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Hariwulf

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Everything posted by Hariwulf

  1. Pressing shift shows a hard to read presentation of info. An example in the screenshot.
  2. I found out. Crew (sailors) injuries obtained during boarding melee combat are not displayed at all in the map menus. Basically they are only noticeable while in boarding combat. This got to be the dumbest thing in the game. If my sailors are injured, I should see it! Why even bother displaying injuries in 3 locations (on top right, bottom right, and in Ship H menu) if the injuries obtained in melee combat are basically invisible while still counting for NPC death? C'mon...
  3. Can we restock the crew available at inns? I need hands. EDIT: Yeah, they weren't injured; they just disappeared.
  4. No storms, no injuries (I check after every battle), all optimally healthy and happy in fact. My only logical explanation would be "they got gibbed", as that mechanic may act in weird ways...I think. But I do not recall seeing these member of my crew fighting at all. Again, we are talking of my cook and surgeon, both assigned in their respective slots.
  5. All at 100 morale, well fed, not injured. Well, they randomly disappear. I already lost a cook and a surgeon. They just vanish. I am doing some melee ship combat, but I got no injured crew either. What is this? O.o
  6. This thread actually helped me out as well. I am planning an all Single-Class casters run with Wizard MC + Aloth + Fassina (so at least 3 dedicated pure casters) for my next run, and had a hard time deciding between Evo, Blood, or Pure for my main. While having access to all spells available seems sooo good, I kinda see a possibly more beneficial interaction with an Evoker MC for Burst, which would leave Aloth as CC, and Fassina in melle or on priority targets. Last 2 slots could be a Priest or a Druid, and maybe a Cipher. I can foresee a lot of mayhem on such a team. That said, I am open to hear thoughts and ideas from anyone!
  7. Very good points. I'll stick to my stats then, and try to gear up for a + 8 might along the way.
  8. Yes, dmg comes from shreds, dual wield weapons (daggers, rapiers, and gear that speed up the recovery of such weapons) and later also your very best friends Fire in the hole and Kitchen stove. The idea is to generate lots of resources quickly, and to use Soul Annihilation mainly as a spender for surplus of points, rather than a primary tactic (trying to avoid the one-trick pony). I want to try the WotEP setting you suggested too, tho until I have the funds for it, I find this fast build very enjoyable. Let me ask you one last Q: Do you think it's easier to find MIG or INT gear, for a +10 points? Cos alternatively I could split 15-15.
  9. I was pondering if Might could be more beneficial than Int, for the purposes of the Mindstalker (Trickster/ Soulblade) build. I mean, I went for 20 Dex, Per, and Int. My crits aren't that jaw-dropping, and while the +50% duration is great and the extra survivability is good, it mostly affects Cipher abilities that I can refresh (Borrowed Instincts, and some shreds such as Ampli-wave, Disintegration...). On the other hand, Might may boost my damage, Rogue skills effectiveness, and general melee endeavour. I do realize it may appear as an unorthodox approach, but I'd like to hear some thoughts about my postulations.
  10. I am wondering if MC a melee Trickster with Soul Blade would be worth the cost. I am looking at Annihilation, Phantom foes, Borrowed Instincts, Echoing shield, as well as some of the passives... and wondering if they would significantly contribute to the build, as opposed to a single class Trickster Rogue.
  11. I'm so upset for the class restrictions put on the mantle...it looks amazing, and I could see those upgrades doing wonders on many builds.
  12. I would like to get a better understanding regarding the Tactician mechanics, things like: - How does it regenerate spells? - How does it behave with a soul blade and similar subclasses? - How does it behave with things such as invisibility? - What about Solo or Party scenarios? I threw a Swash just for fun, and it made me wonder what's the point in classes and resource management, when I can spam stuff as eternum with the Brilliant thingy...odd.
  13. I gotta say, gave your build another chance, and I'm glad I did. Having 3 resources of which 2 are renewable and synergistic is so empowering. It's a skill-fest. I love how the build erases the Might-dependant drawback of Blood Mages, and also how it forces me to an aggressive playstyle. It feels a bit harder than a Spellblade to me, but I believe this is mostly because I played Mages and Rogues to eternity, while Monks never really clicked to me in Deadfire...until now. It makes me wonder if a Transcendent would be as fun...would it too?
  14. Yes, I do always buy all the good stuff. Then Digsite for testing. Me and Éder. Will try again with another setup of skills.
  15. Yes, I've been playing Wizards and other classes a bit. Monks are new in this installment tho, helwalker being a first timer.
  16. One blood sacrifice took about 35 HP...I had more wounds than I could spend, and needed to get a cast. Seems a bit suicidal...what am I missing?
  17. I will give it a shot. Max Dex, Per, and Int. Should be a beast. Sword and dagger good enough for starters? I suppose the summoned staff may come in handy...will miss my fog.
  18. I'm trying to make my mind on which of these 2 baddies I should roll. Spellblade: Stealth, pop a fireball. buff up, enjoy some melee, return to casting once guile runs out. Pretty straightforward. Sage: Here the appeal comes from 2 renewable resources. Nuke and sac, buff, join melee once wounds are full. A clean cycle. Yes, in both cases I would pop Citzal once unlocked, tho I'd like some flexibility besides that. What I would like to hear: 1. Which Class (and subclass) to complement Blood Mage? 2. What stats and gear? 3. Insert advice here Thank you so much, happy rolling everyone!
  19. Precisely. Wood Elves get a Dex boon, Pale Elves could get something on the Int side. Or perhaps both could mimic the Human boost, just shifted to +(?) Pen, and +15% Duration. Or Crit Chance.
  20. Years later, Elves still need love. They are "known for their speed and intellect". Yet, there's nothing of the latter. Humans get damage boost and Acc, Elves need something for casters. Pale elves could get it, especially.
  21. Yes, and that is a great point. I want to preserve those mechanics too. Just to make them less (or more, depending player actions) frequent.
  22. The point is, generally speaking, to have to rest less often for one char that passed out. While adding a ton of immersion in the process, (Overkill system) and precise, direct consequences to combat outcomes (the bigger the hit, the bigger the wound). Concerning your "Concerning getting rewarded for playing well that will make the game easier. You are doing good, let's make the game easier. ": I don't get your logic: If you play well, you wouldn't need to rest anyway. So what are you complaining about?
  23. Yes, it would do wonders even for those nostalgic IWD days... You know, there are moments in the life of a man, where you just need to chop something. Aah, the good old times... :D
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