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Dinky Dino

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Everything posted by Dinky Dino

  1. Stuff like circle of protection, searing seal and warding seal aren't affected by int as well when it comes to area of effect. Is this a bug or did the priest get nerfed? Other area of effect spells like blessing and dire blessing are affected by int just fine. Well started a new game and used iroll20s to level the char to 14 to see what spells aren't affected by int aoe wise: https://www.dropbox.com/s/lip187upd7bmpd8/e5c6e4c01bae4d9dae8f24c936f67d33%207661052%20Encampment.savegame?dl=0 https://www.dropbox.com/s/x71q5vjn5tjesi2/output_log.txt?dl=0
  2. I see this is all great info to pre plan a few builds with equipment. Thanks guys I might as well ask my other questions too 1. Which enemy type is common in this expansion? I tend to take the talents that give extra damage towards beasts, spirits and vessels but skip wilder and primordial. 2. The soulbound weapons have me worried since I read they require a few tasks to clear to level them up. One requires a certain number of spirits to kill so I am worried other weapons will have other enemy types required. If I clear the game and most enemies groups without knowing the requirements, I will be out of luck. So is it best to start white march asap?
  3. I mean we all know about items the ring of thorns that gives +3 dex, belt of maegfolc might with +3 might, Lilith’s shawl with + 3 perception, ring of overseeing/deflection and the gauntlet's of accuracy. Any cool items like that added or exisiting items changed? Do any items give +3 int?
  4. Actually I have the same issue. Before it was constant framerate. Now one enemy dies and the framerate tanks to 45 from 60. Moving the camera across the map does the same thing at times when nothing is going on. Suttering and choppy. Makes no sense. It was perfectly fine prior to 2.0 too in these same old areas.
  5. Still broken. People on steam verified the files and still have the bug see second page of this thread https://forums.obsidian.net/topic/81573-draining-enchantments-disappear-upon-saving-bug/page-2?hl=gaun 2.01 seems to have introduced quite a lot of new bugs.
  6. I had the same issue. There's two versions of the 2.01 patch and for me I had to install both for it to work. Did all you did and then installed the standard 2.01 patch.
  7. True dex is less useful for early to late mid before you start getting per encounter spells which now go up to level 3 but the game is pretty much over at level 14 until we get more expansions. Though you do get the level 9 pre ecounter late mid game which can be useful if you do the endless paths. Reason I like dex is because I like going to town with the wizard minor blights spell followed by the spirit lance later. I use fire brand on druid as well as that corrosive skull at level 6. Though since they have paper thin defense I usually send them with fire brand/spirit lance to enemies already being engaged or prone/stunned/paralyzed so I like getting things off quick. I also go for the wizard rings as soon as I finish up with maerwald so I have 6 casts for the first 3 tiers and 5 for the fourth which can go on for a while considering I also use the per encounter raw damage spell. Druid is a bit trickier since they don't have any rings and I tend to restrict fire brand since it doesn't have the range that the spirit lance has or the aoe effect until they get that corrosive skull weapon spell.
  8. I see that does make sense. I was leaning towards removing more might for perception as 9 percent damage might be worth 3 points of accuracy which can make the difference between a hit or not/a huge amount of damage. And dex is just plain good in pumping out spells faster and lowering the recovery time in doing so. I suppose a bonus is higher interrupt since spell casters are AOE and a higher chance to crit on a good roll. I'm too attached to INT to leave it as I tend to like longer buffs/debuffs.
  9. The opposite worked for me. I installed the white march 2.01 first, went in game and saw the text was still blurry and the version was still on 2.0 so I loaded up the 2.01 standard patch and it let me install that and the game now shows as 2.01.0721 PX1. Guessing it works as long as you put both in. Started a new game and a complete new install though so I might not have glitches others will have.
  10. Are early game enemies any harder to hit like say in raedric's castle on PotD? For my wizard/druid builds I'm thinking about trading in 9% action speed (3 Dex) or 9% more damage (3 Might) for 3 points more accuracy (3 Perception) in the early game if that is the case. Would that be worth it?
  11. Ah so that's why that one guy told me to play on linux when I asked how to disable/hide the worn cloaks since I dislike them. Wish we had that bug on windows.
  12. But how? There's no simple modding tools or anything that makes PoE mod friendly to be honest. All I see are just portraits. Not even simple texture swaps.
  13. Personally, I don't need a release date just a log on current game balance to plan a few builds to at least keep me distracted but they really went silent after 1.06. So far it seems likely that they are holding everything back for the expansion. Any day now I suppose.
  14. I know to hide helmet it's helmetvisibility false but is there an equivalent to hide cloaks/capes? Or a way to make the texture transparent?
  15. Man I was really hoping we would get a beta patch but I don't think they will do it now. The last update was #99 so it's pretty obvious they will throw the build changes and expansion in #100 given how much time has passed. I was really hoping there would be a beta log for us to see beforehand but I guess they might prefer just working on it themselves and see how people react on release since public discussion would open up another can of worms. I also don't think they'd throw up a beta now and make us wait 3-4 weeks for it to be finalized since they split in into two parts so it wouldn't take 6 months and it's nearing that amount at this rate for part 1 alone. Wouldn't be surprised if they just showed up with part 1 any day now.
  16. That's my understanding as well. From level 12 to 14 for the whole expansion. It would be amazing to have 4 levels though. I figured it's around 2 levels for part one since they have 10 tiers of spells in the spellbooks and chanters go much farther as well. So I assume we would have 2 levels for part 1 and 2 levels for part 2. That means there would be 2 spell tiers left for another 4 levels to complete level 20 in the second expansion unless they have more expansions planned in mind. Then again if things don't go well and they can't profit, things can be cut at any time. Given that they already put the framework for 10 tiers of spells, I would assume that was their future goals for the expansions. If every expansion is two levels then they would have to make 4 like the white march march to reach it judging by current patterns/level 20. Or make the other expansions pack a lot more content I suppose. Nothing is guaranteed though so no point in trying to predict it.
  17. Wondering if those extra levels will make the third spell tiers for casters per encounter use. Things would get interesting it that was the case. Especially if part 2 added 2 more levels and made 4th tier spells per encounter and so on.
  18. Whats the difference between a normal hit and crit hit damage wise? Like say a normal hit does 10 damage, what damage would a crit hit do (roughly)? Crits are just 50% more powerful. So 10 damage x 1.5= 15 damage
  19. I agree with OP with how humans should really have more unique racials for ocean, meadow, etc. Other's like nature godlike need to be brought up to par as well. Not sure about nerfing accuracy though. It seems to me that the tradeoff for more accuracy is more squishy teammates, so I feel the trick is seriously tuning the enemy AI mid to take advantage of this. Perhaps tossing in support enemy types per group to compensate. Like early game, shadows and shades really mess the squishy units up to the point where cc is difficult due to how tricky they are by moving all over the place. Maybe one to two enemy type in each group that is extremely resistant to cc through reflex/will but low deflection and in turn deploys their own quick cc and debuffs/buffs sort of like vithraks. The Xaurip Priest/High Priest with their prone inducing aoes is a good example of ruining my day mid game but late game are easily eliminated. So perhaps handing more attacks like those to enemies like say enemy types like beetles or a no damage short timed prone inducing stomp to forest dwellers where you have to get out of range might help. Of course they would have to make/modify specific enemy units for it so it might be too much work but it would help a lot. Enemies like vithrak are also very annoying in groups and handing more enemies aura’s like those of cail with a set range would be good as well. At least that way you have to think about formation if you want to get around being debuffs or CC’d. Though I’m assuming stuff like this can easily devastate the player if overdone or not done right so I’m not sure. Obviously stuff like vithraks and ogre matrons/druids don’t really need that many changes imo.
  20. How long are you guys assuming each part will be in gameplay hours?
  21. Good to know I assumed it was a single attack. I still dislike how inconsistent it is with giving the bonus to a random party member who might not need the buff that much as others (though it is helpful) and you can't easily tell who got it unless you scan the accuracy numbers for each party member after they all attempt an attack on the same enemy. Coordinating is a much better ability due to knowing the user gets the buff but I doubt stats on items will be changed for now. Also I've done some minor testing so I don't know if this is completely accurate but if you only take two party members, one of which has marking, and place them a good distance from the other party members while aiming at the same enemy, the other will get the buff 100%. However, if you have them near the party and repeat the same scenario with only those two attacking, the other won't always get the buff even if there is no one else attacking the same target. Imo, Marking should activate within a small set range near the player with that ability. Only party members who are near the player with marking and are attacking the same target should have a chance at it working. If there is only one other party member attacking the same target, they should get the buff 100% even if they are near other members who are not attacking the same target.
  22. Ah I sort of meant that marking is extremely inconsistent and not that great of a skill on a ultimate sword of all things whereas I would have preferred sticking lash damage/slaying on it instead of that. This is of course in my opinion.
  23. Nakia is correct. Everything that's been mentioned so far has suggested that the saves will be entirely compatible, but depending on the changes made, your character(s) might go through a mild change, since the bonuses for certain characteristics will be changed somewhat (hopefully for the better). And before you ask, the idea of a respec has been thrown around a bit, although it's (thankfully) not certain. I still advocate the idea of a one-time respec upon loading a pre-2.0 save, a neat little pop-up on the loading screen, and a paperclip going "I see you're trying to load a pre-2.0 savegame. Would you like to respec your characters?". If they do that, I hope it extends to the custom party members since those will be potentially messed up as well. Well not like it matters for me since I don't trust respecs since they tend to screw up or remove abilities you can't get back so it's a new game for me. We got nothing other than the statement that 1.7 is now 2.0 which is likely going to be shipped with the expansion "soon." Kinda of wish we got the gameplay/balance changes before the expansion just to play around with it.
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