
manageri
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Everything posted by manageri
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When trying to queue instant cast abilities with other abilities, the character tends to just break and do nothing. For example, if you pause the game then queue the instant fighter defenses bonus thing on Eder, then queue a knockdown, he will end up just standing there doing nothing when you unpause. Another queue related bug: If you queue two (non-instant) abilities and then queue an attack order, the character will execute the first ability, then start attacking, even though attacking was queued as the third order and therefore the char should now be casting the second ability you queued instead. And for ****s sake what is up with potions? They've been broken like this since release and I can't believe it's not fixed yet. You have to know what the deal is. More often than not, when trying to get someone to drink a potion, the animation will play, but nothing happens, forcing you to redo the whole damn thing and pray it will actually work this time.
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The supplies mechanic is bad
manageri replied to Arnegar's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
We can only hope they wake up and remove this resting crap from the sequel. We can hope they only added resting because that was present in IE games and they felt compelled to keep it to keep this a spiritual successor as promised. If they actually think this **** does anything other than turn EVERY encounter (apart from the few boss fights) into boring mush that you know you can plow through effortlessly by emptying your spell stores, I can only face palm. Punishing the player by making them stare at loading screens if they don't play exactly the "right" way has **** all to do with balance, ugh. -
That's all I want, a hotkey that opens up everything the character can do: All spells, all consumables, EVERYTHING possible appearing on screen so I don't have to hover the cursor over 500 different UI elements to see the possibilities. Obsidian already did this with NWN2 with tons of hotbars and the quickcast menu showing all spells, why the hell isn't the same thing supported in Pillars?
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I'm doing a new playthrough now with WM, I haven't tocuhed either part of the expansion yet. I know there are 2 new companions and I want them both in the party. Ideally I'd like to play through the main game again and then do WM, but I want the new companions along for the whole ride. Questions: - Where exactly do I get them both, are they available very early in the expansion (starting town or whatever)? - Can I just go get them and return to the base game areas? - I know there's some kind of scaling thing in the expansion so you can do it at different levels. If I simply go grab the companions at a low level, will that force me to set the whole expansion to a low level, or can I get the companions, finish base game, then come back and scale WM to the proper level?
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I have, for example, bound my wizard's arcane assault to F2. If I use the keyboard button to cast the ability, everything works fine. However, when I use it from the hotbar (like one would if it wasn't bound to a hotkey at all), the hotkey becomes unbound. This is also happening with Durance's interdiction, but not when used with actual spells.
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The Chanter....huh?
manageri replied to qwert_44643's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Chanter feels to me like the focused spellbind user class, since they have nothing better to do most of the time. Also lore, as mentioned already. -
Potions cause inactivity(bug?)
manageri replied to Syrieal's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Similar stuff happens to me. Not sure if it has to do with interruptions, but it doesn't seem to behave similarly, which would be simply attempting to reuse the potion when interrupted, so it certainly seems more like a bug. If the game wasn't so easy, and therefore consumables so pointless (which is probably why you haven't been able to find similar threads), this would probably piss me off a lot more, so I can certainly see why you'd be less than impressed when trying solo. -
Yeah, they should really just add the companions to Dyrwood. The annoying thing about companions is that even if you want to use them instead of custom ones, many are only obtainable after hours of (non-rushed) play. Like ok, according to the plot Hiravias is just wandering randomly, so why the hell couldn't you just have him randomly wander around Gilded Vale? Same thing with GM.
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POE Modding sites.....
manageri replied to qwert_44643's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
To expand on what Luckman said, mods aren't flying out of the interweb's collective arse because the game is just simple remarkably unfriendly to mods, and that's never going to change unless/until tons of people spend a ****load of money buying the stupid ****ing unity and whatever other ****ing third party program licences necessary to mod it. Hint: that'll be never. -
Reloading after combat
manageri replied to Killabkilled's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I thought they fixed this in a patch, or at least tried to? -
Why is this game so hard?
manageri replied to Devious13's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
You can see attack rolls by hovering your mouse over the corresponding text in the combat log. For AoE spells, which simply say "6 targets hit" you can get a detailed breakdown of who was hit for how much damage etc by clicking on the spell. Wizards are more effective as a debuffer than a good old fireball tosser. There are great CC spells at low levels already, like Chill Fog. Basically just try out all the spells that do something other/more than damage and you'll find plenty of good stuff. Another important part of combat that isn't immediately obvious is debuffing enemy defenses. For example, blinding an enemy reduces both deflection and reflex, which makes them take a lot more weapon damage, and makes them more vulnerable to those fireballs etc. Also, unlike D&D, EVERYTHING uses an attack roll so buffing your accuracy is extremely helpful even on the casters. -
When Does "Low Endurance" Begin?
manageri replied to View619's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Indeed, there's still no way to know something as basic as friggin attack speed. At least D&D games were always clear with the rules, which is funny because getting to make a new system designed from the get go for CRPGs was supposed to make everything better. -
Or you can never pick up any loot at all, or you can play without a monitor, or you can never level up, etc. All these options are exactly as irrelevant to any balance discussion because nothing forces you to use them, just like nothing prevents you from resting after every fight (or more to the point, before every remotely difficult fight). Therefore, for the sake of balance, the only reasonable assumption is that everyone is at full strength in every fight, because, surprise of surprises, that is exactly the case any time that you have a difficult fight ahead - the first thing you do is rest up, or, more importantly, you at least CAN. The fact it's inconvenient to run back to town for more supplies if you overdo it is not relevant to balance at all. The only way a rest system can possibly work is if the devs have the balls to actually restrict it in some real way instead of going "trolololo stare at some loading screens you naughty boy, you rested too much", which has to be the most idiotic way to try to "balance" anything ever conceived. "Hey let's totally allow the player to do this, and let's make it the strategically superior choise, but let's make it turn the game into total ass!". ****ing brilliant. But hey, why balance anything or design the game intelligently when you can apparently just call anyone doing something smart a "cheeser" and win.
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You can thank the rest system. Never running out of spells = balanced to be worse than per rest casters at full strength, so you're better when they're out of spells, thus balancing out. Sounds great on paper, right? Except of course for the fact that you can rest whenever you want, and therefore you will always have your per rest casters at full strength in any fight that you actually stand a chance of losing. Also, as you noted, the whole dealing weapon damage to gain focus system does mean the extra deflection on PotD causes extra suckage for cipher. Wizard or druid is simply a better offensive caster.
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Well I suppose it's possible they (intentionally or otherwise) changed SOMETHING about auto-attacking, like the range, so perhaps that's what he means, or whatever. To be precise though it is 100% absolutely still the case that after the old target dies, melee units will move to a new target on their own, often with disastrous results, like moving into an AoE spell you carefully positioned to be right next to your tank to maximize enemies affected. That pisses me off immensely when using a wizard. This is one the biggest enjoyment killers in the game for me so I really hope they fix it.
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The AoE blind spells are very good for debuffing both the enemy deflection and accuracy, thus boosting both your dps and survivability. For your party in particular they should be great for allowing sneak attacks as well as boosting carnage.
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