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knownastherat

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Everything posted by knownastherat

  1. Nah, you get the second one - hello, Invisibility/Withdraw - goodbye. Just tried it so I dont talk theory.
  2. Opening the side chamber will break stealth and make you fight the giant worm, just to note. Actually if u are quick enough u can re-stealth before u get locked into combat and ur safe =) (risky on a TCS run tho unless u have invis or withdrawal) TCS without Invisibility/Withdraw is added difficulty, right? edit: https://forums.obsidian.net/topic/99417-rogue-cheesing-speedrun-on-potd-with-beraths-blessings-in-2625/
  3. Opening the side chamber will break stealth and make you fight the giant worm, just to note. Nah, it takes out of stealth but does not start combat and even if, you run away, its not like the boss can follow.
  4. I have to choose to be constructive and positive, else .. Cornett's Call can be done without fighting, say hello - check the mosaic, say good bye - stealth/withdraw/invisibility,
  5. Alternatively we all could choose to quit derailing the topic by creating posts where we try to figure out why someone has personal taste if we all wished. Its a crazy idea, but it just might work. It is indeed a crazy idea. About as crazy as the idea that players can choose not to use mechanics and items which they feel are too powerful and can balance their own gameplay according to their liking regardless of the existence of such mechanics in the game. Just crazy. While I understand and agree with the notion that arguments should generally focus on claims rather than motivations behind them, sometimes I find uncovering motivations useful and even necessary to properly assess the validity of an argument. For example, if someone claims that PotD is too easy because certain mechanic is too powerful, proposes changes to such mechanic, states that the reason for such proposal is a desire for a challenge, and presents a build using this too powerful mechanics, then it is in my opinion correct to speculate that increased challenge is perhaps not primary motivator because if it was, there are means present in the game to make it more challenging without making changes to the said too powerful mechanic. In similar fashion, if someone who tries to argue that "making gear part of builds adds to replay value", which sounds like a rational and reasonable argument, completely disregards the replay value provided by 10 classes which can be multi-classed to 9 other classes, with 5 subclasses for each class on top of it, it seems correct to me to speculate that "replay value" is not primary motivation as claimed, but something else, something else which is not rational at all - personal liking. We are not in control of our neurons firing. If we were, we could indeed focus solely on the rationality of claims presented and evaluate their validity upon such rationalization.
  6. Well, I guess you could ask moderator but consider that you will spend a couple of minutes fill your request and then s/he will spend a couple of minutes to fulfill it. And what for?
  7. I guess we should ask for a split of this derail but I am not sure its worth the time and energy. I don't need to rationalize my opinion. I told you it's only my opinion - like I told you that your "stupid" statement is exactly the same: only your opinion. And that including items for certain builds is not stupid (in general) because it adds replay value for me. Then I merely gave examples why I think it adds replay value because you asked for them. Then you tried to invalidate those examples that show why I like those items with some talk about marketing and whatever - stuff that in no way connects with my reasons to like it. It's like: Marty McRant: "Gnah! Fruits taste so bad! I hate fruit and it is bad and evil!" Peter O'Reason: "I don't think fruit in general tastes bad. I like several types of fruit." Marty McRant: "Well name some!" Peter O'Reason: "Apples, oranges and bananas." Marty McRant: "But you only like those because you ate them your whole life and got used to it!" Peter O'Reason: "I don't care why I like those - I like them, I think they taste great". Marty McRant: "Bah - don't try to rationalize your opinion! Fruits taste bad because only a fraction of people like fruits!" Yeah, ok. If you want to go on with that then be my guest. It's just so that I have to leave now because I have to make some builds around items and have fun while I'm doing it. See you! So this Marty McRant is Archaven, right? Who started to rant how brilliant and awesome making gear as part of builds is. The only mystery remains who the Peter O'Reason is then. Cant be you because your only "reason", beyond "it adds to replay value" which I refuted by noting that such value is fractional to value offered by classes and multi-classes already, is: "I like it". Of course, you do not need to rationalize your opinion, your "I like", but you've been trying to do that nevertheless.
  8. I know what you said. You were replying to my post without considering the context. I did not say it was stupid out of the blue. My reaction was, obviously, to the post claiming it was awesome and brilliant. You did not care to point out that it's not awesome and brilliant because that is matter of opinion, but you cared to point out it's not stupid because its matter of opinion. You can keep repeating it adds replay value but the fact remains that its fractional replay value in comparisons, in context, of multi-class combinations. Instead of trying to rationalize your opinion, it's enough to say .. well, I like it .. because the rationalization stated is not very good one.
  9. If it's not stupid, because what is and whatnot is matter of opinion, then it cannot be awesome or brilliant either for the same reason.
  10. Disregarding that the examples you provided are let's say funny. If the game is designed around gear, unlike characters and how they are played, then character building and playing are trivialized to gear hunting. This is especially true when paired with Deadfire PEN mechanic. Sure, gear hunting is/can be fun and is part of the game, but there is much more replay value in multi-classing alone than there is in making gear part of builds as you claimed. That you found something, and that something made you to play the game again, is clearly an incentive - a thing that motivates or encourages someone to do something -, which indeed can translate to replay value. However, and yet again, the sheer number of classes and multi-classes offer so much replay value that only faction will be able to experience it. In this sense, this super powerful and/or cool gear is nothing but a marketing move simply because what they add to replay value is insignificant to what classes and multi-classes add. Maybe, if Wizard based on Illusions would actually have cool and powerful abilities, outside of Terrify, people would want to try it for another replay without the Mask. As of now .. Oh cool mask, gonna try another replay! .. after 20 hours .. oh wait, these extra PL do **** because Illusionist sucks. Replay value of 20 wasted hours.
  11. So by replay value, you mean incentive? I can understand that, marketing.
  12. How does it add to replay value? A practical example would be nice. With multi-classing, there is so much replay value that only a fraction of players will take advantage of such value. Doing anything for a fraction of players is stupid irrational. edit: as of now PEN works like this: get a weapon with as much PEN as soon as possible (or armor with rating as high as possible), because else some encounters will not be possible or at least a chore independent of "build" or "skill", and be done with it for the rest of the game. wtf? and if you are a caster, too bad, you have to wait till your PEN levels up .. lol ... or grab a weapon, right?
  13. How is making gear as part of builds awesome? It's just stupid. The concept of PEN in Deadfire is stupid.
  14. Yes, yes I do. I've been on Port Maje so many times I know all the dialogue by heart. I like to remix it by skipping through conversations at different points. I don't think I ever asked, since I think I sought you out for Barbarian/Rogue advice. Do you use Streetfighter or Assassin as your Rogue multiclass? Streetfighter but as I said before, my playstyle is probably not relevant to what you want to achieve. Streetfighter synergizes with Berserker and Human when Bloodied. If you wanted to take advantage of huge bonus that comes from attacking from stealth Assasin is better, though more fragile. If you will have decent CON 15+ as soon as you level up a bit you will have huge HP pool, good gear and with party support, the issues you are concerned with now will probably go away. Just leave the starting island, do not kill stuff there if it's too hard and you will get strong enough soon enough.
  15. Alright, this is all really good advice. I think I honestly just need to get past the tutorial island on PotD or Veteran before I can really start making this work. And, as I said, I was having my Marauder try to tank instead of building Eder as a tank. I think that has a lot to do with it. I also think you need to leave the starting island, already
  16. If your Mara is dying you do not want to drop Thick Skin, you want to have as much armor as possible. Instead of explosives*, your Mara is melee beast, consider Alchemy and be on White Leaf for continuous heal, and while this could be counter-productive to staying Bloodied I guess it should not since you are dying. Have Tekehu cast Moonwell, Nature's Balm, Woodskin, etc., get high Athletics and belt granting second Second Wind and CON bonus if high Might, drop Might for higher CON, have Xoti cast Withdraw when in danger, get Savage Defiance etc etc, there are many ways to make it work. Adept Evasion is good on high Reflex builds, so if you really want it, lower MIG and increase DEX. Personally, I'd take either Crippling Strike or Blinding Strike and use the extra points on passives to increase survivability or even Shadowing Beyond/Smoke Veil as panic buttons. Mara will do a good job just being on Frenzy auto-attacking, with Barbaric Smash as Full Attack at no cost being cherry on the cake. *edit: oh you dont plan, I've read it wrong
  17. Indeed, IF .. for Trial of Iron as Fighter to have some mean to reset/escape seems sensible anyway. edit: it's too bad there is no dispell, especially since there are effects lasting till the end of a fight. Perhaps it is a conscious and premeditated decision not to have dispell but seeing how "till end of fight" works I do not think it's beneficial from player point of view and enemy point of view alike.
  18. Hmm. Honestly, just for the sake of my own experience, I think I'm just going to stick with Veteran. Edit: I guess I mostly feel a little intimidated because of all of these people who obviously have a ton of experience with the Infinity Engine who are clearing all of this content, and I can't. I think I can understand that, I cant beat Dark Souls, for example, Well, I think you can clear it because Deadfire is not hand-eye coordination and reflex dependent, we can think of a plan, prepare, pause and even reload. Question is if PotD gameplay is something you find enjoyable.
  19. Marauder (Berserker/Streetfighter) See, I'm in the middle as far as that goes. I /hate/ encounters where I'm just called upon to select my party, click on the enemy, and watch people auto-attack each other to death. I like using chokepoints, gunpowder barrels, and other things to really make each encounter feel different. That's why, even though it kicks my butt most of the time, I love the ship combat - because the enemy can easily flank you if you're not careful, and different ship types present different challenges. I want to feel compelled to use consumables to give myself an edge against powerful foes. But then I get murdered by two or three boars because I didn't make proper use of kiting and mob splitting to drag them into smaller, more manageable clumps. And, I don't know. I guess /that's/ where I draw the line. Using corridors and doorways to make it so that enemies can only attack my melee characters? That's fine. Was having a similar conversation here: https://forums.obsidian.net/topic/101501-beta-patch-11-important-changes/?p=2047161 Also was frustrated at first when I died several times because prior to 1.1 the encounter was a walk, but once I realized I need to reevaluate my approach and looked into my backpack, it became consistently doable.
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