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Everything posted by DiabloStorm
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Lol...the video I had linked actually refutes a lot of what you said...I actually broke the quest in that video in a few ways. Snuck past using distractions (and other legitimate methods i wont disclose) then used lures (spells in this case) to lure an entire group near explosives, killed all but the quest NPC and one of his lackeys with powder kegs (which the developers didn't anticipate the quest NPC surviving) while losing no reputation, then I exited the map and further quest related dialogue assumed I killed the person I left behind (which would make no sense, thus, an outcome the developers didn't prepare for) At least the example you gave about the cultists gave me a chuckle.
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I don't need an explanation why you add sarcastic and petty comments about Deadfire to all your recent posts. I just want you to stop it. It's totally fine with me to point out bugs and show/discuss about flaws and what could have been better. There are def. still a lot of things that can be improved. But those 5-year-old-is-frustrated-because-mommy-bought-him-a-cherry-popsickle-instead-of-a-strawberry-one vibes won't really help to sell the point. Perhaps, but I think valid points are going to remain valid no matter what.
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The problem is yes, they arent *distracted* (in the way im describing above) for the listed duration and I am disappointed they return to their original positions after like 2.5 seconds. It's an expendable item and going through a lot of hoops I can manage without (Inb4 obsidian watches my tactics some more and nerfs accordingly), but, no, ANY AOE spell that doesnt require a target gets this for free. The "distracted" debuff and in such a tiny aoe from the spark crackers hardly makes it worth using in it's current form. Also, no, I obviously am not throwing it directly on top of an enemy.
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So, continuing my solo run, and choosing not to talk to Pallegina at all due to her buggy save import induced dialogue, I leave her in Queen's Berth and return to Delver's Row. Upon returning, I see the dead godlike all of a sudden, inspect him and talk to the Thug on the bridge...but then I get this... Wtf?
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I like that you can cast spells, blow things up or whatever to divert the attention of people while you're in stealth. This is why I wish Spark Crackers would actually "Distract" the target for the duration they say. As in...give it an additional effect from stealth if you throw it near someone, they will go over and stand by it for the entire duration. This would allow you to move around in stealth to pass by freely, or put enemies near destructibles. Seriously, just another disappointment at such a lost opportunity here.
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Is it supposed to cast inspirations on the ENEMY? If so, I wish the description would be a bit more clear. When it says "Character" I don't immediately imagine what is being referred to could be an NPC or Enemy. Unless this is a bug, how about you write it this way: While in combat, Nebula will periodically grant any one character (friend or foe) an Inspiration. While you are Near Death and being attacked, Nebula also has a small chance to cast Withdraw or Recall Agony on you. Golly, that sure was hard.
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"CannotUnequip": "false", I wish I knew how to mod this game, I'd like to make an editable grimoire that cannot be unequipped (for...balance...I guess? Or anybody complaining that you get all these spells as a wizard because you can just swap grimoires) I think the current system is ridiculous, impedes player choice and allowing us to simply edit which spells we want in our grimoire once, and giving up the ability to swap grimoires for this would not break the game or give wizards an unfair advantage.
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Okay, I'll offer you an explanation. To me, the first game in any series sets the standard, short of PIRATING the game (was there any demo offered on Steam? Nope.) I have to buy-in to experience anything. Yes, steam has a refund policy, but that goes out the window within 2 hours I believe. I probably spent that time in character creation preparing my solo run due to the game changes alone, nothing out of the ordinary. I notice things big and small compared to the first game, and I will always compare to the first game as this is now a series and series builds off of the first. From the overuse of the same dialogue portaits for minor npcs to the dialogue where I'm thrust into a conversation with no context and the only responses I get to choose from are ones where it's assumed I have any idea what's going on. (example: Emeini and the red hot cannonball punishment. Was there supposed to be a cutscene where this happened? I didn't see it, I had to google wtf she was talking about to have any idea, there wasn't an INKLING of a clue as to what she was on about) Holes in the lore, holes in consistency, arbitrary gameplay changes for reasons I wish I knew, it's as though they took everything I used in my POE1 playthrough and weakened it. I want to like this game and generally I do but I'd like it a whole lot more if I didn't have to constantly fill in their holes with google searches. Seriously, every time I play it's a google search for dialogue that made no sense, google search for game mechanics that are unexplained within the game itself (just yesterday, Spell shaping; how does it work? what effect does it have? Oh, it augments power level, okay, what effect does power level have on each spell? Damage? Penetration? New effect? Specifically WHAT? NONE of this information is in-game. Honestly how am I to make an informed decision about my character's progression?) Maybe you're thinking to yourself, hey a lot of what he's complaining about is nit-picky, the developers clearly didn't do that for that one thing because it's not worth the time. Even when those little things break immersion, that, my friend is the degradation of game quality, if the excuse is just then "Ah, screw it, not that important." I also see the AGE of a lot of these bugs dating back to MAY and they are still unresolved, so yeah, there are plenty of things that make it difficult to be content with this time. Especially when I lot of what I see is due to sloppy workmanship and apparent rushing. Silly things that could and should have been fixed by now. Also, yeah I remember the potion thing from POE1 and spam clicking it to make it work, no game is perfect but I certainly don't remember having this many issues in the first game, even if I ignored the gameplay changes. The typos, lore, dialogue context, broken dialogue 'trees?', recycled portraits, lack of transparency with tool-tips and descriptions for abilities. The last one a problem that has remained since This was from their FIG campaign, if that doesn't speak of an emphasis and importance on immersion, I dont know what does. Or is it okay that they do this because they were campaigning for money and then leave us with what we have? Do I expect too much? Admittedly I did my POE1 full playthrough towards the end of it's development life where things were as nice as they were going to be. I knew first hand buying POE2 without waiting many years could yield problems for me but I was excited to play, steam had their lunar new year sale so I just did it.