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Everything posted by Boeroer
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Hello, updated the post with a video link. You can also find it here:
- 8 replies
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- class build
- aestus_rpg
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Hey, I added the video link to the post. You can also find it here:
- 22 replies
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- class build
- ravager
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Hey, I added the video link to the build post. You can also find it here:
- 21 replies
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- class build
- spiritualist
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I added the link to the YouTube video to the build post. Here it is again:
- 14 replies
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- class build
- arcane archer
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PoE's grimoire system was easily exploitable because you could edit grimoires learn spells from grimoires, even the unique ones retrain characters which leads to a situation where you would write several grimories wit all you spells you learned so far, retrain and pick spells at level up that you didn't know already. Then alter a grimore to put the new spells in and so on. At the end you'll have all spells there are and all it costs is some money. All the spells but no grimore needed anymore. Not that I hated that, but I guess that was not the dev's intention. Hence the new grimoire system in Deafire: you cannot learn spells from grimoires but instead you can cast them directly out of the grimoire. Which isn't as exploitable but still feels "wizard-ish" I think. I agree though that being able to awrite a grimoire would feel nice. Not alter grimoires of other wizards (maybe those are magically "fixed" or locked) - but at least alter (or create) your own grimoire. Sure, it would be a more powerful mechanic than having to collect and curate a whole bunch of grimoires to get your favorite spell selection without having to pick them all at level up - but not gamebreaking I think. One could write down a collection of your favorite spells (or your favorite backup spells) which would feel cool and which would mitigate the need for multiple ones (maybe only the ones with unique spells, which is what most players are doing anyway). To counterbalance the mechanical advantage this would give wizards over other casters I would make it so that rewriting one's grimoire (or creating a new one) required pricy/rare ingredients which may also be used to enchant items. That way you would think twice about "wasting" grimoire ressources maybe. Don't know, just an idea.
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I do not. I have three daughters and want them to play games like Deadfire and PoE, having fun and feeling seen by devs - without getting the impression that those games are catering to the hegemonic masculinity of some vocal gamors™. I had no problem whatsoever with women depicted as leaders, pirate captains, thugs, even gods - in fact I didn't even notice. When there's a strong female, the strong male counterpart isn't far away and vice versa: Castrol & Alvari, Furrante/Aldeys, Hazanui/Atsura and so on. Which was fair and cool imo. Is that different from our own history and current society? Sure. Does that make me uncomfortable? Absolutely not. Do I think that sales numbers had anything to do with this (in 2018)? Come on... Btw:
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I didn't even know how Soulcalibur plays... had to google that.
- 14 replies
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- class build
- arcane archer
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INT has an effect on Carnage. It changes the AoE size: Konstanten about to attack Edér (with 15 INT): Konstanten with 5 INT: You can use a mod mafe by @Noqn to add an AoE indicator to Carnage so that its AoE size becomes visible: https://www.nexusmods.com/pillarsofeternity2/mods/448 It doesn't change Carnage, it just adds the visual indicator. Sneak damage has no effect indeed. Carnage is implemented like a spell basically. Cannot crit, too (that's why Blood Frenzy doesn't work with it, only Spirit Frenzy). But it scales with Power Level.
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I loaded your save game and Twin Stones is broken. When I reload it briefly works (two lines appear an can get moved around me) and then it gets stuck in a fixed angle and I cannot release the spell. When I cast seomthing else the AoE indicator adds more lines. It doesn't get fixed like it used to with my druid savegame. AI can still cast the spell normally though! I made a test AI behaviour and let it cast Twin Stones on enemy sight. It does that without problems, while it shows more and more weird/fixed indicator lines which don't correlate with the direction the two stones are actually flying (see green lines by me in the screenshot below). Sometimes the charater gets those casting hickups (see combat log - were you have to cancel the action manually and then it works):
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Nope. I started the game and loaded a save: Twin Stones was buggy. I quit the game, looked for files but didn't alter anything (and didn't close Steam either). Started the game gain and the spell was fixed. Just like that. I'm currently at music school with one of my kids. Will try to download your savegame later when I'm back home.
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That's obviously not the case when pairing the Barbarian with a class that has good ranged abilities (like Ranger). The only ability that the Barb will have to pick and which he will not be able to utilize is Carnage - and unlike in PoE, Deadfire's Carnage is not very impactful anyway. Everything else will either work with a ranged weapon such as Frostseeker - or you simply don't need to pick it (like One Stands Alone or Interrupting Blows). Frenzy, Bloodlust, Bloody Slaughter, Blood Thirst, Spirit Frenzy and Blood Frenzy all work beautifully with a war bow at range. Barbaric Smash is a great finisher with Frostseeker, too (only "wasting" the Carnage part). Leap is great for a ranged character. Pair the Mage Slayer with a Ranger and you'll have a great spell disruptor. It's not what I would recommend every time - but it's an effective way to play a different Mage Slayer - and it's fun. If you use Effort/Hemorrhaging you can obviously do both: engage in melee and still apply spell disruption in an AoE (with shouts or any other class combo's abilities, for example a Troubadour's chant every 3 secs. So it's just your regular melee Mage Slayer with a little AoE twist which raises its usefulness towards mobs. If you use Instruments of Pain you can also use all your melee prowess but still be able to quickly take on casters at range - even over 10m if you decide to use a reach weapon such as Wicked Beast for example, which would also be a multihit weapon which would vastly improve your Swift Flurry procs, too; shutting down casters very quickly if not outright killing them. Deadfire can reward you for thinking outside the box. That also includes the barbarian class: a ranged Berserker/Streetfighter with Essence Interrupter is one of the strongest hirelings you can build for the early game (for helping you at the digsite for example). Of course you can play a great melee-only striker Barb (that's the assumed primary role anyway), too. But you are not forced to in terms of effectiveness. For an effective and thematically coherent strict melee Mage Slayer I would pick a Mage Slayer/Monk with Swift Flurry - and I wouldn't use Wahai Poraga but Sun & Moon + Mohora Tanga. A Full Attack from Stunning Surge would not only stun the enemy (= no casting for the foreseeable future) but also have a high chance of refund (3 attack rolls for potential crit right away), would apply three stacks of spell disruption right away (also 3* Carnage with huge AoE size due to Turning Wheel), if Mohora Tanga crits and applies Red Flag Flying it's even 4 stacks of spell disruption with the first attack. Then maximum chance for crit chains via Swift Flurry/HbD (because Sun and Moon's dual heads and Red Flag Flying potentially triggering Swift Flurry and itself(! loop over loop). Would be devastating against any foe but especially against single casters in the back rows. Drawback - can shut down your game if you get too lucky with Red Flag Flying (too many loop iterations and the game just closes itself). If I would want to totally exploit the Mage Slayer spell disruption I'd pick Effort + Ajamuut's Stalking Cloak and roll a Mage Slayer/Blood Mage with Arkemyr's Brilliant Departure and then cast pulsing, non-damaging spells such as Binding Web, Slicken and/or Pull of Eora - after I used Spirit Frenzy. The invisibility will not get lifted as long as I don't deal damage, Effort's Hemorrhaging will piggyback on all crits I do (like from spell pulses), Ajamuut's Stalking Cloak's stun, Spirit Frenzy's stagger and my spell disruption would piggyback on Hemorrhaging again. I could stay invisible for the whole time A's Br. Departure lasts, casting debuffs and at the same time apply stun and spell disruption with those spells. And the stagger from frenzy as well as the stun from the cloak can trigger Hemorrhaging - which can trigger the stun ad stagger again (loop). I would immediately shut down all mobs with stuns except the ones which I cannot crit reliably (mostly bosses). Those may take a few secs longer. After the invisibility ends everybody (who's not superdefender_200) in AoE range would have 100% spell disruption, too. This loop doesn't shut the game down fortunately. The only things that suck are the thematic clash (I mean a wizard who's violently opposing arcane magic, eh...) and that the invisibility sometimes doesn't take bc. of my own friend-or-foe spell resistance. But as a Blood Male I could repeat the spell as often as I wanted (if enough health). Another minor drawback is that Blood Sacrifice lifts the invisibility, too (bc. deals damage). I wouldn't play it though because Mage Slayer/Wizard just feels so wrong. PS: nothing to do with Mage Slayer but Effort/Stalking Cloak: one can play a wizard/whatever with the great sword and the cloak, using Brilliant Departure + cc spell and have a friendly SC Druid with Entropy jn the party. Entropy only loses it's 3 "converting stacks" of 100% hit-to-crit if the converted roll deals direct damage. CC rolls don't substract from it. So the wizard could uphold an endless stun cycle on almost any enemy if the druid casts Entropy on them first. Entropy has no duration so it will stay on the enemy forever as long as you don't deal direct damage (pure DoTs like Insect Swarm or Disintegrate don't count as direct damage!). So as long a the wizard stays invisible his Hemorrhaging/stun combo will loop on the enemy because all hits will be crits. The occasional graze can be overriden with multiple attack rolls (pulses, spirit Frenzy piggybacks and so on). This can be used to stunlock an enemy for a long, long time. It doesn't lock MIG resistant/immune enemies - or ones with absurd defenses though (see Belranga right out the gates). Again: this loop doesn't shut down the game. It can create annoying sound effects though.
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The installation folder and its contends were not altered lately. Files that are stored outside of the Deadfire installation folder which got altered lately: .local/share/PillarsOfEternityII/ steam_autocloud.vdf (it's just a text file with an id, so nope) SavedGames/ the current save games + autosaves etc. (obviously this isn't the source) Achievements/ global.achievements - this is binary and it's global - cannot think of a reason why this should interfere with a spell and its workings, but it is global... .config/unity3d/Obsidian Entertainment/Pillars Of Eterninty II/ CurrentGame/ (well it's supposedly only for the current game run, but there's lots of stuff that got altered, too much to list it all, most of it binary. Some files' names stuck out to me though:) metadata.sav gameglobalobjects.lvl crosssceneobjects.lvl Img/ bunch of jpgs, nope... prefs (lots of configs from the game options but also a lot of options I don't recognize, AoE-UI stuff, too. I didn't see any suspicious values, like runaway numbers or so, but who knows?) Player.log (well its just a log that shouldn't influence the game itself - it's big but readable. Maybe some dev could find useable info there) NewsArchive.xml (it's just the stuff you see on the news window when you start the game. Why does it get altered every time? Noone knows...) modconfig.json (it's just the config of how you ordered and enabled/disabled your mods in the mod manager - why does it get altered every time you open the game? Nobody knows...) Lock (empty) Nothing else directly tied to the game got altered apparently. Of course lots of steam files were altered in the meantime - way too many to list them all here. Could this be an issue with Steam? I do not think so, but maybe if somebody has an installation that's not from Steam this could be properly dismissed. I could now try and delete some files in question and see if that resets the Twin Stones' AoE indicator (should the game start at all, hehe), but I'm a bit reluctant to do that while I'm still playing.
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Before trying to download your savegame (it's behind bars) I quickly loaded up my own savegame of a current Fury run where I picked Twin Stones. As I said I used it about 5 times in the past and didn't use it for days. Just looked at the indicator and it's suddenly the two lines - which I cannot move anymore. They are fixed in direction, pointing to the bottom left coner of the screen at all times. Cannot cast either (clicking does nothing). So first piece of info: it's not Windows-related, it's also a problem on Linux. Didn't think it would be win-only but good to have confirmation. I assume we both use Steam? To be continued... Same discussion on Reddit:
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Wow. What a mess. I also remember that Reddit post. I'm trying to understand how this could be happening when it's not tied to the saves' serialized data. Like what piece of data is stored where to mess with the game so badly and seemingly permanently? There is some config data in a shared folder that Deadfire will write to (not the installation folder, under Linux it's even a hidden folder iirc) and I guess that's where the (ugly) magic might happen. I could erase those files on uninstall and then reinstall and check. Only thing is: I'm doing a run right now and don't want to uninstall atm. I am using Twin Stones for the first time in my current Fury run (but only cast it about 5 times or so bc. it's just bad). I do not have explosion AoE indicators, but I think Deadfire never had those in the first place, (afair only PoE had) - because the boulders need to hit walls and only then do they explode (when other line spells would bounce back), unlike PoE's version where they just exploded at the indicators' location no matter what. I will download and check your savegame and report later today. Maybe it's not happening under Linux. If it does: also good info. I will also retrain and remove Twin Stones from my spell list forever.
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Btw.: a Mage Slayer can also apply his spell disruption from range: use the great sword "Effort" with the Hemorrhaging enchantment and then use any ranged ability (spell, chant, shout) and crit with it. Hemorrhaging is a melee weapon effect. So the spell disruption will piggyback on Hemorhaging, too. In additition to that (and that' the crucial part that makes this ranged) : Hemorrhaging itself piggybacks on ALL attack rolls you do as long as you are holding the sword. Abilities that do multiple attack rolls with one action (such as Her Revenge, Storm of Holy Fire, Chillfog, Venombloom and so on) would be best to maximize the chances to apply as many spell disruptions as possible. If you add other gear that procs additional attack rolls from weapon attacks (see Hylea's Talons, Ring of Clenched Muscle...) you will add more chances to crit->apply Hemorrhaging->apply spell disruption That way you can even build an effective SC Mage Slayer who throws casters down/interrupts with Barbaric Roar/Driving Roar and also spell disrupts them in the process. use Frostseeker - the AoE explosion on projectile crit has a melee component which also triggers spell disruption. Frostseeker has 3 prijectiles. If each of them crits you will apply 3 spell distruption (or 75% disruption in other words) with one shot. Multiclass with a Ranger and using Driving Flight and Concussive Tranquilizer this is an excellent character for dealing with all sorts of casters. via Instuments of Pain - but I guess that one's very obvious Multi hitroll weapons (Sun & Moon, Saru Sichr, Wicked Beast, Mohora Tanga...) will apply a spell disruption with every hit roll (that actually hits). So those weapons are highly recommended for a Mage Slayer. Best is if they don't require crits for the multi-roll (Wicked Beast and Mohora Tanga are examples that only do multihits if the initial roll crits) but do additional rolls on graze and hit, too (Saru Sichr) or do always two hit rolls (Sun & Moon) anyway, even if the first one misses. I haven't tried Mage Slayer/Fighter who uses a mortar (ranged) in the main hand and tricks his way to using Clear Out (melee) with it. It could lead to insta-100%-spell disruption of the whole cone - but my suspicion is that it doesn't apply (bc. ranged weapon overrules melee ability so to speak).