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McPartyson

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Everything posted by McPartyson

  1. All that you mention is a problem for me. How does one have more than 2 melee attackers in their party with this combat design? For example, my barbarian ends up stuck behind the fighter doing nothing a lot of the time if there's a third melee team member present. Another example: I entered a room with my party which had a coffin in the middle. 2 team members started fighting the enemy on one side of the coffin but the 3rd team member couldn't get there because it was tight...so instead of path finding his way around the opposide side of the coffin and come behind, he just stops idle. WTF? For all those who say they don't experience this. Make a full 6-man melee party. See the glory of this combat system at work.
  2. This save was created post patch 1.03.0530 Lvl 3 barbarian player character 799 health. 48+16+16=80+21%(con buff) = 96.8 Endurance (or 97, as shown in portrait, this is accurate) 96.8*6 (barb health multiplier) = 580.8 Health 580.8 vs 799...what happened? Is my math wrong or is there a 37.5% increase in health from nothing? There's no health buffs active.
  3. I just find it so tedious to use certain skills on party members because I know that they will just stop auto-attacking if I use that skill so I just don't bother with certain skills because if i forget to resume their auto-attack, it's probably not worth it. Is it possible that the "disable auto-attack" in the options menu is secretly bugged and enabled on even though it's not checked off in the options?
  4. Another example would be Kana. 1. He will be auto-attacking from range during battle. 2. I check Kana to see if his chant spells are ready, so i summon skeletons 3. Skeletons won't attack unless ordered, so I must give them an attack order even though they are right beside the enemy 4. Kana has stopped attacking because I just used the summon skill 5. I must re-select Kana and issue an auto-attack order. This is a multi-step process to get Kana to fire off a single spell and continue auto-attacking!? During the above process I have to assign various multi-step processes for other party members to insure they keep attacking the f-ing enemy. Am I missing something here? Isn't this a problem?
  5. Does nobody else experience this? Is this just a feature? Are we supposed to stop pause and issue an auto-attack order over and over after every skill/spell use?
  6. Does playing with just a 3 or 4 man party on hard bring back a decent challenge at the mid-late game? Or does it not make much of a difference once character stats get to a certain point?
  7. I experience characters not auto-attacking very frequently. It is frustrating. Off the top of my head, a prime example of this would be: if I use arcane assault with Aloth, he will not continue to attack the target he just hit with arcane assault...I have to go back to him, re-initiate an attack order for him to continue. This isn't restricted to range classes either. If a melee member isn't being engaged by any enemies, he will just stand there idle in front of the enemies unless instructed to attack. An example of this is my melee cipher, I fire off a spell, and he will not attack the enemies in front of him who are engaged with the tank. I have to give him an attack order after the spell is finished. I feel like there should be a way to toggle on an aggressive AI or something to make them FIGHT and not just stand there idle like chumps.
  8. http://forums.obsidian.net/blog/7/entry-179-patch-notes-103/ It appears the upcoming patch will resolve your issue.
  9. This is fantastic. Amazing job on all these fixes in one patch.
  10. Some refer to this as save scumming (trial/error save-loading in-place of an actual built in to the game mob-con and fleeing system) This also wouldn't solve ironman mode since death results in deleted saves...
  11. I agree with OP regardless of how loud his large font posting seems to be. And I pretty much agree with all of Molcho's post.
  12. I think it's a somewhat known bug, post it in there: http://forums.obsidian.net/topic/73757-list-of-bugs-that-everyone-should-know-about-game-breaking/
  13. 1.03 this week (confirmed by obsidian, currently being tested) 1.04 next week (my guess)
  14. I wonder if it has something to do with custom formations or a maybe status effects? I remember seeing a post about buggy custom formations in here somewhere.
  15. "Issue 2: sometimes enemies in the back just stand there and don't attack, I've included a screenshot and save game, although I'm not sure how helpful they'll be. Seems like a pathing issue. Included screenshot and save, maybe you can get it to repro. Was happening a lot in the dargul zone of od nua. Eder the Invincible was apparently so frightening he held off the entire mass of them singlehandedly." I noticed party members don't attack enemies a lot of the time. I stopped playing mostly because of the above issue and the super buffed party members bug. I never played any further to experience the rest of bugs.
  16. Does this just fix corrupt saves? Does it solve any other bugs on this forum?
  17. So...am I understanding that INT just stretches out the amount of healing/damage over a longer period of time due it's duration bonus? It doesn't add a new tick of healing/damage?
  18. The knockdown works, it most likely does get resisted quite a bit. It only knocks down foes behind the targeted foe though.
  19. lol You should look at you party member stats...chances are they're super buffed. I don't know really know how it happened, but Eder has 827 health at lvl 3. LOL. I think it might have to do with a food buff and loading/saving bug? I stopped playing. I just have to accept that new releases are paid open-betas.
  20. http://www.pcgamer.com/pillars-of-eternity-patch-likely-coming-next-week/ "Yes, we're currently working on patch 1.03, which we hope to release during the week of March 30. We are actively monitoring the Technical Support forum and pulling issues out into our internal bug database."
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