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DiabloStorm

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Everything posted by DiabloStorm

  1. I will no longer be purchasing any more games from this company. Rest in peace. Not that it will ever happen, but releasing the source code so that fans that actually care can fix things would be the right thing to do...but of course you wont, because money.
  2. And the sky is blue, why continue to do something without inquiring whether or not someone already has?
  3. Is the game coded not to give more than one of these from the shipwrecks/abandoned villages etc random loot tables? (Because it's "Unique" ?)
  4. Should I even be surprised anymore? Let me guess, someone's gonna come along and say it cast an "AOE" on target, I was within the 'red area' and it hit me too. No, the spell description specifically states it applies the effect to the target you are attacking. "On Target" not 'in an area', not 'on everyone around the target and the target', "ON TARGET" In case I'm wrong: Perhaps be clearer with the descriptions and then it perhaps wouldn't be left to interpretation
  5. Getting tired of having to save scum enchants, testing each weapon one by one, beating on my pet companion with spells/normal attacks in order to figure out what is triggered by spells or not due to the halfassed descriptions. A problem is there could be hidden variables like things only activating in combat, or specifically not triggered by hitting an ally (I recall something being nerfed in this way specifically) and how the hell would anybody know? Obsidian certainly doesnt go out of their way to help players understand anything. More specifically (for now) which of these activate with spells? The Eye of Wael - Obfuscation, Illusive spell, Shrouded Strike Magran's Favor - Enduring Flame (any hope for the others working with spells?) Rannig's Wrath - Flurry does nothing for spells, right? Last Word - Silence in Death, Quieting/Final say? probably not? Grave Calling - any of the effects at all? Won't have to ask about sun and moon, tested it, plus holy crap they actually list "damage from weapon" which makes things a bit clearer to understand. Condolences to the person tasked with writing those 3 words - what a monstrous endeavor that was. Is there some rule of thumb or anything at all to decipher how the hell to trigger things and what they require to do so? Safe bet seems to be a bias towards normal attacks to trigger which is utterly worthless for casters and also not in line at all with the way these things are written
  6. Happened again without the gun btw, enemy was standing in an amphora flame but took no damage from it, i even stood in the flame directly afterward to test and received no damage from it so pretty sure the only thing landing the kill was the bolt.
  7. In theory, should be totally possible as enchants similar to this idea already exist in game https://pillarsofeternity.gamepedia.com/Colossal
  8. Me and (I presume) Phenomenum have been talking with the author of that mod, yes it is a mess to implement, I'm seeing that first-hand now. We are trying to come up with ways to make it work without it being OP and broken. But, with that said, what a modder can do is nice but assuredly it's far from what the actual developers can accomplish. We made progress though, I haven't tested it yet but Flick of the Wrist should be working the same as it had in poe1. Check it out here (once it's been updated that is)
  9. Wanted to update this in case anybody was interested, don't edit line 575, it's line 574 that you want. (As of this post and current patch) You'll have no problems compiling then. Looking ridiculous but working. Or just download the file
  10. Lol, you're focusing on scale breaker only in spite of my original post? Edited my last post for emphasis for someone like you, who seems to be trolling now since you didn't seem to catch what I now put in bold and underlined I'll spell it out for you. No Not only Scale breaker Blooded Hunter, Dungeon Delver, God Boons, Song of the Heavens, The Merciless Hand Crucible of the Soul, Dominion of the Sleepers, Speaker to the Restless, Steps to the Wheel, Sever the Soul, Scale-Breaker Dozens' Luck, Flick of the Wrist etc Also, it's not only these, I haven't seen a ton of very apparent carry-overs from poe1, what you've mentioned is barely anything at all. Dialogue is okay, but seeing familiar characters, items, abilities, actual gameplay is always going to be more substantial I will agree about expectations though, but that's what you get with sequels. POE1 was fresh and new and warranted no additional expectations that a sequel would.
  11. I'm fine with level 1. It's kind of necessary even if hypothetically there happened to be no lore related reason. That's okay with me. Just the unexplained loss of abilities my watcher gained previously is the issue, especially with the bait and switch of the save import asking specific questions and then your answers making no difference at all....or was there dialogue? If so, that's okay but lacklustre and pretty lazy on it's own. Completely lost opportunity to give watcher back the abilities and plenty of people expected to see things like scale-breaker return due to the save import feature. Matter of fact, for accountability's sake, if you dig through the custom history creator, do you encounter ANYTHING at all pertaining to the subjects they question? Legit question. It's not well documented on the web. I know for some things there is reactivity in deadfire, for others it's either not apparent, it's briefly mentioned in dialogue or is unheard of ever again. Closest I've seen to a compiled list is here but it's blank in a ton of areas
  12. man, just constantly assuming bad faith.... I'm open to real reasons. Trust me, I'd love to be wrong.
  13. The save import even takes into account things like scale breaker and whether you learned it or not, what faction you sided with in Defiance Bay yet doesnt seem to give a crap about giving you much back in game but that's really the tip of the iceberg. Is there a reason in the lore why the watcher was stripped of pretty much every single thing? I know you but where is everything else? What is the reason? Obsidian rushed the game and didn't bother to balance for these? aka 'screw lore continuity'? Blooded Hunter, Dungeon Delver, God Boons, Song of the Heavens, The Merciless Hand Crucible of the Soul, Dominion of the Sleepers, Speaker to the Restless, Steps to the Wheel, Sever the Soul, Scale-Breaker Dozens' Luck, Flick of the Wrist These are only what's missing from my watcher, there are more out there. It's not like there weren't opportunities to implement these again...
  14. Yeah, hidden among nonbugs...sounds like a bad idea, especially when you already established that it was expected for them to talk about the fleetmaster when that obviously never happened. It's a bug. You can stop witch-hunting now. it's not a bug. me, earlier: in case you're wondering, people get annoyed at you because you clearly seem to have an extremely bad faith approach to the game. i think your hit rate on actual bugs is less than stellar (though to your credit you do find some interesting bugs or non-obvious interactions) and everything else just seems to be mini-rants on soapboxes. Oh well. Also, your explanation is really stretching things and requires a lot of interpretation of what they could be implying, you also didn't say much as to why my dialogue options start talking about killing out of nowhere. It was very obviously poorly written or it clearly skipped over part of the dialogue which makes it an issue, so I submitted it as one.
  15. Yeah, hidden among nonbugs...sounds like a bad idea, especially when you already established that it was expected for them to talk about the fleetmaster when that obviously never happened. It's a bug. You can stop witch-hunting now.
  16. You seem to have some strange vendetta against this game. No I obviously don't think you're making stuff up, I thought you might of just missed the dialogue. This is clearly not a bug and doesn't belong on this board. So where exactly does dialogue lacking context, sense or anything else belong then, hmm?
  17. could you do this drag and drop in combat? because that would affect game balance. if you could use any arbitrary consumable from your inventory, that is much more powerful than only being allowed to use 4-6 consumables. quickslots are a constraint. In BG/BG2, quickslots were a convenience (moreso in traditional BG where opening the inventory didn't pause the game), since the only reason you would need to put an item in a quickslot was if it was not a self-buff (e.g. targeted or a summoning item). Yea but BG didn't have items that lasted for that long. It also didn't have scripted interactions that could be affected by potions or drugs. I think PoE has far too many consumables and most of them stack now in PoEII, makes my character end game with 30 in every stat kinda lame. this leads to a major gripe of mine. deadfire has all these consumables that increase your skills, but you can't actually use these items in world-map or scripted encounters (unless you access them directly from a local map). they are pretty much pointless even if you would have had the metagame knowledge to know when to use them. (also, most local map skill checks are either so low that you don't need to bother, so inconsequential that you don't need to bother [just a bit of extra flavor text in dialogue], or are so high that you should have already been investing them dedicatedly. fallout 1/2/new vegas with their numerous and varied hard checks this is not) i'm constantly limited by what consumables to bring in. it's having maximum freedom. never have to make decisions. if unfettered by combat usage, it's powerful. oh? a xaurip skirmisher coming my way? i didn't need to put antidote in my quickslot, i can just it straight from stash. pull up some potions of might resistance if needed, or intellect resistance against fampyrs. tank being hit too hard, drink potion of spirt shield. ooop, i blew through my stack of 5 potions of minor healing? no problem, i still have lots more in my stash. quickslots force you to make decision pre-combat and punish you for making the wrong decisions. outside of combat, being limited to one drug and a handful of other potions (antidotes, luminous adra) basically means drag and drop doesn't serve as much utility as in poe1. I could hop in POE1 to put this to rest but I don't remember ever using or being able to use items inside of the inventory whilst already in combat.
  18. As stated, I did this encounter multiple times, besides the 10% corrode lash (which happened every time) what other corrode damage are you referring to? Why would lash have anything to do with it? if the enemy has 180 health and you hit them for 179 + 18 damage, the corrode lash is what kills them. if in another attempt, you hit them for 181 + 18 damage, the killing bolt is what kills them. the lash is considered a separate attack in some respects (separate PEN check, separate damage modifiers), even though it "rides along" with a base attack. so what i'm suggesting is that maybe you have to kill with the killing bolt itself, and not any add-on lash. edit - easiest way to verify would be if there was a console command that let you dump enemy health information Interesting... but then the lash counts as an empowered ability? The gun still tallied the kill, remember.
  19. As stated, I did this encounter multiple times, besides the 10% corrode lash (which happened every time) what other corrode damage are you referring to? Why would lash have anything to do with it?
  20. Every other island isn't structured like this, things are either visibly behind another encounter and blocked off by visible mountains or other environment or not blocked off at all. This island was wide open. I'll continue griping.
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