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Insolentius

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Everything posted by Insolentius

  1. The bug that made the clones/phantoms/illusions spawn without weapons, meaning that they'd attack with their fists for very low amounts of crush damage. This has been a problem since the game launched.
  2. Did this patch finally fix spells and abilities that summon clones (e.g. Essential Phantom)?
  3. It appears that Obsidian is very keen on the "one step forward, two steps back" approach to patching their games.
  4. Did they fix the 'summon clone' abilities or do the clones still use their fists to deal minuscule amounts of crush damage?
  5. This affects all 'summon clones' abilities (you basically end up with an unarmed copy that punches people/critters for a pitiful amount of crush damage).
  6. Did they actually fix that? Does the damage one deals to the enemy ship during the ship combat phase transfer over to the boarding phase (injuries to their crew members etc.)?
  7. Questions regarding length when it comes to games like Deadfire (or DLCs for such games) are somewhat pointless because the answer always depends on the player. For example, I know people who completed the base game in about 30 hours, while it took me 111 hours to fully experience everything that Deadfire had to offer.
  8. "Vatnir's role won't just end with the DLC, however - you can bring him on your adventures throughout the Deadfire and he will chime in where he can." I thought that the sidekicks never reacted to the world or interacted with the other NPCs after they're recruited.
  9. The savior of jRPG ports has graced us with his presence! Dude, you made FF XV, Berseria and Zestiria run almost flawlessly. Gonna give this a try.
  10. That's an arbalest. Did you try scrolling down?
  11. Two-handed weapons have always required twice as much gold and crafting materials. Rods and scepters count as two-handed weapons.
  12. You'll end up using them when you're overwhelmed in combat as a limited (but highly powerful) resource instead of mindlessly spamming them with each character to create a menagerie of horrors and death. If you wanna feel overpowered at all times - https://www.nexusmods.com/pillarsofeternity2/mods/2
  13. Deadfire isn't a multiplayer game, so every weapon and ability should deal 1,000,000 damage per hit with infinite number of uses per encounter. Why can't I use the same figurine to summon the same creature 20 times in a single encounter? Or 30? Or 50? After all, singleplayer games don't need to be balanced at all, and we can all exercise a certain degree of "self-control" to pretend we're experiencing challenging and interesting combat encounters. My parents spoiled me when I was a little kid, and I don't know any better than to demand Obsidian to constantly reinforce my narcissistic tendencies and obsession with illusory power without the game or anyone else calling me a cheater!
  14. Paralysis is a tier-3 affliction that Chanters gain access to (with a large cone AoE) early on in the game. A high-INT Skald could keep entire groups of enemies perma-paralyzed. I nerfed it personally a couple of days after the game's release (lowered the cone AoE, and reduced the duration to 3s). The invocation (in its current state) is still way too powerful for such a cheap low-level ability.
  15. One approach encourages mindless spamming, whereas the other encourages careful planning. Which of these do you find preferable? Figurines were OP. If it's just a 'single-player game', and you don't mind overpowered items/abilities, then just use the Unity console mod and cheat like your life depends on it.
  16. You're overthinking this. Fampyrs use charming gaze, whereas Ancient Fampyrs have access to the dominating variant.
  17. I think of the Gurdian as the final boss fight, while the 'final' encounter is sort of an epilogue in term of combat - basically, something you simply swat away as you reach the end.
  18. It's not fixed. It's strange that your log shows multiple bugs (this one plus the summon stutter bug) being fixed when they clearly aren't.
  19. It hasn't been resolved. Other QA testers and devs have asked the players whether 1.1. fixed the problem, and it hasn't.
  20. I just tested it (fully updated - Steam version). It affects spells/abilities that summon clones, summoned creatures from figurines and even shape-shifting. Basically, any item or ability that adds a new character/creature to the encounter or modifies an existing character's model will cause the game to freeze for about a second. This only happens the first time such an item or ability is used during a session - however, upon restarting the game, the same problem occurs once again.
  21. Just wanted to confirm that 1.1. didn't fix this problem (phantoms still attack with their fists).
  22. I agree. It's a very annoying problem, and it really doesn't make any sense considering that Tyranny did an amazing job with their UI direction (with bars indicating the timer and allowing us to 'lock' the enemy tooltip and peruse the buffs/debuffs easily).
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