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Everything posted by Boeroer
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I don't know. Given the weak representation of (unique) crossbows in the game it's kind of nice that they do something special - even if it's unitended and weird. And the bonus isn't that impactful to be honest. There are way better stat sticks for casters. On the other hand: not many will miss it if it's patched out. And it is an obvious bug. Hm... If I were an official dev I would patch it out and put an interesting (not necessarily supergood) unique crossbow rel. early into the game.
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I think that wiki's cargo-stuff that generates the list is a bit glitchy. I accidentially edited the source for the whole page and not only the small trivia part. So after saving the site tried to generate the list anew (as I said I didn't actively edit that part). That list generation works like crap anyway: always items are missing and others will have double or triple entries. You them ust to "empty" edits to force a new list generation and whatnot. It's nice that in theory you'd only have to edit one data source to update all sites that reference the data- but it doesn't work so well imo.
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That may all kill her eventually - but many people struggle to stay alive that long. So it's def. better to not let her have +5 AR and stuff. Even though her burn AR is the lowest, with +5 AR even good fire abilities tend to underpenetrate (on PotD at least). Iirc she will have 14 burn DR then. She absolutely dies a lot faster if you don't let her cast the Safeguard. Also, if you interrupt it she tries to recast it - which means she won't be doing more dangerous stuff at that time. I always had great success with interrupts of all kinds (Thrust oTV, Crossbow, Arbalest, even Rogue's strikes etc.) + Combusting Wounds. Just cast anything pulsing under her feet, especially Wall of Flames and such and use beams. And summons of course. Nothing beats tasty cannon fodder.
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Metaphysics has at least one big effect in the Watershaper's Guild/Water Dragon quest. I believe you need 8(?). Besides that I very often use the large shield Cadhu Scalth which is awesome with high Metaphysics (and Athletics). Essence Interrupter is also better with high Metaphysics. Streetwise is not that impactful I think. With Bluff and Intimidate you can pick some nice dialogue options rel. often. Explosives is mostly for using bombs. It has some options in scripted interactions but I don't recall which ones and how many exactly.
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Honestly though: I either never noticed or forgot about that. I guess mostly because you don't have to use it a lot. It's an ability you'd only use when you screw up (mostly) and thus players tend to pick something else that would be useful in every fight. You cannot cast it on party members who are still up. So there's very little motivation to build around it (unless you have a full blown Vengeful Defeat Suicide Bomb in your midst I guess) while BDD is different: it cries for .
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In this case you need mechanics. Lots of it. But party assist works so it's not that difficult to achieve. You also need sparkcrackers to lure away the left guard. Sleight of Hand gets you the keys for only one of the containers iirc. Sleight of hand can be fun but you also need stealth to pull it off (if you don't want to use Bounding Boots cheese). Intimidate has a big impact on the armor you get from the Valera "boss" (Casita Samelia's Legacy). Besides that it's mostly for dialogue options as all the other skills from the second skill group.
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Deadfire has some very good items, but they are not as obviously bonkers as some of the old IE items. The Red Hand for example is a must-have if you want to play a gunner with an arquebus, Devil of Caroc's Breastplate is in 75% of character builds it seems and so on. But there are not really items that every class should get. Most of times there are good items for build idea x but other good ones for build idea y. And I really like that. Imo nothing's more boring than an item that everybody always uses because it's just too good. I'd say there are more exiting items than in PoE due to the more specialized enchantment system. PoE's enchantments (besides the ones unique items came with) were all the same so of course they felt more same-y I guess.
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I'd say the chances that you'd prefer Deadfire over PoE are pretty big. For some of the reasons you didn't like PoE, I like it (a bit) better than Deadfire. So that' a hint. Looking at the game mechanics and also FX, AI and all of the other technical stuff Deadfire objectively is the superior game. A lot more systemic, less complicated (still not easy to grasp though) and yet provides a ton of options. Balance of classes and abilites is unmachted I'd say. It's really hard to build a character (in good faith) that totally sucks. You can have fun with whatever character idea you might come up with. Yet it leaves room for especially good and innovative stuff - for people with puzzle drive or powergaming ambitions for example. The rest (naval theme, tone is lighter than PoE etc.) is more a matter of taste I think. The main story line is very short though but side-quest lines are plenty. The pacing is a bit off imo. But lore dumps and long texts (which I personally like) are mostly gone, there's way less filler combat, too. You'll still have the made-up languages for every culture (which I like although sometimes it's a bit too much) and things like Gul = Ghoul, Fampyr = Vampire and there are Elves and Dwarfs and so on - but I guess one can get past that if the rest is fun. One has to keep in mind that PoE was done as a spiritual successor to the IE games and backers expected certain types of races and enemies. If it weren't so Josh Sawyer would have gone with completely different stuff as he mentioned several times. But because of the initial Kickstarter campaign there were "creative restrictions". PoE tried to ride the wave of nostalgia and Deadfire can't deviate too much because it's a sequel after all. It's hard to tell what other players will like because you can apporach the game (as most RPGs) in so many different ways and with different preferences.
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What class are you playing? Are you sure that you have no other source of conversion? Because I know that the combat log entries for conversions are somewaht buggy (for example if you play a Debonaire and attack a charmed target then the log always tells you that it was converted from hit to crit by Dirty Fighting and not the Deboniare passive; if you don't pick Dirty Fighting it won't tell you you converted at all and so on). So maybe in this case the log is buggy again and displays the crossbow conversion although something else converted your attack roll? If that's not the case: well then you found out something new and interesting.
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Debonaire/Beguiler is one of those combos that fit beautifully from a thematic perspective and also work really well. Charmed enemies will give you 100% hit to crit and that works right from lvl 1 on (if you pick Whisper of Treason) which is great. Ring Leader + Pernicious Cloud is pretty badass because it's friendly fire (so it will hit charmed enemies) and the crit solves the problem with the ability's low PEN. But beware: even the yellow circle will hit friends, so keep away from this dude when he's casting Pernicious Cloud. But also Disintegrate, Toxic Strike and su h is great with crits. Beguiler is my preferred cipher subclass anyway. While I like the Beguiler best in general I had tremendous fun with a Troubadour/Psion. Just because the resources will come to you without any effort and since you can alternate between phrases and focus there's always something to cast. Very versatile! Ciphers work very well with Monks. +10 INT is great for any CC/debuff effect, especially since it stacks with Cipher's Lingering Echoes, but also the bonus ACC from Dance of Death is cool. With a Monk you can even use a melee weapon and play at range (Instruments of Pain). And you'll have some useful summons, too (Dichotomous Soul). A Nalpasca/Psion with Dance of Death could almost play like a Troubadour/Psion I guess: wounds and focus come for free as long as you don't get hit. Wizard/Psion or Wizard/Beguiler can pull off a neat trick: With Arkemy's Brilliant Departure you can stay invisible while casting CC/debuffs without damge components! Wall spells are also fair game. That mean with Wall of Draining you can actually stay invisible for he whole encounter as long as you don't deal damage. As Psion your focus generation will never cease to work because you're invisible - as Beguiler you can cast Deception after Deception for gaining focus and doing CC/Debuff. And some Wizard spells are great in combination with Cipher spells, too. Take Miasma for example. You just want a cipher subclass that can generate focus without dealing damage. In general I find single classes good, there are just some classes where I'm more exited about the PL 8/9 stuff. Cipher is not one of them. Not that the PL8/0 stuff of Ciphers is particulary bad, no (Shared Nightmare for example is a pretty great passive, especially for an Ascendant) - but it's just not that exciting to me.
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Arcane Dampener will work. It doesn't get rid of Llengrath's Safeguard but it will suppress it. Other ways: Concussive Tranquilizer (Ranger), Street Sweeper (weapon), Magran's Might (Priest of Magran). The easiest way is to make sure Neriscyrlas doesn't cast Llengrath's Safeguard. A Wizard can use Thrust of Tattered Veil to interrupt the cast. It's an auto-hit and interrupts 100%. But you need to remove the dragon's concentration with other interrupts first. Or with a Chanter's phrase. Arbalests and Crossbows can help a lot, too. Both may interrupt while targeting deflection (which isn't that high with Neriscyrlas). Slicken is also good if you can buff the Wizard's ACC enough.
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Hm... indeed quite similar to Watchful Presence. Only dmg shield instead of healing. I have another question: there are some effects like Ryngrim's Repulsive Visage, Relentless Storm, Nature's Terror and such which attach an effect to your character but it won't show up under "beneficial effects" and thus can't be prolonged with SoT/WoD. Would it be possible to use an ability like Ryngrim's Repulsive Visage but instead of causing terrify in an AoE it would cause the BDD effect in an AoE? If so, would it be possible to turn the AoE into "target:self" only? Or make the AoE so darn small it wouldn't touch bystanders? If that was possible then all the problems with Wall of Draining, SoT would be gone, right?
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I didn't mean that you could use empoiwer more often per encouter though (imo that's way too impactful) but simply to be able to restore Empower points so you won't have to rest in order to get them. It's true that at some point (if you're at max Empower) it wouldn't do anything more for you. But is that so bad? I can imagine to give Brilliant +5 INT, +3 (or 2?) PL and +Empower points so that it's always better than Acute even if Empower points are at max.
