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peddroelm

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Everything posted by peddroelm

  1. Didn't your momma teach you is not nice to kick a man when he's down ? Obey the basic rules of gentlemanly courteous combat and you shouldn't have any more such troubles ..
  2. Barb (PC) .. Rogue is close .. I've messed up the monk build due to my inexperience so she's a bit behind the other two ..There is still time to take some corrective action as she is still only lvl 3 ..
  3. Some background " I'm playing a melee heavy party trough the hardest difficulty as my fist playtrough .. 3 weapon and shield defensive line / tanks ( fighter/paladin/chanter ) 3 damage dealers (pike barb to poke enemies from behind defensive line, dual wield rogue and fist monk for starting flanking opperations ) .. Currenly party is level 3 with level 4 barb protagonist.. It can be incredibly fun or incredibly frustrating when chracters break formation - start doing stooopid things WITHOUT ORDERS .. Combat interface needs some working (see above post) to be able to properly control melee heavy party .." ----------- Since I can lo longer edit my fist post (forum setting that also needs fixing ) -autopause when target broke engagement (ran away and survived the free attack of oportunity). FOR THE LOVE OF GOD don't collapse the defensive line giving chase !!!! UNLESS SPECIFICALLY ORDERED TO DO SO ..
  4. I'm playing a melee heavy party trough the hardest difficulty as my fist playtrough .. 3 weapon and shield defensive line / tanks ( fighter/paladin/chanter ) 3 damage dealers (pike barb to poke enemies from behind defensive line, 2 wield rogue and fist monk for starting flanking opperations ) .. Currenly party is level 3 with level 4 barb protagonist.. It can be incredibly fun or incredibly frustrating when characters break formation and start doing stooopid things WITHOUT ORDERS .. Combat interface needs some working (http://forums.obsidian.net/topic/76286-disable-auto-attackengage-option-not-working/) to be able to properly control melee heavy party ..
  5. check this thread http://forums.obsidian.net/topic/76286-disable-auto-attackengage-option-not-working/
  6. There should be an option to turn off party combat AI completely.. NO AUTO attack , no auto engage - it causes enormous amounts of gratuitous grief .. (with the minor exception of keeping to attack engaged target until new PLAYER orders, or target destroyed) There should be a new auto-pause event - CHARACTER IDLE - AWAITING Player orders - that should trigger after: - move commands ( that should be executed TO COMPLETION - not randomly canceled because the char decided to stop along the way and engage some hostile (incredibly dumb/annoying) if said hostile is one of your own units temporary under enemy control) . Auto engage friendly (enemy controlled) unit and promptly destroy it with disengagement attack when it moves away - this is horrendously broken. Player should have total control on attacking friendly units under temporary enemy control .. If I ordered my char to move out of enemy engagement - means I'm ready and willing to pay the (disengagement attack) cost.. -target destroyed -spell // ability cast -unit active/controllable again (after negative effects (confusion/prone/etc..) expire ) -... This would allow for smooth flanking orders/control (your units no longer auto sticking to the first hostile unit along the path FOR NO REASON), and zero wasted combat rounds because its hard to tell what each of your characters is doing ( SLEEPING IN HIS/HER BOOTS) sometimes under multiple AOE spell effects and ability to avoid damaging mind controlled friendly units (if mind controlled unit engages one of your units - that is a different case - my problem is with the units SUPPOSEDLY under my control auto engaging friendly units and killing them for no reason).. This auto-governing Random player order canceling is got to stop !! Give me(PLAYER) full control over my(his) characters while they are supposedly under my control (not confused/disabled/dominated etc .. ) Will need to add option to order each char to stand ground (when you want to hold defensive position without giving other orders) .. And yes 5+ units friendly ganging up on an enemy will need 5+ individual orders after said enemy hopefully expires ( Autopause - unit 1,2,3,4,5,6.. needs new orders - potentially tedious but small price to pay in order to mainain full control and prevent own units from taking FAR-from optimal combat actions)
  7. I'm thinking using "draining" (vampiric) weapons on a DPS monk could work too ..
  8. Resolve gets used on some dialog/out of combat checks ... Also helps a bit not getting interrupted when getting hit and wasting eternities trying to wind up that huge 2 hander only to get hit and interrupted again .. of topic I like pikes on my barbarian too - but that +6 accuracy from weapon focus traits helps each and every carnage roll (not to speak of the main attack which if it misses - no carnage whatsoever) .. Penalty of anything in offhand is -12 accuracy .. Penalty of carnage extra -10 accuracy.. Very early game much better to just use single 1h weapon IMHO.. Plus carnage attacks can also crit - the more accuracy - better the chance to get carnage crits .. Stack accuracy without mercy .. Flank/blind/cc (lower targets deflection) FTW .. Extended reach weapon (ex pike) can be great in tight quarters in a melee heavy party, and even on open terrain to keep the glass cannon barb safe from melee behind your tank line ..
  9. time to edit expired .. Just like chanter displays chant area of effect when hovering over the chant modal button ..
  10. Simply qol fix .. Display range of paladin auras by hovering over their modal activation button. (direct illustration of INT influence and/or bugs - but also clear indicator for battle formations) While you're at it - add a similar button to barbarians for carnage .. Display carnage area while hovering over said button ..
  11. the DR bypass of the weapon applies to carnage rolls aswell (checked combat log with Mace)
  12. Description says it would pause in case 1 of your party members can barely scratch the enemy target due to targeted enemy high DR .. Critical to do something about it most of the times (change target/weapon/action ) .. Why would I care (to pause) when enemies can barely scratch my party due to my characters high DR ? Everything is going according to plan - no need for warning/corrective action .. If you set your tank properly and position him/her properly game will needlessly auto-pause for most enemy attacks vs your tank .. ( /s poor enemies cannot penetrate my armor - what could I to to help them ? Perhaps remove my armor ? ..s/)
  13. Character Screen doesn't list temporary Accuracy bonus from resting in active effects .. Are there any other temporary bonuses provided by resting, besides the accuracy bonus ? They should be listed as active effects with remaining duration indicator ..
  14. Add some basic cheap rings at some starting vendor that reduce Maximum weapon damage by -6 (should be enough for all basic weapons) .. Dual wielding this item should cover even Archebuses (wide damage range).. Since they would lower weapon damage - no one would use them in regular play-trough - but they would be invaluable for testing damage mechanics (and for weapon damage related bug hunting) by removing RNG from the damage (not to hit) rolls .. Making weapons inflict constant damage as long as other factors don't change .. For example: Battle Axe damage range would go from 11-16 to 10-10 with such ring equipped .. 2h melee weapons from 14-20 to 14-14 . Archebuse from 24-36 to 24-24 .. and so forth.. I can see a lot of work went into that combat log - shame to stop 1 tiny step from the whole solution ..
  15. no idea about the range ( not sure how they could show it - maybe add a cleave action button (like the one for activated/modal abilities) that would display cleave range when hovered over) as to the damage mechanics - what is obvious from the combat log each cleave in range makes a separate toHit roll vs each target with -10 accuracy penalty .. The damage inflicted probably has a set % damage modifier (damage reduction).. Each cleave must fend against the full DR of the target ( not sure how DR ignoring bonuses from weapons (didn't get to test it yet), I'm assuming it would transfer to cleave attacks as well ).. Because each cleave rolls separately from the main attack - some cleaves do end up doing more damage than the main attack ( main attack grazes - cleave hits (can cleave attacks crit ?) ) .. Another (obvious) thing to keep in mind - if the main attack misses - no cleave attacks process - so when given the option aim for the easiest to hit target (deflection wise ) .. Does weapon range affect cleave area of effect ? ( think pikes & quarterstaffs)
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