing about" rather than *playing*. I'd spent time wandering around the city, doing sidequests, testing out the utility of various skills and spells, starting the game over at least a half-dozen times (thank god the tutorial dungeon is optional). I had not wandered out of town at all during this time. Now with 23 hours allegedly logged, I've managed to complete a non-sidequest for the first time, and even then it's nothing major, so the game is definitely one that easily chews up the hours. I'll define a proper quest for these purposes as one that awards four digit XP. Even then though, it seems experience gain is heavily, heavily skewed towards killing things. There's token XP for exploration and sidequests, but it takes several awards of that kind of XP to even match that given by killing *one* monster, let alone one encounter's worth. Slightly disappointed by that, but no verdict as to the actual effect of that design decision until I see how it works out in the medium term (only level 5 at this point). Speaking of levels, I'm also slightly disappointed that the game has the old-school empty levels problem, where it lacks any interesting decisions to be made for that particular level. When raising a skill by one requires more than one level's worth of skill points, and there are no other rewards for gaining that level, you have the situation where you literally do nothing on that level-up. I guess you can say it's channeling Baldur's Gate, or indeed 2E rules generally, when it's doing that, but that's an old-school design I'd be happy to get rid of. As to the minimal storyline I've experienced so far, it's nothing new to say it's nothing to write home about. Any pretense of roleplaying my characters straight pretty much went out the window immediately - the decisions are very binary (and worded fairly extremely at that) so your characters end up being more caricatures with no real nuance. You tend to have, say, the choice between a super sunny optimist type answer, or a completely disinterested cynical one, with nothing in between. The investigation aspect was a little obtuse, stuck a while until I realised that That was a little silly. That, and lockpicking is so ineffectual as to be of very questionable value. You'd think taking a thief, with a point in lockpicking, would be good enough in the early game to get past the locks should you pursue that kind of investigation. I mean that's an uncommon party build in itself already. But nope, have to save up two levels more worth of skillups, and the purchase of crazily expensive (relative to other items) single use lockpicks to even get into most relevant areas. And I say most because even doing that wasn't enough to get into a key place. I also clicked through pretty much all the text during because it all seemed like contextless gibberish. Anyway, some random plus and minus points that don't fit anywhere else: + Combat movement isn't quite as fiddly as I had feared. My concern was potentially having to optimise movement distances by moving the cursor just so you'd go to the point right before the action points required counter went up. Fortunately it's a bit more forgiving than that - you can make 0-point moves if you moved "short" with the previous move. - That said, the backstab arc is pretty fiddly, it's a pretty small window and you have to rely on the target's 3D model to judge positioning with no absolute marker of what's directly forward and behind. I'd like the arc widened a bit, and maybe the selection circle made thicker for some of its circumference to mark the correct area. + Obstruction detection is pretty reasonable, both in terms of abilities showing you when they're obstructed (instead of having you shoot into pillars due to poor feedback), and in terms of it feeling 'right' as to when the obstructions are applied. Moreso than XCOM at least with it's "that's a load of bull" line-of-sight issues. - Melee positioning all-too-frequently hindered by all sorts of ground effects - mainly fire and poison - early on. Generally okay when done intentionally, such as via spell or barrel, but problematic when it's reactive like creatures that spew out poison when hit. Not even hit and run works so good there. P.S. Haven't mentioned the crafting at all because I haven't really done any of it. Inventory management is hell for me at the best of times, and while D:OS is short of Bethesda-style lootables insanity, it's still more than I want to deal with at this point. Still, won't complain too much about it, because it's something I'd expected from the day the game came to my attention.
-
RANDOM VIDEO GAME NEWS
EA are discontinuing support for The Sims 2. Normally something like this would be a bad thing, but it's actually just a discontinuation of support for legacy versions, in its place all digital copy owners on Origin are being provided for free the new "Ultimate Collection", which, as the name suggests, is the complete release of every Sims 2 expansion and stuff pack. Considering I only have the digital release of The Sims 2 because they gave that away for free some years ago (around the time Origin launched?), that's a pretty good deal. For those who have only the disc edition, I'm told EA support will register a digital copy for you manually if you provide them with a photo of your CD-key or something along those lines. Skipping the snark this time, good move by them.
-
Build Thread
Well the G.Skill Ares series for one is likely to be the exact same thing as the Ripjaws, except with a different heatspreader, so that'd work out just fine. The Sniper series is also lower profile than the Ripjaws, although it's a dumb shape regardless: memory shaped like a gun? Really? At least you could probably file off the 'sights' easily. Looking down the price-sorted list, there's the Patriot kit here for a little more. (That said, I do run Snipers myself, but that's only because they were the only DDR3U/1.25V set I could find, and then only 1600MHz)
-
Might & Magic X
Even if you go for a hybrid class, which is plenty viable, you're more or less still compelled to specialise them, instead of halving your skill points pursuing multiple weapon skills. The concept of a backup weapon never really comes into it, especially with a hunter which has the Harpoon skill to specifically overcome any potential issue with enemies at range. But yeah, just don't expect much in the way of heavy lifting done by your melee team there, the defender is a very niche class, and while it can be gamebreaking in some situations, it's somewhat tricky to exploit its strengths. Doubly so when paired with a relatively defensive melee partner on top of that: dual-wielding on at least one character is strongly recommended so as to be able to eat up block charges (and dual-wielding does more damage anyway).
-
Build Thread
With a single fan installed on each, the Scythe isn't just a value proposition, it beats the D15. With its second fan installed, the D15 wins by about 1 degree. Read SPCR's conclusion, which is to say, what they think despite their recommended award. Noctua makes nice products, but it's mostly marketing that has them being perceived as superior to some of their direct competitors when in reality they perform at the same level but with a large price premium. They're the Apple/Monster Cable/Bose/etc of heatsinks. P.S. While you're going all out on RAM, may as well play it safe by buying something with low profile heatspreaders. Heatspreaders are really only there for show and make bugger-all difference to cooling performance, so you might as well maximise compatibility, both for now and for the future should you need to reuse the sticks elsewhere.
-
Might & Magic X
Yeah, it takes 25 points to GM a skill, and without DLC, you typically end up in the low-30s levelwise. At 3 points per level, you will end up just shy of 100 skill points overall, and therefore are only able to GM three skills (and get to Master in one). With DLC you should be able to get the four GM skills comfortably, but I never did get around to doing the DLC.
-
Build Thread
Yeah, despite the naming scheme, the 290 series is a generation ahead and so is a worthwhile bump in performance. I specced a 290 above as it's a good value proposition, the X version somewhat less so (and it competes with the 780 at its price point)
-
Build Thread
Nah, no real reason to wait. Quick sample build below, if you want to spend more you can go to a i7, get 16GB RAM, get a 1TB SSD, a good sound card, etc. PCPartPicker part list / Price breakdown by merchant CPU: Intel Core i5-4690K 3.5GHz Quad-Core Processor ($229.99 @ NCIX US) CPU Cooler: Scythe SCMG-4000 79.0 CFM CPU Cooler ($41.71 @ NCIX US) Motherboard: Gigabyte GA-Z97-HD3 ATX LGA1150 Motherboard ($98.99 @ Amazon) Memory: Kingston Fury Red Series 8GB (2 x 4GB) DDR3-1866 Memory ($74.99 @ Amazon) Storage: Seagate 600 Series 480GB 2.5" Solid State Drive ($219.99 @ TigerDirect) Storage: Western Digital Red 3TB 3.5" 5400RPM Internal Hard Drive ($119.99 @ NCIX US) Video Card: Gigabyte Radeon R9 290 4GB WINDFORCE Video Card ($349.99 @ Newegg) Case: Fractal Design Define R4 (Black Pearl) ATX Mid Tower Case ($99.99 @ Micro Center) Power Supply: SeaSonic 750W 80+ Gold Certified Fully-Modular ATX Power Supply ($139.99 @ Newegg) Optical Drive: LG UH12NS30 Blu-Ray Reader, DVD/CD Writer ($39.99 @ Newegg) Operating System: Microsoft Windows 7 Home Premium SP1 (OEM) (64-bit) ($89.98 @ OutletPC) Total: $1505.60 Prices include shipping, taxes, and discounts when available
-
Build Thread
Yeah, main question here is whether your budget is a maximum amount but would rather spend less, or whether you want to extract the maximum performance for the budget.
-
Divinity: Original Sin
Got my CE boxed copy in the mail today, two weeks to Australia isn't bad so no complaints there. No T-shirts yet though, so much for saving on postage. On the other hand, I'd requested my boxed copy come with a non-Steam DVD, but have been sent a Steam copy (which is also a Duo copy, which means I think I've got one more copy than I'm technically entitled to). Slightly confused now. I mean I've got a GOG copy as well so the DRM-free disc isn't critical, but it'd have been nice, since a Steam DVD is by definition worthless for archival purposes. P.S. The cloth map is one of those ones with no actual game utility whatsoever, and honestly, kind of sucks in general. Ah well.
-
What are you playing now
Some Pikmin 3 co-op missions. Never played a Pikmin game before in my life, but it's pretty entertaining, like an RTS almost (but fun, I despise RTSes) ....but unfortunately only 7 missions are available. The others are - wait for it - paid DLC. Nintendo's brave new world, I guess. But I guess the game itself was "free" via the Mario Kart promo.
-
Update #82: Creatures
I get the point of increased shipping costs being a pretty big deal, but it's also an exaggeration to suggest sending one CD mailer envelope is the same cost as sending a bulky parcel containing a large CE box, hefty artbook, T-shirts, cards, etcetera, unless the US Postal Service works in stranger ways than I could have imagined. (Quick guess as to cost of 5000-7000 DVD mailers at say, $10-15 each (I imagine very conservative considering a good number of them would be domestic mail only), I'd say south of $100,000. Not small but not end-of-the-world stuff either)
-
Divinity: Original Sin
Well they could have just adjusted starting equipment to your skill selection, fairly straightforward given the way the skills are labelled. Instead I made the initial mistake of starting my Fighter with two-handed weapon skill but having to choose between a 1H sword+shield combo or ....a two-handed shovel.
- Shipping Physical Goods and Customs
- Divinity: Original Sin
-
Update #82: Creatures
As long as the replacement reward is a physical trinket I'd be placated. Personally, I want an Obsidian hat.
-
RANDOM VIDEO GAME NEWS
Surprised Sony didn't insist on an exclusivity period, but good on 'em. (Looking at Twitter though, see no mention of release date)