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waretaringo

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Everything posted by waretaringo

  1. I think a balance patch is probably secondary to fixing the bugs, many of which are experience-destroying if not game-breaking outright.
  2. Which must be why my mage and priest can both bend the bars with their bare hands to get into the castle. LOL, yeah makes sense. the soul is mightier than the arm or the steel, as the case may be.
  3. just jumping in to say that I love the pun in the thread title. my experiences with priests have been limited so far, since I've found both Durance and per-rest-casters in general to be lackluster so far I haven't gotten very far in experimenting with pc priests, so I can't contribute much to the weapon division argument. I haven't been finding much in the way of flails either, though, but I of course haven't finished exploring the Eothan temple
  4. Just like in real life. You just have to weigh the potential benefit of getting more bland gear in an economy where you already have more money than you need most of the time against the risk that this is the fight that you can't handle, or that taking it on will affect your reputation in permanent fashion.
  5. also, Intellect isn't really that helpful for damage-dealing classes. they'd usually rather have Dexterity for more actions over time, which increases their damage output dramatically. Intellect is mostly for the various support-focused builds - it benefits buffs and debuffs more than it does AoE damage effects, especially since a lot of the more powerful AoE damage effects are friendly fire enabled, forcing you to be highly tactical in their placement already
  6. the problem is the definition of 'might' with which you're working. which is perfectly understandable. in Pillars, might is not physical power, but rather the strength of the soul, an idea which is highly flavourful and appropriate to the specific setting they've concocted.
  7. this is the logic, and it makes a lot of sense to me. personally, I don't imagine you'll learn a lot more from killing your 6th gobbo than you did from your 5th, so the 'standard RPG kill things for experience' system bugs me a lot. I find the system they've implemented here pretty adequate, but overall the bestiary system is a bit rudimentary to my eye; I would have preferred 'infinite scaling' xp which decreases sharply in the level of the reward after each subsequent kill of an enemy type. (for instance 100/60/30/10/6/3/1 xp for subsequent kills of a low level enemy, and then you can continue farming them for 1 xp each)
  8. You're kidding right? I've been playing a Cipher and honestly, she's got focus pouring out of her pointy little ears. Focus is not a problem. If you want endless spell casting, roll a Cipher. This has been my experience, basically. Cipher keeps pace with the wizard in the theoretical 'unlimited rests' scenario, and just ramps harder the fewer rests per campaign you take.
  9. well, that is kinda the most important factor, isn't it? abilities and talents is of greater importance than starting attribute choices. such stuff is also more significant than starting accuracy, deflection and defenses. vigorous defense, a single fighter ability, grants +20 to all defenses for 15 seconds, and most battles don't even last that long. knockdown, as others have mentioned, is invaluable as it is effectively a stun that also significantly reduces enemy defenses. the paladin abilities, on the other hand, is support based. eder, the fighter companion, does not have great tank attributes, but 'cause of talent and ability choices, he becomes well nigh unstoppable relatively early in the game... and he also does respectable damage. *shrug* the paladin is a support class. if you wanna tank as a paladin, you need be very careful in selecting talents and abilities. HA! Good Fun! I just ran some tests up to level 12 and it seems you're right here, the paladin's talents cant keep up in the long run and that's a very significant difference. Although I don't like having to drop Zealots focus Fighters do single target melee damage better than anyone else too. Barbarians are AOE specialized. Uhm. Rogues? Rogues are best at range. With guns, especially.
  10. I'm finding the wizard pretty gimped at low levels on hard mode, much like in earlier editions of d&d. The Cipher is a better damage dealer and has better control capabilities too. The limitations on the camping supplies on higher difficulties make the 'per-rest' caster types essentially a liability in long engagements.
  11. I think it's a misconception to see the paladin as intended to be a tank. That doesn't seem to be the way they're intended to work in this game - Faith and Conviction just facilitates an off-tank type of role, pretty much just keeping them alive in the face of whoever the fighter didn't manage to distract. Paladins are primarily intended to be damage dealers with a strong supportive off-role, and they can do the job quite well.
  12. Screenshot added. You can see the aura icon doesn't show up on any of the allies, even though they should be within its area of effect; you can also see that I'm mousing over the icon in the hotbar and not getting an area indicator. For comparison, I included a screenshot of another pbAoE skill with the area indicator working correctly. Forum uploader is failing repeatedly for me. I've put the images on Imgur, here: http://imgur.com/R6ZCgEp,AzZy5iG#1
  13. Description On initial activation, my paladin's aura of Zealous Endurance correctly produced a 1.9 meter area of effect (as adjusted for his Intelligence). However, after saving and reloading the game, the aura doesn't seem to be working. I don't see an AoE indicator on the map upon mousing over the ability icon as I did previously, and allies who should be receiving the bonus - even close enough for their models to be touching - don't display an icon for it, nor do they appear to have the additional DR based on combat calculations. Reproduce Steps Unclear. What happened to me was: 1. Activate Zealous Endurance 2. Save the game. 3. Reload the game. 4. At this point, the aura didn't seem to function anymore. Files Can't attach my savegame, it's over 700 kb uncompressed and still over 600 compressed. I'll see if I can get a screenshot or two to illustrate the issue
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