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Nemesis7884

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Posts posted by Nemesis7884

  1. 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

    • Like 1
  2. 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)

  3.  

     

     

    But it matters if you have 200 or 210. +10 on an armor is actually pretty good in this case.

    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

  4.  

    On the plus side, Berzerkers can safely Hulk Smash while using a ranged weapon (unless it has an AoE) without worrying about their friends.  Some (not many) Barbarian abilities work off 'Weapon' Range, so using with a Range weapon works fine.

    Most notably their only regular attack ability, barbaric blow.

     

     

    you also miss out on the carnage bonus tough

  5. 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 ^^

  6. The deflection of the armor (up to +10) stacks with a shield's deflection bonus. They are not mutually exclusive. Each point of deflection has increasing returns the higher you go (compared to enemies' ACC). So for a high-deflection character this armor is still very good. For other builds the deflection bonus is negligible, sure. It doesn't matter that much if you have 50 or 60 deflection. Take something else. But it matters if you have 200 or 210. +10 on an armor is actually pretty good in this case.

     

    I can't say yet if it's well balanced now but it definitely was too strong pre 1.1.

     

    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

  7. Do you drop out of stealth when you are out of hearing range as well?

    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

  8. 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?

  9. 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

    • Like 1
  10. 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

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