Jump to content

Emptiness

Members
  • Posts

    351
  • Joined

  • Last visited

Everything posted by Emptiness

  1. If they add an AI there will be many huge threads of people complaining about how bad it is. The best AI that can run on the average home PC (never mind that there would need to be five copies of it running plus the game itself) won't be able to answer tough questions that determine when and where to use advanced abilities. Not in real time, anyway. For example, does a fighter burn off his knockdowns early in the fight to try to set the rogue up for sneak attack or does he save them in case he needs to break engagement and reposition himself later in the battle. Another example: the AI wouldn't be able to figure out when it is okay to drop an AoE on the tank, even one that is likely to knock her out, in order to save the rest of the party by ending the fight faster. The best results will be obtained through micromanagement, but micromanagement isn't absolutely necessary unless you are playing at a high level of difficulty or you are facing an encounter that outlevels you. I'm playing on Average and many fights I manage only my main character, or my main plus the party priest (on the tougher fights). Everyone else pretty much just autoattacks. Sometimes I will select the character and then select their target, but often I don't even bother with that. (Unless party members are being Dominated; then I have to retarget them after Dominate wears off and everyone who isn't Dominated has to be managed to focus damage on the source of Domination.) Anyway, the point is that I'm being a very sloppy player, but the difficulty is low enough that I can get away with it. So my suggestion would be that if you are finding that you have to do too much micromanagement to enjoy the game, just lower the difficulty until that is no longer an issue. Alternatively, you could only adventure with a party as large as your comfortable micromanagement limit. In other words, if you aren't comfortable micromanaging more than two characters at once, then play with a party of two characters. That will make the game tougher, of course, but if you don't like the idea of lowering the difficulty to avoid micromanagement then this is an option that decreases the amount of micromanagement without making the game too easy.
  2. When you look at the NPC that has the clothes you can see the NPC wearing them. The same goes for the hat. No murder spree required. In fact, if you play your cards right they will actually pick a fight with you, so you don't even have to soil your conscience much.
  3. I would definitely like to have more voice sets available. Being able to drop in voice sets from previous IE games would be an "easy" way to expand the list of available voices, but from reading this thread I get the impression that the voice sets in PoE have 2-4 times as many responses as the voice sets in the IE games. That will mean a lot of repetition or significantly less talking if you use an old voice set. Personally, I'd prefer to see a customization expansion that adds a significant number of new voice sets (+3x what is available now, or more), alternate appearances for items in the game (there is some variety now, but more would be great), the option to have a tailor/blacksmith/whatever change the appearance of your item to an alternate appearance for copper, and an option to have the game generate a portrait automatically based on your actual character. I'd pay good money for such an expansion.
  4. Go to your character screen and scroll down to Active Effects. Does it list both the pale elf racial ability and Scion of Flame, with the freeze DR from SoF listed as "suppressed"? If so, then those two bonuses don't stack (ie only the largest one applies). PS: I agree that they ought to stack, and if they don't then it should be changed so that they do.
  5. They could add a "Trial of Steel" mode, in which the game bricks itself when you die. If you want to play again you have to buy a new copy. Would that be sufficiently hardcore?
  6. Not so much a typo as a bug. Mundane daggers have the Accuracy property to reflect that they are more accurate. You can add Accuracy enchantments to the item as well, and the effects stack. Mundane rapiers currently have the Accuracy 1 enchantment. Instead they should have the Accuracy property, like daggers do, so that they can also be enchanted to further increase their accuracy. It doesn't make any sense that your mundane rapier can't benefit from an Accuracy enchantment.
  7. If you'd killed the deer yourself like you are supposed to then she wouldn't have to do it for you.
  8. It would be unfortunate if you could not equip two items with the same bonus. For example, imagine that you have gloves with +2 M & +1 D and a helm with +2 P and +1 D. Currently you can equip them both and get +2 M, +2 P, and +1 D from those two items. If the game blocked you from using them together then you'd be missing out on the +2 M or the +2 P. Open up your character sheet and scroll down to Active Effects: Edit: I guess I should see if someone else has an empty boots slot. Further Edit: Modified image to remove spoilers.
  9. I had a Druid crit Durance for 177 damage with Stag's Horn once. I assumed that 102 damage from a Xaurip on a normal hit was hyperbole, but if the OP was serious then you're probably right about some bug being involved.
  10. Moon Godlike = Thank you for those wounds, now I will autoheal a bunch of that damage back. I do recommend taking Vulnerable Attack to cope with high DR enemies. I built my Monk for fast attacks, so I just leave it on all the time, but it's a toggle so you can turn it on or off based on your target if you prefer.
  11. That didn't happen to me. Have you done something to make the Knights of the Crucible hate you?
  12. As long as there is a pair of WinSocks in the game I'll be satisfied.
  13. I have an Aumaua Rogue running around in heavy armor using a two-handed sword. He's just 3rd level, and it is only on normal difficulty, but he seems fun and effective. M 20 C 4 D 15 P 18 I 3 R18 His defenses are pretty good and the heavy armor cuts down on the damage he takes, so I get away with the low Con - at least for now. He definitely isn't in front of the party, though. I fear for him if an enemy Druid ever casts Stag's Horn in his direction. There doesn't seem to be a significant change in the dialog options to reflect his low Int, so I'm having him pick Aggressive and Passionate dialog options to reflect the fact that he acts without thinking. In other words, he isn't unintelligent so much as rash, impulsive, and impatient.
  14. If you double-click an item, such as a weapon or a suit of armor, to equip it, and there is another item already in that slot, then the current item is remove and the new one is put in its place. All that is fine. The problem is that when this happens the game permanently removes all of your active effects that are not provided by items that are still equipped. So, for example, you might have class or racial active effects that would be removed. If they are modal then you can probably just reactivate them. If they are passive, then they are gone forever. See here for more information: [PSA] GAME-BREAKING BUG AFFECTING EVERYONE INCLUDING YOU! Temporary fix for party members only currently.
  15. The conversation with the Caravan Master is supposed to trigger immediately after combat ends (not even time to loot, grr). I'm sure they'll want to look into this problem. What version of the game do you have? What OS? If possible, supply the important files listed here: MUST READ: How to Report an Issue
  16. That's amazing. I wonder what other effects Carnage can distribute to enemies...
  17. I believe sparklecat is referring to the fact that they both die very, very early in the game as part of the story. In other words, you aren't with them very long and the enemies you face with them are arguably not very difficult, so those 2 missing attribute points probably won't have much impact on the outcome of anyone's game. Still, it is an oddity and probably an oversight. There are worse problems that should probably take priority to this, but it would be nice for it to be fixed eventually (along with the typos).
  18. When you first create your character, the Aedyr culture (with a +1 Resolve bonus) is pre-selected for your character. When you get to the attribute assignment step you have not yet been given an option to change your culture, so the Resolve bonus is affecting your attributes as you assign points (in addition to your racial attribute adjustments). If you mouse-over Resolve and look to the right you will see "+1 (Aedyr)" listed there. After you finish assigning your attribute points and click next, you are given the opportunity to change your culture. Aedyr and Ixamitl Plains both come with a +1 Resolve bonus. Your attributes already have that +1 bonus applied, so selecting either of these will result in no change. If you select any other culture, your Resolve will decrease by 1 (becuase you no longer have the Aedyr culture bonus) and another attribute (determined by which culture you selected) will be increased by 1. You can watch this happen when you click on different cultures, if you look at the top center of the screen at your character's attributes (which are updated as you selected different cultures). Personally, I would prefer if they moved the culture selection to prior to the attribute assignment. I don't see any advantage to selecting a culture after assigning attributes, but there is an advantage to selecting a culture first. It is very useful when trying to decide where to assign attribute points to have the attributes you are looking at in the attribute assignment step be the actual attributes your character will have in game. Currently, one must skip the attribute assignment step, select a culture, and then back up to the attribute assignment step and assign attribute points in order to have that situation. So it seems like a design flaw to me.
  19. If you open up the Character screen and scroll down to Active Effects you can see which effects on you are being suppressed (so that you can redistribute items, for example).
  20. To put it another way, increasing Might increases the damage or healing per tick, and increasing Int increases the number of ticks that occur. Raising either Might or Int will increase the total damage or healing, and raising both is ideal.
  21. This happened to me during the fight with Cail the Silent. She (?) and the last drake suddenly just stood there and let me kill them. Enemies in subsequent encounters never attacked. Saving the game, exiting the game client, relaunching the game, and then reloading the save fixed the problem.
×
×
  • Create New...