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Boeroer last won the day on April 9
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Hi! That uniques can lose enchantments is a known bug which occurs very seldomly. Annoying - I don't think the reason is known because it's very hard to reproduce. I don't know of an easy remedy (except using the console of course, but that will strip that run of achievements). There is another one for party runs (see below). Your second problem is wild. : I think I never read about losing gear to an extend you experienced. Losing one item due to file corruption or sth. similar can happen, but this I the first case I read about (or recall) where a character gets outright stripped of gear. Again: I don't know how to fix this directly/quickly without the use of the console. You can def. fix all this with the use of the console, but as I said you will lose achievements. If you don't care about those anyway it's an easy fix. However I have another (but more complicated) solution that lets you keep achievements: You can export a character who carries all the missing gear from any other savegame. That exported character will function as a "mule". You can hire that exported character as a hired adventurer in your Triple Crown run - WITH gear (pref. as a lvl-1 hireling, get the gear, discard the hireling). You won't lose achievements this way - but it will be expensive as hell even if it's only a lvl-1 hireling because the item quality will increase the amount of money significantly. In this case you can even use the console in that other savegame to cheat the gear into your inventory and enchant it properly for free. Attention: the exported char will be marked as cheated then - BUT you can remove that cheat tag easily from the file of that exported char (it's a plain text file). There's a boolean variable in that file that's easily spotted. "Cheated" iirc or something like that... you simply change its value from "true" to "false"and the exported char is considered "cheat free" again. TL;Dr: Two options: one is free but removes achievements from the run. The second will let you keep the achievements but will cost a very high amount of in-game money. If you want to try one of those solutions and have trouble making it happen please hit me up (just add my tag @Boeroer to any text - or quote anything I said, I will get informed). Else I might miss it. Cheers!
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Question about Korgrak
Boeroer replied to upsdiego's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Haha, awesome. And thank you for letting us know. -
Btw.: how does @Noqn's bash scaling interact with Tuotilo's Palm? Its bash scales very well with TS/MUT. Scaling with quality as well would be too much (see original Spiritual Weapon of Woedica or original Transcendent Suffering + auto scaling of Spiritshift weapons - those got patched out bc. they were overpowered). Knowing Noqn's excellent work so far I believe he took that into account somehow. Does the mod make it so that only the "better" scaling gets applied maybe? Or the bash of Tuotilo's Palm doesn't scale (except with TS/MUT) at all?
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The reasoning is a bit wild here imo. Of course bashing shields don't turn into junk. But that's not the point I was addressing. I believe there's no real debate that a game mechanic which initially works but falls off significantly while you progress is either not working as intended and/or is not designed well in the scope of the game. A game in which most things are designed in a way that they stay viable through scaling or upgrading. Imagine a car that goes 150 mph when you buy it - but after 1 year it only gets up to 50 mph. I would say: "This can't be right, there must be some flaw". A counterargument that would go like "well it still gets you to work and back" doesn't make much sense then. Sure, the car still has a use - but that doesn't mean I shouldn't question the degradation of its top speed, the (engine's) design and the intentions of the engineer who build it. If the devs were fine with such things in general they wouldn't have introduced automatic scaling of summons/summoned weapons and Power Levels etc. We have/had some things that didn't scale properly: summoned creatures who scale their stats but not their weapons (like skeletons becoming more and more beefy but still carrying poor quality swords - or worms slinging low PER projectiles) and other mechanics, too (e g. Arcane Archer's damaging imbued spells not scaling their PEN). Those are almost universally recognized as oversights/design flaws by the devs and/or in this community and addressed with patches/mods. I think bashing not scaling is the same thing. Imo (but this is pure speculation) the devs also realized that and quickly gave bashing shields some special enchantments to make up for that - because it was easier than to overhaul the whole bashing shield mechanics (bc. quality scaling would then clash with Tuotilo's Palm's TS scaling, causing new problems and so on). Again: pure speculation. Bashing shields got some criticism in PoE because of their flawed design and the devs tried to address that in Deadfire; not in a way I would call perfect, but it's way better in Deadfire than it is on PoE. Since there are so few bashing shields this is an okay solution imo. They still work well enough until the end bc. of their special enchantments and the dual wielding bonus - which are more important than the bashing damage itself - but it doesn't mean that the non-scaling bash was an intentional or a good design choice. It's only three shields though, so no big deal. I don't expect a dev team to overhaul a basic mechanic just because of three items which work well enough anyway.
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I don't know. I might as well use an offhand Dagger or a Hatchet then. The bashing shield would only be interesting to me if I had a decent amount of primary attacks to spam. I agree. I think it would be easier if dual wielding hadn't that automatic speed bonus but would just allow full attacks (without dmg malus) and allow to profit from Two Weapon Style.
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The base offensive stats of bashing shields are pretty low (so they are not as good as any offhand weapon - which is okay). Giving it proper percentage scaling with increasing quality would be no problem. It would just mean the bash keeps its initial impact over the course of the game. Imo there is no good reason to introduce a bash which works okay when you get it - but falls off dramatically the further you progress because the missing PEN scaling is so punishing. Interestingly enough the bashing shields we got do have some additional features which keep them useful - even when the offensive stats start failing. As if something more than just a bash had to be added - in oder to make up for the dwindling offensive output. The Best Defense (which got added later via DLC) has an enchantment that raises its bash-PEN directly - could be the devs realized that bashing PEN not scaling really wasn't cool. When designing such a weapon-like object I would ask myself: would a non-unique item of this kind (a non-enchanted bashing shield in this case - like the original Larder Door in PoE) stay useful throughout the course of the game (if I raise its quality)? And if the answer is "no" then I would discard that design. But ofc that's easy to say: I don't have to make an actual game with tons of decision-makikg, emerging problems, managing resources etcpp. At some point somebody most likely said: "Well it's not awesome - but it's good enough, moving on...". Since all the bashing shields we have contain special features which make them worthwhile (even if their bash drops off in terms of damage potential) I'm not too sad about this. But I would have preferred another design. But hey: at least it's way better than in PoE. Baby steps and so on...
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I'm pretty sure that at least the non-scaling of PEN with the shield's quality is an oversight. If a bashing shield is considered a weapon, too (and it seems to be because it works with Two-Weapon Style), all its offensive stats (dmg, PEN, ACC) should scale with quality, too. There is no logical reason why they should not. Therefore I assume it's not intended but the devs simply forgot. I mean there are very few bashing shields in the game, it might well be that a "proper" implementation fell under the table.
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I guess it's less of a nuisance in turn based mode since you micromanage everybody's movement and actions anyway. But I can't say how use- or impactful it is because I have no experience with the turn based mode. I don't even know how often you could trigger disengagement attacks in one turn against a single enemy.
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It's def. not a bug. And it works as intended as far as I can tell. Maybe the devs didn't think about the combo with Riposte and Offensive Parry, but who knows. Is it cheesy? A little bit. But on the other hand the impact is very limited, especially with Riposte alone. You will do better damage playing the usual way instead of running around like a headless chicken all the time, trying to trigger disengagement attacks. That's also pretty unfun to do - it gets old really fast imo.
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Because every Riposte would trigger Carnage which would build up stacks of Static Charge/Thunder in an AoE. At least that's what I think was meant with "building up LDV stacks". It's a nice idea but I don't know if it will work well enough to be satisfying. That's an option, but you must max Intimidate then in order to reach +10 deflection. Also the AR isn't great. Imo Nomad's Brigandine (up to +10 melee deflection without skill investment) is the better pick because it also has higher AR and potential immunity to disengagement attacks - which turns them into 100% misses. This can contribute to more Ripostes when moving across the battlefield. Using Ardent as HP indicator is possible, but something like Blooded or Fighting Spirit is sufficient imo.
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Her Revenge and Avenging Storm (Druid as well as Stormspeaker) also trigger Least Unstable Coil multiple times like <official_name>Storm of Holy Fire</official_name> does. Maybe worth investigating, too. Iirc "Her Tears Fell Like Rain" () does that, too (not 100% sure because I don't use it - hate its guts for undetermined reasons, maybe need counseling on that...).
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Question about Korgrak
Boeroer replied to upsdiego's topic in Pillars of Eternity: Stories (Spoiler Warning!)
If the devs used the code base from occasional hirelings such as Brutish Warrior for Korgrak (why wouldn't they?) - and didn't adapt it, so that he's a one-time hireling only - then that might happen.