
Nemesis7884
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Ydwin
Nemesis7884 replied to Tenaya's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
i think she could be tied into the first dlc because the story is also about animancy and venutring into the beyond, thats kinda her thing -
my thought was that the whole story was slightly pointless if you think about it....you don't really have ANY effect on the main story... I think it might have been a more interesting storyline when the story basically started when the story of deadfire ended - all is in chaos and you need to play through the game to either restore the old order or create a new one without you know who...but maybe we'll see that in POE3
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the console command is setsubclass - character - class - subclass; it overrides existing subclasses and you get the effects on the next level up - for example i turned eder into a unbroken streetfighter example in my game setsubclass companion_eder(clone) fighter fighter_unbroken (subclasses are usually named class_subclass) if you cant find the character name use "findcharacter" if you cant find the class/subclass name use "findgamedata" just wanted to let anyone know who's interested it works without issues (of course using the console disables achievements)
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Most players wouldn't have 200-210 deflection so that extra +5 looks weak to them. If you balance most items around total stacking and power builds these items will all look unattractive to 99% of players.+10. The armor itself gives +5 right from the start and can go up to +10 with enough skill points. +10 is a great value for an armor. 200 was an extreme example. Every tank would profit from +10 to deflection from something that's not a cape, weapon, a shield or a ring. I don't think that this item is only useful for 1% of builds. It's useful for every build that has decent deflection - so most tanks. First of all, the game tooltip should state clearly how it scales. Secondly, the way I read the statement you quoted is: +5 it's not worth to bother with simply because for the vast majority of players it's inconsequential. Lastly, when I say something like: everyone profits from +1 deflection, it is an irrefutable statement. The point here, however, is that for a heavy investment one gets very little in return. Lets consider following example: Player A buys PoE Deadfire, as soon as s/he finds Cadhu Scalth, which is pretty early, reads its description: Heavy Shard: +3 Deflection (improves with Atheltic skill). S/he continues playing, investing everything in Athletics because s/he wants the improvement, only to find out at the end that with Athletics at max. s/he got 5 points extra deflection. I do not know about her/him but I would be quite disappointed, despite +5 Deflection is useful for every tank. This reminds me of the infamous "lootboxes" .. has a chance to contain this or that. It never says what the chance is because if it would, they would not sell as well as they do. thats what im saying, its no fun, it doesnt feel like youre getting something for your investment and doesnt make items enough "diverse" from one another...i think it would have been better if instead of heavily nerfing items they rather changed how they worked or put in diminishing returns or improved more on enemies etc... using skills and items with tiny bonuses just doesn't feel fun
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instead of setting a hard cap i like the idea of diminishing returns...which makes lorewise more sense than a hard cap...for example until you hit +XX deflection its 1:1 than 1:0.5 than 1:0.25 etc. etc.... i think that makes more sense, still allows a niche build but at the same time a jack of all trades
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thats a cool build im wondering if another class than ranger might work as good/better? Are there enough grenades / ingredients in the game to make really use of a grenade only build throughout the whole game i wonder? maybe on a next playthrough i'll turn aloth into a bomb throwing battlemage and see what happens ^^
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So using sworn enemy seems to drop me out of stealth - i always thought its due to lack of stealth but tested it on a >20 stealth character and it has the same result. The skill does say "loud" when using it - i assume that factors in, but at the same time it says "impact quiet" Can anyone elaborate if this is supposed to happen or a bug and what exactly "quiet on impact" means in that context?
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the easiest thing is to level one skill for one character...the highest numbers you usually need are around 15-17 so here are the skills (or attributes) that you need in my view, that are the most useful Most Useful Insight Survival Athletics Mechanics about 15 seems to be enough more or less Diplomacy Insight and Athletics get checked a lot on the watcher only...diplomacy also - shame cipher is so bad lol....but honestly MOST often the only thing you get is another dialogue option. Also Useful but more situational Stealth Bluff / Intimidate Metaphysics Religion Streetwise here is a report that shows you all used conversation skills (SPOILER) https://wiki.fireundubh.com/deadfire/dialogue-options
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I mean... the bonus to deflection is now 1/4 of intimidation.... lol so youll get something like +1 to MAYBE +5 to deflection at the very top level from the intimidation scaling... lol.... the armor was interesting but hardly op before, now its a complete waste of space - why not just delete the item? Spending all your skill points on one skill to get a meger bonus. This is just one example but honestly, item balancing is so f* up and needs SO much work. The game doesn't have too many unique items to begin with and if you make half of them useless even fewer...there should be really a better balancing between the items that make them all about "equally" interesting for different builds.... a +5 TOP deflection bonus isn't even interesting even if you wanted to make a deflection build over other armors that give other better bonuses that have nothing to do with deflection...and if something like this is the case you clearly messed up your balancing And putting 5% and 10% bonuses or probablities on items are just not fun to use im sorry...if i want to use a probability item with cool effects i want to see its effect reasonably often - it's just no fun, also all the cuts to action speed because people like watching idle animations so much... I guess the item balacing team had the task" how can we make things less interesting and less fun" - mission accomplished