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unfriendly_cat

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About unfriendly_cat

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  1. Is this bonus also available for those who have both games on GOG? If not, perhaps it could also be added whenever the scavenger hunt content gets implemented for us second class citizens
  2. Indeed, the radius version felt very satisfying in the original game, and things are much less fun in the beta. A couple of relevant points: 1. The (very reasonable) goal of the new system seems to be to scale the effectiveness of spells linearly with INT. However, effectiveness is (almost) never directly proportional to the area of effect. Instead, it is proportional to the number of enemies (or allies) that are affected by the spell. If enemies were spread out evenly all over the map, then the two would be roughly equivalent (and thus the new system would make perfect sense). However, spells are usually cast on a busy spot, with lots of enemies close to the center, and much fewer of them around the edges of the AoE. The marginal benefits of increasing the AoE therefore drop off fairly fast (at least until the AoE starts to clip into another enemy group, which doesn't happen too often with the new system). 2. In the original game one of the main benefits of having a large AoE was that it significantly increased the chance of actually landing a spell (as enemies would often move out of range otherwise). However, with retargeting this is no longer a concern, which again strongly decreases the relative value of having a high INT. 3. The most fun aspect (at least for me) of high-INT spellcasting was the tactical possibilities from playing with the positioning of the "foe only" band at the edge of the AoE, and I was really looking forward to try this with the wonderful new retargeting functionality. However, due to the new system, in the beta this foe-only region was almost negligbly small. If we do not revert to the radius-based approach (which would be a shame), then here is an alternative suggestion: For spells with friendly fire the INT score should simultaneously increase the total AoE (like now), and decrease the inside "friendly fire area", in effect widening the foe-only band more noticeably. This would make spell targeting fun and interesting again, and make high INT scores feel more rewarding without being overpowered. (4. As a mathematician, I was ready to nitpick about exponential vs. polynomial growth; nice to see that MaxQuest already took care of it .)
  3. It also depends on synergies with other equipment/characters. For example, lightning lash works well in conjunction with Stormcaller.
  4. A quick question; is it still possible to get the hatchet if you patch the game after completing the Brynlod bounty?
  5. It's also possible to take out Harmke without killing the other woodcutters, which is what I usually end up doing. Walk up to the group with a single character (the Devil is the obvious choice for RP reasons), keep the rest of the party close by on the edge of the map. Deal with Harmke and get away from the rest of the hostile woodcutters (using shadowing beyond, boots of speed, or something similar); if you leave the map and return, they will be gone.
  6. Rangers are surprisingly good at control now; there are several great CC bows, binding roots, plus stunning shots later on and takedown from the animal companion. Their specialty is of course single target damage, but they can add some AoE eventually. The animal companions are very efficient as off-tanks/flankers as well. In the later builds ranger has become perhaps the most fun class to play; went through PotD with a ranger PC and Sagani in the party, and in non-boss encounters they pretty much took care of CC by themselves. Also, having two animal companions who don't have to worry about health is a great convenience when clearing maps.
  7. Have to agree with the OP, this is a good idea. The accidental un-pause happens way too often (especially when using some of the less predictable autopause options, such as low health/endurance), and unlike in the IE games it can have quite annoying consequences due to the fast pace of the combat. So a dedicated pause-only key would be great.
  8. The 2.02 patch does not fix the bug reported in this thread (at least not retroactively): https://forums.obsidian.net/topic/81863-201-ninagauths-black-pages/ The save posted in that thread is still relevant; it is not possible to access the unique death ray spell despite having the grimoire in the stash.
  9. The way I see it is very simple. The most challenging currently available content for high-level parties (apart from Cragholdt) is the scaled-up stuff, which you won't have access to if you recruit the new companions early. There is no good reason (balance or otherwise) for this restriction, and it puts arbitrarily limits on the experience for some players. Having already played the base game, there are two motivations for a second playthrough (at least for me). First, additional challenge (which might include playing on POTD with a non-optimized party); obviously access to scaled-up high level content is an important part in making the game challenging. Second, experiencing the new content (the parts I've seen so far are lovely by the way); in particular, going through the story with the new companions. Right now these two are incompatible. Resolving this issue by making the scaling option available later in the game (after first entering Stalwart), or making it available initially regardless of the current level (with a clear warning of course), would significantly improve the experience for some players (like myself), without breaking anything or altering the balance for anyone else. Since it is an easy change to implement, I don't see any valid arguments against it (while acknowledging that it might not be important or necessary for many others). As a final point, and to simplify things even further: if someone is playing on POTD, the hardest version of every encounter should at the very least be available to them no matter which sequence they pick up the companions in the early game.
  10. This is an annoying issue; started a new playthrough when the expansion came out, and went to the White March as early as possible simply to recruit the new companions. However, it looks like this will make it impossible to experience the high-level version of the content, which I was looking forward to. Echoing an earlier question, is there a way (for instance via console, or by editing some files) to turn the scaling on for those who want to give it a shot? As it stands, it is a strange and questionable design choice that one has to choose between going through the main game with the new companions, and attempting the challenge of the scaled-up version during the endgame. By the way, couldn't check the 2.02 patch yet due to using GOG, so not sure if anything changed there in this respect; any feedback would be apreciated.
  11. This looks like the bug where some companion talents/abilities affect the ranger instead of the pet. It happens when you level up using the respec/custom NPC hiring interface, so an easy fix is to respec, but exit the interface as soon as possible (on level 1) and level up via the plus sign on the portrait instead. Note that Sagani has a slightly different (and exploitable) version of this bug: as Ituumak is not replaced by a new pet on respec (unlike PC/custom rangers' companions), he gets to keep some abilities on respec. It appears that in the interfaces mentioned above the abilities get both added to and deleted from the ranger instead of the pet, which would explain both bugs. Some more details (with savegames) are in these threads: http://forums.obsidian.net/topic/81689-ranger-is-heavily-bugged/ http://forums.obsidian.net/topic/81791-bug-ranger-respec-animal-companion-keeps-old-abilities/
  12. Yes, some feedback or acknowledgement from devs/QA on this would be appreciated. Here is a save (originally uploaded in relation to a different bug); black pages are in the stash, spells are only up to level 4 (never saw anything higher). https://www.dropbox.com/s/4e6e2mriamh0ugv/f14b890225f94e0ab2f56ed84dd91471%2010280844%20FlamesThatWhisperUpperCavern.savegame?dl=0
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