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Daemonjax

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Everything posted by Daemonjax

  1. 10x better than the one we got. Thanks.
  2. That's not a poleaxe then. They were no larger than two handers, but they had a pointy end as well, making them ideal in ground man to man heavy armoured combat. Just think of them as swiss army knife designed for opening some tricky cans. Ideally they'd have pierce/slash/crush. But that would take away the usefulness of estoc. So it is definitely was a balancing decision. But when you look at it from that angle, you quickly notice that balancing wasn't well thought out from the onset. Whole grouped weapons design makes little sense. I see that they wanted to make more weapons available per specialization, but much better solution would be in giving free selection to player in deciding individual weapons. Same as in d&d, just give bigger selection of proficiencies. Pole axe is a polearm, which all have reach in D&D. This may not be D&D (but, really, it is).
  3. Mods for that should be possible, just not made yet.
  4. I agree as well. I'd like the fog of war effect removed from areas already explored. Let monsters stay hidden if they're in that area for some reason, of course.
  5. Well, here's an autohotkey script that makes it work well enough using double-click to run (a la Fallout 2): #NoEnv ; Recommended for performance and compatibility with future AutoHotkey releases. SendMode Input ; Recommended for new scripts due to its superior speed and reliability. SetWorkingDir %A_ScriptDir% ; Ensures a consistent starting directory. isRunning = 0 walkToggleKey := "[" #IfWinActive Pillars of Eternity ahk_class UnityWndClass ~LButton:: { if ((A_TimeSincePriorHotkey < 180) && (A_TimeSincePriorHotkey > 0)) { Send {%walkToggleKey%} isRunning = 1 Return } if (isRunning == 1) { Send {%walkToggleKey%} isRunning = 0 } Return } http://www.autohotkey.com/ ... change walkToggleKey to whatever, and turn on walk mode manually just once (otherwise, it'll do the exact opposite -- walk on double-click). It would work slightly better if two more hotkeys existed: WalkMode: On, and a Walk Mode: Off ... but this really does work well enough for me, so I'm happy -- and I could always improve it slightly by using a screen tap if I feel the need. Any chance of adding the option to disable the combat log text upon toggling?
  6. I really just want to developers to continue on their path and stay true to their vision.
  7. Good idea. I'll see if that's possible. It would be easier than figuring out how to add a walk/run toggle button So I tried out v4.10, and the toggle key works as advertised. It's usable in its current state, so that's cool. If running on double-click isn't possible, would it be possible to have it walk based on distance? Like.... 10 meters or so? Or maybe just walk when you click on an interative object (pick up loot, activate switch, talk to someone, etc)? I was thinking I could implement a run on doubleclick via an autohotkey script... I'll post what I come up with.
  8. I just disable all those auto-pause options except for when enemy spotted.
  9. It would be cool if monks could start encounters with some wounds, kinda like how to cipher starts with some focus. It could be based on a % of Health lost (not Endurance, that could work the same way it works currently). So, the monk would get stronger as the day wears on... battle after battle... gets stronger as long as the party does not rest.
  10. +50% XP requirements would be: EE 02 00 00 and is what I use personally.
  11. Cone of Cold, a 5th level spell, is considered by many the benchmark in D&D for damage spells. It did 1d4 + 1 per level (so 3.5 average damage per level, which is same as 1d6) with a save for half damage. It scaled infinitely, and was AOE. Every other damage spell was measured against that yardstick. What would you consider to be the equivalent of Cone of Cold (as in the spell by which to measure all other spells) in this game?
  12. I'd like a mod that changes the pole axe to just slash with increased range because then it would get some use. There would then be a reach weapon for each damage type.
  13. They went to the trouble of renaming strength to might. I was surprised it never dawned on them to rename intelligence to intuition (for example) It would help considerably with people who are a little peeved (myself included) with genius barbarians. Good idea. Pretty sure we can rename Intelligence to Intuition ourselves by modding the string file. EDIT: Yeah, just edit ...\Pillars of Eternity\PillarsOfEternity_Data\data\localized\en\text\game\gui.stringtable ... in notepad.
  14. What's OP about it is that it steps all over the rogue class which is supposed to be best at single target dps. With how OSA currently works, the barb is best at single target and AOE dps. The fact that cipher is better at being a rogue than the rogue is a separate issue.
  15. I guess the best rts game I played that's semi-recent is dawn of war (referring to the original, but DOW 2 was pretty OK). But, yeah, I think tactical games are best played in turns.
  16. So, when you make a new thread and need to update the original post with new information, it's cool with you that's you CAN'T?
  17. What would you choose besides defender? It's one of the best fighter abilities. The only thing I would change would be to give him ruffian for free at level 1 instead of 3.
  18. I'm not going to write an essay why I think this needs to be changed, because if you've ever made your own thread I think it's pretty self-explanatory.
  19. That's the problem. The rogue that you've stealthed behind the group gets thrown out of stealth when your tank gets spotted. You're right that the entire party going into stealth at the click of a single button isn't a problem, though. People seem to confuse the two things, though (I'm not saying you did).
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