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Everything posted by Ansa

  1. Probably got gangbanged in a bear cave... Happens mate Just read dialogues more carefully and make sure to scout and understand encounter first, engage second
  2. So Obsidian guys, can we please have something done about Chanters? E.g. - Cut 1 chant out of invocations rotation - Bring all chants, including high level ones, to the base of 3-4 seconds - Reduce chant times by level Because increasing chants by level just makes them completely obsolete and unusable in later stages (e.g. fight is already over one way or another before Chanter can cast this level 3 invocation after TWENTY FOUR SECONDS)
  3. Nice info man, thank you Pretty much confirmed what I have tested: - Basically, damage changer can safely ignore everything except Might/Dex - And summoner Chanter doesn't need any stats at all - like, you can virtually put them anywhere you want, he will perform the same - Twisting chants is not really effective, better to pick 1 chant for every fight for full uptime
  4. Unfortunately, the game devs decided this to be a mystery. No, besides basic combat stats on mouseover there is no way to tell actual stats and abilities of your summons. Same with Ranger pets. As for scaling, far as I have seen, no, they are not scaling anywhere with levels, you are supposed to get new summons at other spell levels. Rangers are shafted though, their pets barely scale and get no interesting abilities or anything. What is annoying, they bothered to implement the whole bunch of useless unimmersive Backer NPCs, and did not even bother to do some leveling for Ranger pets...
  5. Completely and wholeheartedly agree. Want to put an easter egg or mention a backer? Use a friggin tombstone like everyone else does, but please don't flood the game world with Swedish named NPCs, thx The main problem with them is that they break one of the fundamental conventions of CRPGs - that those people who are unimportant don't get names and that characters with names should be talked to if possible. In other words, that unimportant background characters whose main job is to be there such that a setting doesn't seem unpopulated are, at the same time, clearly distinguishable such that players don't waste time on interacting with them. By giving them names, even if with a different backlight, you are indicating to players that these are important and should be talked to as. To make it worse, it requires your very special soul reading ability and plays a sound and graphic effect when you do it, you know, just like that very important event right at the start of the game. Players who don't start out knowing that it is a waste of time unless you want to read flavour stories that are irrelevant to the setting and to the game's story are going to spend a lot of time reading/skimming them and activating soul reading just in case this next one is the one that actually does something. Eventually they will eventually learn it, but even then it adds to the time it takes for a player to get a quick view of who are important in a given setting, because the mind is much better at automatically sorting people by whether they have generic names that appear all over the place, like four commoners next to each other, or unique names, than by sorting them by whether their names have one backlight or another. It is a completely different issue with tombstones/testimonials. Those are normally used in CRPGs to list jokes, silly verse, RIPs, and real world references and not to provide useful information except in the cases where there's a specific mission to find some useful information on a tombstone, and they aren't spread out everywhere but collected in a few locations. Fleshing out the game with named characters that are utterly irrelevant to the plot instead of just adding a bunch more generic people with professions rather than names was, as far as I am concerned, a bad idea where gameplay is concerned. It helped rake in the money, though, so there is that. It just makes for an ever so slightly worse game.
  6. It's because some people can't get over anything that's different in any way from Baldurs Gate, as far as I can tell. It's the same handful of people complaining about dozens of picky little things that "ruin their immersion". Baldur's Gate did not have useless backer NPCs with Finnish names, yes?
  7. I would say cut the higher level chants back to default 4 seconds Simply because, by the time you get them, the fights are already difficult enough without having to wait TWENTY FOUR seconds to release your summon. Hopefully devs agree
  8. Yeah, well, if you want to make a DPS Chanter, who is not reliant on summons for damage, that's whole different story of course Then max Might/Dex, dump everything else, pick chants to add damage and get summons, and give her Blunderbuss Gun reloading chant will do wonders too Will blow everything away from behind of a good tanker I wouldn't always recomend that though, Dex has no affect on the chants, but it still affects their attack speed, which will affect the DPS of their basic weapon attacks, which is most of their DPS, especially for the first 12 seconds of combat. This does of course depend on your build, if you're a pure tank you probably don't care about their DPS ^^
  9. Amigo, if you think Wizards are underpowered in this game, try BG1 with 1st level Wizard with 4hp and 2 spells, see how far you will get. My money is on very first Wolf in the forest, they love dem Wizard chewtoys xD
  10. This is really depending on your difficulty settings... On PotD trying to do 15 here and 15 there is not really doing anything to be honest So, have to follow the munchkin path.. 20/21 Might 18 Dex 18 Int - maybe if you want to talk or be a caster... overall dump everything else is dump Ofc wear armor with no recovery restriction or go in bikini for added atmosphere Give it Blunderbuss and pop some cherries Please remember any spells you are going to cast are reducing your damage, use those only if you really need CC and such The only spells worth it are Accuracy buffs for moar crits And for tanker, completely different 18 Con 18 Per 20/21 resolve the rest is dump remember, your job is to tie up everything in engagement ring and soak blows (like, 3 bears humping you), not to actually do damage... this is what girl in bikini with blunderbuss is for! This is your undying punchbag Ignore everything related to damage and stack Deflection and Fort/Reflex/Will Wear heaviest armors. When it gets more or less ok accuracy with heavy shields and such, will actually also start doing some damage
  11. Yes of course, Dex has 0 impact on chants and invocations This is why my Chanters are running with 3 in it xD This happended to me as well when I first got him, it came to a point where I was really confused about how the Chanter class works. Any way then I went down into the Od Nua endless dungeon under Caed Nua, and the amount of enemies per engagement meant he had the time needed to sing the necessary three chants to get to 3 points, and now I love him (or rather I love his skeletons ). I agree with Baleros about the tank/offtank comment. At first I used him ranged with his standard rifle, which worked fine enough. Now I have him in plate armor, shield and sword. That combined with getting him to a higher level where I can prepare two different sets of chants: 1 defensive giving loads of buffs to defense and 1 offensive giving buffs to offense, means he is fast becoming the most useful companion I have. I'm basically on the first half of your progression, just giving him the rifle and leaving him in the 2nd row so his AoE chants impact front liners and backbencher casters, but I feel like the slowness of the rifle is hurting him (although the opening volley is great). Do you know if weapon speed/recovery impacts chants? I know it would impact the casting of the invocation after 3 chants, but does it affect the speed of the chants themselves? Weapon speed/recovery has no affect on chants, infact, I don't think it even affects invocations. I think heavier armour will affect the recovery time after using an invocation (ie, till you start chanting again) but this has such a minimal effect on your overall performance that I see little reason not to stick all chanters in plate.
  12. Agree on bland, bad and boring Ranger pets, they really need to get upgraded with levels... The game feels rushed, really.
  13. Well, in combat both your pet's health and endurance drop, he is just healed full back without need to rest, unlike your own char. And yeah, the actual penalty is if he gets dropped you get crazy debuffs. So, keep him out of harm's way and make sure nothing is focusing it, really. Kind of disappointing on the concept, where it would be nice if the pet could tank for you, but we have what we have.
  14. Chanters seem pretty solid but is soloing whole game even possible? Let us know how far you managed to get before it gets too hard. Also, if you had to choose one character to keep your chanter company what class would it be? Do you think they would be able to duo whole content? Eh, not playing now man, the game is very bugged, waiting for patch. But yeah, tank Chanter or Ranger are the best bets to go, completely doable if you build tanky, use consumables to full, and engage on your terms. If you want to duo, another Chanter or Ranger are your best bets, because pets pets pets... xD The problem is, some mobs skip/teleport to your squishies, so having any squish in a party is already a problem.
  15. Other than Chanter, I can see Ranger doing it Juts nor ranged one, since your pet cannot tank - instead, full-tank Ranger with Bear (very defensive) or Lion (for Terrify roar) Facetank yourself, and let pet chew on them, if built right, the Ranger is just as good, since he gets nice buffs. The drawback is, most of usables he gets are some ranged shots, there are barely 1 melee skill per level to pick from, starting with Hunters Mark at 1. Other options - I am really not sure, some guy on Steam was doing it on Hard with Paladin and Endurance drain weapons, but not sure this is viable for Path of the Damned.
  16. http://www.pcgamer.com/pillars-of-eternity-patch-likely-coming-next-week/?ns_campaign=article-feed&ns_mchannel=ref&ns_source=steam&ns_linkname=0&ns_fee=0 They did promise a patch soon, I just hope it is extensive enough, because the amount of bugs is HUGE. Everything from hard crashes into broken mechanics.
  17. Well, think of it this way: Chanter himself is a great way to buff up and debuff your ennemies. To do any feasible damage has to have good strength. Summons damage is not affected by Chanter's Might. So, as I see it the best use of Chanter is a summoner tank/offtank right now, with nice auras, and summons. Also, the chant lingers are not lasting enough to cross-cover alot even with 2 chants, so basically you sing 1 chant to keep it up 100%, you may pick different one for every fight depending on enemies (e.g. if it's a pack of Wolves, you want the -piercing damage chant for 10% damage debuff, or even better the +Fortitude chant to avoid being knocked down which will hurt more)
  18. Reposted from Steam boards, It seems raising Intelligence happily increases duration of EVERYTHING, including HoT spells and DoT spells/effects, making them last longer, but doing same damage/healing, which in turn is bad, of course... I would do a hard guess same problem goes for "Survival" skill extending potion effects - resulting in same amount of healing over much longer time with much smaller ticks. 1) Paladin Lay on Hands Endurance gain test by Nagumo Ok i tested it at least for lay on hands for a paladin: (Both palas are exactly the same char except intelligence) 1. Char: Int 19 Level 1 = 33,3 endurance about 7,3sec 2. Char: Int 04 Level 1 = 33,3 endurance about 3,5sec The point is: Yes for lay on hands it is worse but i don't know how many HoTs and Dots are in the game. Maybe they didn't thought abourt that point, maybe they said that the system works at least for most of the spells. For me it's the first RPG ever in which you got worser by improving a stat 2) Rogue tests by Eel What's worse is rogue's Deep Wounds talent that ostensibly add DOT on each attack. Well, the problem is - it's not Damage Over Time, it's Damage _After_ Time. And the timer gets reset each time my rogue lands a strike, so the only case in which it actually gets procced is if I utilize "shoot and run" tactic 3) Chanters test by Sajah Concerning chants, I did a bit of digging. Int doesn't affect duration, but crits do (go figure, I got an 18s of that lv 3 dragon aoe phrase on one mob while all others were at 12s...). And another thing, don't mistake the chanting duration with the applied effect duration. When you chant you apply an effect on a creature, but that effect is another instance, it's not part of your chant anymore after it's been applied. The duration and linger of the chant just determine if anyone coming in the aoe will be affected by the chant (ie get struck by an effect of the chant). 4) Spell tests by Blinkicide "I can speak to dots...the info you get when you right click it appears incorrect. The spell will say d damage over t time. As you increase your int, t will increase but d remains constant in the spell description. However, when you cast the spell, the log reports what appears to be full damage the spell will do when it initially lands and the log-reported d is much higher than the spell description, so I beleive that is because it's calculating a higher damage based on an increased duration."
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