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Everything posted by Boeroer
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That's not a major bug. That's most likely you just you missing one or two other islands to complete the quest. It sounds as if you are playing the console version. Note that Obsidian did not develop/port them but only did the PC version. Which is rel. bug-free. I say relatively because naturally you can't fix all bugs in such a huge and complex game during the support time in an economically sound way.
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Iirc he found a way to make it visible - but then he didn't finalize and uploaded that new version of the Community Patch... unfortunately. I haven't heard from him for quite some time - same with @MaxQuest who also was involved in the making of the CP. I only gave feedback and made the custom unique icons for all the passives (that didn't already have one).
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There is a difference between a book and a game. You need to put the translation into the game which consists of a lot more than just text. Therefore you need access to the game's inner workings. There's nothing under the hood of a book. Everything the book consists of (on the material plane is visible. No need to shove the translation into an existing product, you simply create a new one.
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@xzar_monty: Well, amateurs or not - if players like Phenomenum say that the Russian localisation is not acceptable and start do do their own then the outcome that those amateurs would provide can't be worse than the original. It might not be top notch literature either, but better than what's out atm. AND Obsidian weren't to blame. Win-win. The German mod for PoE (at least the parts I read about in these forums) was def. way better than the original. But having said that: those dedicated guys were able to work with an already existing translation and didn't have to do one from scratch - which most likey is more difficult and time consuming(?). It's also unknown (at least to me) if there would be big complaints because Obsidian didn't ship a game with localisations like they used to.
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I think @Phenomenum did an improved Russian mod or something? There were also improved German mods for PoE back in the days. They discussed German phrases and names in the PoE modding subforum. I think to most of the players who really need a German version (because their English is too bad) the localisation actually sounds alrighty... If you'd ask me how I would handle localisation of a text-heavy game: I'd provide an easy localisation framework (as part of a modding framework for example) and let the players do the localisations. Maybe make it a challenge with a badge. The ultimate translation! Would be cheaper I guess and would result in better quality. But you couldn't have localisations at release then.
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Don't think that this is a good example. The reward isn't minimal at all. If you clear the whole castle (like I use to do 90% of times) your reward will be the immense amount of loot (especially lots and lots of armors like plate which is pretty rare before that point). Once you sell all the loot you can suddenly afford to buy very good items quite early in the game.
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Whirling Strikes is very good, but it comes so late that you can't plan an "AoE run" with it since you would play without AoE for the majority of the game. Same problem with all weapons with AoE that come kind of late (like Keeper of the Flame). SC Mortar Monk is still one the most fun playthroughs I ever had. But SC Streetfighter with mortars or Streetfighter/Arcane Archer Scout are also very nice. Everything with Citzal's Spirit Lance is fun as well (like the aforementioned Sage or Battlemages). The Amra Battle Axe has a Carnage-like AoE on crit and you can get it rel. early. Lord Darryn's Voulge kind of has an AoE capability with Static Charge. The Stag's Spiritshift form has a Carnage-like ability, but in the vanilla game it's really bad. If you use the Community Patch it gets altered to a passive that's a bit weaker than Carnage (and stacks with it). Clear Out and Whirling Strikes also do work with mortars (and then provide AoE*AoE*jumps) if you use a melee weapon in the offhand. The melee weapon unlocks the use of the ability but the ability will still use the main hand with the ranged weapon.
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SC Monk with Nomad's Briganine (immunity to disengamgement attack --> every disengagement attack is a miss) and Imagined Pain is great. Quite easy to play multiclasses for the beginner are Brute, Brawler and Crusader imo - since they are very forgiving in general, sturdy yet offensively strong, easy/straightforward to level, need rel. low micromanagement and are reliable with almost everything they do.
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Il like Devil of Caroc best on damage-oriented martial multiclass characters because it's quite fast for a Breastplate due to its enchantment, then it gives multiclasses +2/+2 resource points which is neat and also the heal on crit is nice for characters who actually land crits. Also I cannot use DoC if I can't also wear the Falcon's Helmet. Because those two obviously totally belong together or else the style police will fine you. Nomad's Brigandine in combination with Offensive Parry is great. I especially like that combo on Soulblade and Shattered Pillar. I like Reckless Briganine on Eder if he's also using a large shield like Cadhu Scalth. The shield modal + CS's enchantment make all ranged attacks pretty laughable anyways so the low pierce AR of the brigandine is no problem. Blunting Belt also helps. Reckless Brigandine + Kapana Taga + Cadhu Scalth is my most often used setup for an Unbroken/Trickster and also for Eder as Fighter/Rogue because the +4 engagement slots from weapon + shield + brigandine allow you to stack the speedups of Mob Stance and Armored Grace with the brigandine's enchantment - and still have the same engagement slots as if you would have used Defender Stance. It's a nice mix of offense and defense. You can still move around with Escape - or switch the modal off after a while. On top of it all three items fit well together visually and make you look like a Huana Mataru. You'd need a visually fitting helmet though - I often use the White Witch Mask (very useful with club modal + Riposte because of Repulsive Visage).
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Character Progression/Class System
Boeroer replied to Ormag's topic in Avowed: General Discussion (NO SPOILERS)
if it would use Josh's TTRPG class(less) system that would be great. The multiclass system of Deadfire (or something along the lines) would also be nice. I guess the game will not have as many abilites to pick from though (as is the case with most single character first-person games). Passives are easy and cheap to develop, but active abilities are expensive because of animation, VFX and SFX. Since most players only play a game once (and most of those don't even finish) it seems like a waste of resources to develop a ton of abilites that most players won't even see/use. In party based games that's different. -
You should know by now that you can't trust descriptions in Pillars games... at all.
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Blunderbuss is unmatched against low DR targets (even if you have a lot of DR bypass: lashes don't profit from DR bypass so a high DR usually eats up all the individual low lashes from the individual pellets), arquebus is best against high DR targets (high DR bypass and high base damage per projectile). Best is to use both and switch according to the enemy. If you can employ proper debuffs and ACC buffs you don't necessarily need weapon focus. Or you employ DR debuffing a lot when using blunderbuss as main weapon. Like Body Attunement, a fighter's Sundering Blow and such.
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It depends how you want to play the Rogue. Rogues tend to go down pretty fast once ganged up on, so it's almost never a good idea to rush into battle as the first guy. Rather stay stealthed until your tanks/offtanks/whatever sturdy party members engaged the enemies and the enemies decided whom they want to attack. This takes just a few secs. Only then unstealth and pick a target. Usually it's best to flank an enemy that is already getting attacked by one of the aforementioned frontliners of yours. Should you get attacked by only one enemy then Rumbalt is indeed very effective in saving your skin since the target very often spends the rest of its time on its butt. But once you get attacked by two or more Tidefall will be better for survival. But in general it's obviously better to not get hit at all rather than using healing - because while your endurance will heal your health will not. And as a Rogue you can't outheal damage too much because at some point your health will be so low that you'll have to rest - although you never were in danger of getting knocked out because of the healing of Tidefall. Potions of Infuse with Vital Essence can help you then. They resotre 50 health damage and they scale with MIG and "healing done" and "healing received" bonuses. You can add some more healing with Veteran's Recovery (I find that very useful on Rogues in general) and Shod-in-Faith boots. Combined with Tidefall you end up as a rather sturdy Rogue (I mean compared to the usual dual-sabre-full-on-dps rogue who going down when only looked at). It also depends on the difficulty setting. Enemies' defenses are a lot higher on Path of the Damned, so landing a crit is less likely. This gives Tidefall an advantage oder Rumbalt. On easier difficulties Rumbalt really shines. It also depends on how much debuffs your party can apply and how much accuracy buffs you can stack. For example Inspiring Radiance (priest talent) stacks with everything and Devotions (priest) stacks with most other ACC buffs, giving you +30 ACC (of top of other ACC buffs) which makes Rumbalt a lot stronger since crits are more likely. I'd say playing with Tidefall is less micromanagement and more straightforward or "brute force" - while Rumbalt requires a bit more buffing and picking the right targets/position. But it's not a big difference. If you already get a ton of CC from party (for example constant Amplified Waves from a Cipher or whatever) I would pick Tidefall. Also if you want to pick backstabbing I would pick it since the initial attack is very impressive then and can kill casters etc. on the spot (not late game because too big endurane pools, but on the way there). If you have a Priest you can use prayers to counter all sorts of afflictions so you don't really need talents like Bull's Will and such. Stacking deflection only makes sense if you go all the way (increasing returns). If you have mediocre or bad deflection doesn't make a lot of difference. But there are some enemies who like to pick the target with the lowest deflection (like enemy Barbs - gain stay stealthed at the start of battle). Higher DR prevents archers and gunners from focusing fire on you. So a medium or even heavy armor not only protects you onc you get attacked but also prevents certain enemies from attacking you altogether (players often dismiss that and then complain why their superhigh dps rogue glasscannon always gets gunned down and thus does 0 dps then). In my experience some good medium armor is enough to not get gunned down at once. Heavy armor would better but obviously hurts your attack rate. You might want to find the sweet spot that suits you best. I personally only pick defensive stuff on rogues if want to develop them into offtanks or generally sturdy frontliners who engage first - for example with a bashing shield (Badgradr's Barricade is great sice its spellstriking "Thrust of Tattered Veils" works with Deathblows and is great in synergy with a disabling weapon such as Godansthunyr or We Toki or whatever).
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Good question with the AoE since that's not trivial. Iirc: If an ally is actively threatening the same enemy that will get targeted by an attack roll of yours then Minor Threat should work - even if that attack roll is from an AoE attack. I didn't test this exclusively though, but it should work like in PoE where it was done in the same way as the Marking mechanic (which I tested in depth back then). What doesn't work is if your ally is also only dropping AoEs. The ally has to directly target/attack/threaten the enemy afaik.
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The best thing is that a vessel-kill by Chillfog will trigger another Chillfog (as if you had used the sabre itself for the killing blow). As a Berserker/Beckoner you can clear whole encounters with a few blows (because Chilling Grave also works on your 6 summoned skeletons which will split into 12 skeletons - and the confusions takes away the foe-only part which makes sure all your skeletons die very quickly from the first Chillfog, creating countless more). It's so powerful that it becomes quite boring after a while and it's also not good for the game's performance because VFX overload.
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That's the weaker enchantment though (in my opinion). The Chillfog on vessel-kill ("Chilling Grave") gets all the weapon's quality improvements (ACC, dmg bonus, PEN bonus etc.), is foe-only and with the second upgrade Grave Bound it can also paralyze with every Chillfog-crit (as if you had hit with the weapon itself). This really trivializes all fights against vessels as long as they are not immune to frost, blind or paralyze.
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Why would that be a bad idea? Three nice Great Sword for rogues are "The Hours of St. Rumbalt", because it does extra dmg on crit (and Rogues tend to crit fairly often) and it causes prone on crit, which unlocks Sneak Attack bonus right away and also is a hard CC effect of course. For this weapon you might want to focus on PER (more crits) and INT (longer prone duration) as well as DEX (prone-lock enemies with faster attack rate). You need some money to buy the sword, but besides that it's obtainable early. "Tidefall", because it's one of the weapons with the highest dps potential in the game. Its wounding enchantment is a raw dmg over time "lash". Lashes are multiplicative dmg bonuses. And this lash stacks on the enemy. It also gets influenced by your MIG attribute: for example 15 MIG generally means +15% additive damage for everything, but it's also adding 15% to the wounding lash. A Rogue who plans to wield Tidefall shouldn't drop MIG but instead raise it. On top of that TIdefall also drains life for you once you damage foes. This can help rogues a lot who tend to be rather squishy. On top you can put on a second elemental lash as you can with any other weapon. For this weapon you want to focus on MIG as I said but have not too high INT (because then the wouding damage gets spread thinner over more seconds and that's not what you want - it's an oversight and never got fixed). This is also a great weapon for backstabbig since the wounding dmg will be based on your overall physical dmg and that's rather high with a backstab. You need mechanics of at least 10 to find the sword in a hidden stash. "Firebrand", because it has a lot more base damage than any other Great Sword. And this works extremely well with all kinds of damage bonuses - and Rogues have a lot of those (Sneak Attack, Deathblows...). On top it also does extra dmg on crit like Rumbalt. It is a summoned flame weapon though so you should bring a "backup" great sword for the times the summoning duration is over - or when you just don't want to summon it (e.g. when you face fire-immune enemies). There are two items which each let you summon Firebrand 3 times per rest: Forgemaster's Gloves and Belt of the Royal Deadfire Cannoneer. While the gloves do not much besides summoning Firebrand, the belt is one of the best in the game (i'd say the best) so you will want to wear that anyway. 6 * Firebrand per rest is absolutely enough to be able to summon it for every fight since you will rest at least every 6 fights in general (there will be exceptions I'm sure). For Firebrand you want high INT (to keep the sommoning duration long), high PER (because of the extra crit damage) and DEX (because you can't enchant it with Durgan Steel like you could do with a regular weapon - which means it will be a bit slower in the later game). This is not a good backstabbing weapon because once you summon the sword your stealth will break. You could of couse backstab with a regular great word and only then summon Firebrand - to get both. Good Great Swords on the way are "Justice" (has an extra mini-10%-crushing lash on top of the 25%-crushing lash it displays and thus does more damage than a regular great sword), "the Temaperacl" (it does the same as Rumbalt but without the extra crit dmg). A great backup weapon for enemies who are vulnerable to pierce dmg or if you can't reach the enemy because you're behind a party member or whatever: Tall Grass. It uses the same weapon focus as great swords and has reach (1.8 meters), causes prone on crit like Rumbalt and has a higher chance to crit (converts 10% of hits to crits which stacks with the rogue ability which does the same - but not additively. Two times 10% conversion translate to overall 19% chance, not 10%, three times 10% would get you 27% and so on). I played rogues with all three great swords above and they were all viable and fun. It's more a matter of taste and character idea which wone you want to stick to, not so much a matter of raw power. I would comment on cipher if you dismiss rogue.