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Emptiness

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Everything posted by Emptiness

  1. If you locate Silver Tide on your character sheet (under Abilities) and click on it, you will see the amount of each activation of the heal. If you raise or lower your Might and check again you will see that the amount of the heal has changed. So far in my play the amount of healing shown on that screen has been accurate.
  2. Interrupting Blows is currently broken, and does nothing. If you want to focus on interrupts right now, the best you can do is max your perception (and accuracy, of course).
  3. It is unfortunate that the forum software doesn't archive each version of a post for inspection behind the scenes by moderators. It is unfortunate that the forum software doesn't allow per-user rights limitations, so that strict measures need only be applied to violators, punitively. It is amazing that people are content with that situation.
  4. The transition from per-rest to per-encounter usage of spells is probably too sharp. In other words, one level all of your spells of a certain level are restricted per-rest, and then the next level they are suddenly all per-encounter. There wouldn't be such a dramatic jump in caster power level if the transition was more gradual. After all, when you first gain the abilities to cast spells of a certain level you don't also gain the ability to cast four of them per-rest at the same time. Here's an example of what I mean: Current Wizard Spell Progression Modified Wizard Spell Progression Spell uses per Spell Level Spell uses per Spell Level Level 1st 2nd 3rd 4th 5th 6th Level 1st 2nd 3rd 4th 5th 6th 1 2/r - - - - - 1 2/r - - - - - 2 3/r - - - - - 2 3/r - - - - - 3 4/r 2/r - - - - 3 4/r 2/r - - - - 4 4/r 3/r - - - - 4 4/r 3/r - - - - 5 4/r 4/r 2/r - - - 5 4/r 4/r 2/r - - - 6 4/r 4/r 3/r - - - 6 4/r 4/r 3/r - - - 7 4/r 4/r 4/r 2/r - - 7 1/e + 3/r 4/r 4/r 2/r - - 8 4/r 4/r 4/r 3/r - - 8 2/e + 2/r 4/r 4/r 3/r - - 9 4/e 4/r 4/r 4/r 2/r - 9 3/e + 1/r 1/e + 3/r 4/r 4/r 2/r - 10 4/e 4/r 4/r 4/r 3/r - 10 4/e 2/e + 2/r 4/r 4/r 3/r - 11 4/e 4/e 4/r 4/r 4/r 2/r 11 4/e 3/e + 1/r 1/e + 3/r 4/r 4/r 2/r 12 4/e 4/e 4/r 4/r 4/r 3/r 12 4/e 4/e 2/e + 2/r 4/r 4/r 3/r The idea would be that just as you are gradually introduced to casting spells of a certain level, the ability to cast spells of that level per-encounter would develop over the course of several levels. In my example I chose to start the transition 6 levels after the ability to cast spells of that level was first acquired, but exactly when it starts is not as important as the gradual nature of the transition. This would introduce an added layer of complexity for spell casters, who would need to be able to understand from the UI how many spells of each level can be cast per-encounter, and whether casting a spell of a certain level is going to count against their per-rest limit. There is a potential for confusion, but I don't think that it is beyond the limits of the UI, and I expect that the average player will be able to come to an understanding of how the system works with a reasonable amount of experience.
  5. If they add the ability to transfer enchantments from an item to another item for the same slot then this won't be an issue.
  6. Sorry about your bad experience, but telling the devs to go shoot themselves is completely disproportional.
  7. "Bland" is a very subjective term. I didn't find the game at all bland; indeed, parts of it were outright shocking. If you find incest, child murder, cannibalism, involuntary mind probing, human sacrifice and soul manipulation to be bland, well, you must lead a very interesting life.
  8. I think it is expected that your saved games will be larger the farther along you are in the story. I have 5 MB saves from Act III.
  9. Unless I'm missing a second inside joke, this should be "Hanover's Fist of Doom":
  10. If it was intended then you would get the same result whether the weapon was placed in the main or the off hand. The only reason for a difference between the two would be if there was a choice or tradeoff being presented to the player, which isn't the case. Placing a single weapon in your main hand is strictly inferior to placing that weapon in your off hand if you every are able to execute a full attack, because there is never any drawback. It's a bug, because either A) it should be considered dual-wielding fist and weapon, and so should not receive the single-wielding accuracy bonus but should attack with fist and weapon alternatively, or B) it should be considered single-wielding the weapon, and so should not display on the character sheet as if you were dual-wielding and also should not trigger an attack with the fist on full attacks. I think A is the better option, since it preserves the ability for a Monk to choose to dual-wield fist and weapon, but either way a fix is called for. It's also an exploit, because you can gain an unintended benefit by making constructive use of the bug.
  11. There are 11 classes and the party can hold a max of 6 characters. No matter how you adjust the classes, they aren't all going to make the cut. "Fighters are better tanks." "Monks are better dps." "Priests are better support." Paladins give you some of all of that, and the ability to somewhat adjust the balance between the three to suit your tastes. If the only measure of the worthiness of a class was whether it was "the best" at one of those three roles then there would only be three classes. One of the reasons for having more classes is that sometimes flexibility is more important than being then best at one thing. If you insist that every character in your party be the absolute best at their role, then of course you are going to gravitate away from Paladins...but adjusting Paladins to try to "fix" that "problem" is pointless. Either Paladins will still be inferior to another choice, in which case you still won't be using them, or they will be superior to another choice, in which case you'll use Paladins but you or someone else will make a thread about how the superseded class is inferior to Paladins.
  12. No. To elaborate, based on what you are saying in your OP, this just isn't the game for you. You're looking for something more along the lines of Diablo, where the combat is in the forefront and the story is an afterthought.
  13. To avoid people getting to the end of the game on easy and then turning on PotD just to get the achievement, I assume.
  14. <nod> I have only Eder tanking, so effectively my PC rogue is having to also off-tank while getting in his dps, which factors in to the choice of Full Plate. Everyone else is ranged and squishy. If I had 2 or 3 other melee characters soaking damage then I might be able to trade in the Plate for something faster.
  15. I don't really like the idea of a "declare combat" button, but it should be possible to cast "combat only" spells while not in combat if doing so would begin combat (for example, if the spell will hit an enemy).
  16. Compared to what it would be if I were unconscious? I think not. He's using a 2-handed sword and hitting for 30-ish damage without sneak attack. I don't mind the wait.
  17. I've got my front-line rogue in full plate...because the different between the recovery penalty for Padded and Full Plate is not sufficient to merit passing up on the extra protection that full plate provides. I'm glad that this game makes a rogue in full plate an option, but I wish that a rogue in padded armor was a competitive option.
  18. Being able to do this would be a nice feature, but not being able to do it is not a bug. It is a limit of the user interface.
  19. Concentration and Interrupt are (currently) based entirely on Resolve and Perception, respectively. That information is displayed on the character sheet. There is a feat that is supposed to increase your chance to interrupt an opponent (Interrupting Blows), but it is currently bugged and so has no effect if you take it. Some spells or abilities have an increased chance to cause an interrupt, but the amount of that increase would not be reflected on the character sheet. (I don't think even the descriptions specify the amount of the increases.) As far as I know, no items increase your chance to interrupt or resist interruption, except by increasing your Perception or Resolve (which is reflected on your character sheet). To check for an interrupt, this comparison is tested: X + (Attacker's Interrupt) + (random 1-100) > 75 + (Defender's Concentration) For a graze, X = -25; for a hit, X = 0; for a crit, X = 25. If the comparison is true then an interrupt occurs.
  20. This is only a serious impediment to gameplay if you insist that all your characters are perfect from the very first time you play. Accept that perfection is impossible, make choices that are interesting to you, play the game, try different things, make mistakes, learn from them, make better choices, and so on. If you calculate the optimum choice for every decision that the game presents to you before you play it then the game will hold no challenge for you and there will be no point to playing it. The journey is more precious than the destination.
  21. It should appear right after you talk to Caldara de Berranzi. I just loaded a save of mine before that conversation and Caed Nua was not on the map. I talked to her, she told me to go to Caed Nua, and after the conversation completed Caed Nua appeared on my map.
  22. Unfortunately, we have to use a file hosting web site to upload saves, and then post a link to that file here.
  23. They only turn hostile if they see you take something you shouldn't take (ie the hand is red when you are over the container). If the hand isn't red, or no one sees you (because they are looking the other way or you are hidden from them) then they won't attack you.
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