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Everything posted by Nemesis7884

  1. So which one makes more sense on a troubadour and why? You can buff ancient memory further with the +50% healing buff; but i think if you activate the troubadour modal you get less healing? but more damage shield?
  2. 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
  3. i like that to be honest, that you can steal and find ways to get stuff etc.... i thought that is entertaining figuring out during the first playtrhough and most people won't do more than one anyway...and the other can get stuff as well through the console so who cares
  4. i played a goldpact knight and couldn't take intimidate options often due to that, i think 80% of the intimidate options are aggressive
  5. yeah there are i think 3 or 4 of these scripted events (usually the icon is a coral reef) where you can hunt whales which give you quite a bit of that meat....
  6. The other spear stalkers patience also seems very solid....rusts poognard WAS very good....a lpt of enemies have piercing resistance tough
  7. 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
  8. 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)
  9. 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
  10. not looking at "named characters" i think ancient fampyr are quite hard
  11. Most notably their only regular attack ability, barbaric blow. you also miss out on the carnage bonus tough
  12. What? You mean "Carnage doesn't work ranged", right? lol yes ranged i mean....would be awesome tough
  13. 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
  14. 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 ^^
  15. i understand this but still i do think it was wrong just nerfing everything equally, they should have nerved stuff that was too strong more and buff other etc... i do think the armor was nerved to much compared to other armors
  16. i cast it at the maximum range available....i don't know what the hearing range is or how i could increase the range I am just wondering what relevance the quiet impact has because if the radius where enemies hear you is larger than the distance you have to cast it, this is kinda pointless anyhow
  17. well maybe you just swore to yourself and don't yell it out lout...thats semantics... i am just wondering what the specifc notion Lout / Quiet on impact means..... because this sounds to me as as long as your far away you're not being heard
  18. 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?
  19. yea it gives 5 deflection like a shield - but a shield gives a whole lot of other bonuses while the armor doesn't - compare this to other armors like carocs, gipon or flesh mender or garari and you're telling me they are well balanced?
  20. So what kind of builds / multiclasses do you think are more/still fun after 1.1 - not talking about uber-efficient min max wise; but FUN to play... (within a party)? Melee preferably...
  21. 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
  22. 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
  23. i would add akola's apex ward to this discussion...never found it... since its shark related, makes me think its around sakuya but ive never seen it....
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