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Boeroer

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Everything posted by Boeroer

  1. I proposed to remove the resource replenishment of Brilliant quite early and instead simply raise the PL bonus. Acute has +1, Brilliant could have get +3. Or increase AoE and durations by 50% (without any further INT bonus). Anything that's not obviously destroying the resource economy. I thought they got it when they started to nerf the Chanter invocation which originally applied Brilliant and now only adds +1 resources instantly (can't prolong that) - but Ancestor's Memory and other sources of Brilliant are still in, so... 🤷‍♂️
  2. Same - except the profanity and ranting and blaming players for sharing stuff. Brilliant is the most broken thing. And if you (as a designer) can't immediately see the gamebreaking combination of Brilliant and any duration boosting ability such as Wall of Draining and Salvation of Time then you have "tomatoes on the eyes" as we Germans say. Wall of Draining itself also broke (even without Brilliant) as soon as the Bloodmage was introduced.
  3. On Ultimate it will not. Also you can just start the encounter with Lover's Embrace - so it won't stop if you become invisible.
  4. I think they tried to do the "viral" marketing since it's cheaper but can have great effect. That's only my guess though. I mean that's also the publisher's job, isn't it? But somehow it wasn't and the whole campaign never left Twitter as far as I can tell. And you had to follow Obsidian or WorldOfEternity in the first place to even catch that. Maybe also media wasn't as eager to report about it as they were with PoE. And don't underestimate the publicity effect of Kickstarter (compared to other crowdfunding platforms).
  5. Yeah - also the bear form/Paladin multiclass (especially Goldpact) has awesome AR (with 0 recovery penalty) and deals good dmg per hit as well - because of the dual lashes on claws (Wildstrike + Eternal Devotion). You can use Hylea's Talons for more lashes. The low recovery penalty also makes casting Inspired Beacon worthwhile (with Sacred Immolation + Nature's Terror).
  6. Doesn't Brilliant Departure also trigger Brilliant Tactician? Like Shadowing Beyond (with a Tactician/Rogue) does?
  7. The setting was brought up a lot as reason why people didn't buy. At least Josh said so. Also a very frequently reply was "wow I missed Deadfire completely - didn't hear about it". Thus those points are further up the list. Deadfire has good reviews and critics - so massive disappointment with plot etc. seems to be unlikely to be THE main reason - also because you need to buy first as was mentioned. As I said above: Deadfire's marketing really seems to have failed completely. The guy responsible for it had to go.
  8. Citzal's Spirit Lance has the same base damage as Parasitic Staff and also Firebrand (all 20-30 - or 25 on average). But Citzal's Spirit Lance comes superb and thus has +15% additive dmg compared to the staff. Which means it causes 3.75 more physical dmg per graze/hit/crit. And then the AoE and the speed indeed. The speed enchantment leads to a lot better dps because not only is it +20% mutiplicative dps (which is to be expected) but in Pillars most speed bonuses stack multiplicatively - so the more of such speed bonuses the higher the return (increasing returns). For example Deletrious Alacrity + Citzal's Spirit Lance stack their speeds multiplicatively. Firebrand comes with Damaging III which is the same as superb (in terms of dmg) and in addition has "Annihilating" which means +50% additive crit damage (+12.5 dmg) - so that's also a higher damage potential than the staff. Also because other classes can use it. But for a lvl-1 spell/weapon Concelhaut's Parasitic Staff is awesome. Helps enormously if you want/need to spare spell uses.
  9. He wasn't saying the PoE world is over. He only said that he wouldn't do a third part of PoE as long as he doesn't know what went wrong with part two. But he also said a few days ago on stream (and several times before that) that nobody would do a third part if "nobody" wanted to play the second. Which is an exaggeration of course - but he still seems to be deeply disappointed. That also didn't indicate that the console sales did superwell. On the other hand there are still a decent amount of players that play Deadfire although it's 2 years old. We even got a new Ultimate run a few days ago. At the same time Feargus still wants to do a first-person RPG on Eora. Josh himself said a week ago or so that a) it's still what Feargus wants to do (and that he usually gets his way as I already said) and b) that he personally would not like to do PoE3 but a Pillars Tactics game. So while we might not see a PoE3 anytime soon we might see some other Pillars/Eora/PoE-world game. PoE3 seems to be off the table for now though, I agree. Maybe one can license the Pillars IP from Microsoft for a small CRPG.
  10. Steel Garotte/Trickster does way more damage with Offensive Parry (and the occasional Riposte) but has lower defenses and limited resources. Keep in mind that the Bloodmage can stack Arcane Veil and Llengrath's Safeguard for +70 to deflection (and +20 to the other defenses and +5 AR) which won't get reduced when getting hit and can prolong that stuff endlessly (in theory) with Wall of Draining. You can trigger Safeguard easily with Blood Sacrifice. Also self damaging stuff like Sacred Immolation and Alacrity are no problem when you can prolong Hands of Light and such effects in addition to draining - while the Trickster "only" has a limited supply of +30 deflection from Mirrored Images at best. When I do the same encounter solo against not-too hard melee-foes like tigers - which might represent the common "mob" - the Trickster variant kills them faster. But if the enemies have even more ACC/defenses and/or the fight takes too long he will run out of guile and then die faster. This might be a problem in the later game - for example in DLCs like SSS where fights can take quite a while. The Bloodmage can go on endlessly. Both are vulnerable to Arcane Dampener. They usually have very high Will (due to maxed RES and high INT) but grazes can still occur. The Trickster variant is more fun (in my opinion) if you want less micro. You only need to position the guy somewhere in from of melee enemies, cast Mirrored Images and Inspired Beacon and he'll be like a meat grinder from hell. The Bloodmage variant requires a lot more micromanagement and setup with buffs etc. and takes a longer to finish most fights - but in the end I think it has a lot more potential.
  11. Funnily enough I had one of those Benny Hill chases yesterday evening and thought: "Wait - didn't I tell people that this isn't a thing in Deadfire?".
  12. I believe you can tint models even if they are usually not adapting to the char's color scheme. But I'm not 100% sure nor do I remember how. But I think I read something about it in the modding subforum - something about custom godlikes iirc. Edit - found it (may be too complicated): The important part I think:
  13. First of all thanks for the nice feedback. I haven't used Frostseeker that much - but you need lots of crits for it to be great. A Ranger - in my opinion - is mandatory. Not only because of the increased ACC but also because of Driving Flight which doubles your attempts for a critical hit. Every projectile of Frostseeker can trigger the freeze AoE. So without Driving Flight it's 3 attempts per shot, with Driving Flight it's 6. Hard to beat that. I did quite some testing and also found SC Ranger to be viable because of Twinned Shot (=12 attempts). But to be honest I think something like Helwalker/Ranger would be best. Thundering Blows, Enduring Dance + Ranger ACC boosts is great, increased INT via Duality is great (bigger freeze AoE), increased MIG is great for the dmg, it's easy to get refunds for Stunning Surge because of the three projectiles + Driving Flight and so on. Stunning Surge is so good... I think both Ghost Heart and Arcane Archer can be nice. With Ghost Heart you can drop your animal companion right besides the dude you want to primarily hit (to trigger lots of crits) and don't care if it goes down. Arcane Archer can pull enemies together with Pull of Eora and doesn't get ACC malus with Frostseeker for his normal attacks. Also shooting Fireballs while triggering freeze AoEs is silly but fun. Maybe install a mod which fixes the PEN issues of Arcane Archer... I think I personally would pick Ghost Heart. Ranger/Rogue, Ranger/Cipher or Ranger/Devoted (great PENwould also be nice. I only tested those via console and did not do playthroughs with them, so others may have better advice. By the way: Avenging Storm procs also off of the freeze AoE hits. An SC Ranger with Twinned Shot and high Arcana (for the scroll) or Heaven's Cacophony helm can deal deadly AoE damage because he can produce so many hit rolls per shot. Red Hand is nice with any combination of Rogue, Ranger and Chanter. Chanter because of Sure-Handed Ila. Guns profit twice from it: the recover bonus and reload bonus both get applied. Looks like an oversight but leads to 2*-20% reload time which is neat - combined with the double-shot that's crazy fast arquebus shooting. Of course this also works if another char in the party is a Chanter. Doesn't need to be the user of Red Hand. Imagine a Scout with Gunner, Maia's Armor, Acina's Tricorn and all dmg bonuses of the Rogue + a Chanter with Sure-Handed Ila + Mith Fyr in the party: great reload speed and high dmg bonuses shout be impressive. What I think it best about Red Hand is the vessel destroy. So I can also imagine a Paladin or Priest multiclass using it. For RP purposes. Paladin also has FoD of course which is nice with Arquebuses anyway. Also here: I never used this weapon for extended durations but mostly did test runs with it and switch to it against vessel (where it rules). So again others may have better ideas from whole playthroughs with it.
  14. I also thought so. But when I lately tested it a lot I couldn't reproduce the bug. So either it occurs very seldomly or it's truly fixed now.
  15. To be fair they developed Deadfire pretty quickly. Also the whole mechanics got changed from PoE to Deadfire during that rather short period. Maybe that's why some things feel hasted. Potions are no problem as long as you don't use AI or don't drink them manually with AI on. I know: still not ok, but it's a bug that is circumventable. No idea why that's still in though. Seems to have been a difficult fix. Aloth's bug doesn't get encountered often so I guess it had a low priority.
  16. Putting points into Arcana will raise the ACC of the imbue shots and spells. So it helps a lot if you use those a lot. With high Arcana you might want to check out the Arbalest "Spearcaster". It also gets bonus ACC from Arcana and that stacks. The imbue effects (Missiles, Fireball, Web and so on) will NOT proc thrice with Frostseeker (or four times with blunderbuss). As I said earlier multiprojectile weapons count as one in this case (I believe only the first projectile gets evaluated). The only thing that causes those effects to proc more than once are projectile jumps (see Driving Flight, Fire in the Hole, Wild Shot from Kitchen Stove and Waterhaper's Focus).
  17. By the time you get Whispers of the Wind there's still like more than 30% of the game left - at least if you own both DLCs and do all sidequests. The nice thing about single classes is that they reach the cool abilities a lot earlier, you get access to awesome abilities (in some cases) and your abilities are more powerful due to higher PL. The advantage of multiclasses is nice synergies, usually more resources and often (positively) frontloaded builds which makes the early/mid game more interesting and fun.
  18. Per rest stuff is weird in a game that eliminated per-rest casting in favor of per-encounter casting, I agree. If an item has a per-rest enchantment and an alternative passive or per-encounter one I will never pick the first but always the latter. I know that one powerful 1/rest ability might be a lot more useful in hard fights than a mediocre per-encounter one - but I still don't take it.
  19. Which game hasn't? They patched it with 5 major patches (PoE only got 3) and they did 3 fairly big DLCs. You have to "walk away" from a game at some point. You can't patch it forever because it makes no sense to patch a game that barely nobody's playing anymore. There's no shame in that. There are still some things that should have been fixed and OP has valid points, but the bugs are not gamebreaking and there are not that many and the game is absolutely playable and fun (at least on PC).
  20. Increasing DEX has linear returns. Besides that: Even if a few fractions of a second doesn't seem like much: an increase of attack speed - by let's say 5% - is a 5% multiplicative dps increase. Giving 5 points of MIG would lead to an additive dmg bonus of 15%. Additive bonuses only apply to (weapon) base damage while multiplicative bonuses apply to your overall dmg output. So 5% multiplicative can be way better than 15% additive. Best for dps would be if you raised both of course. Besides that higher DEX makes you more reactive which can be more fun. Deadfire's combat is already pretty slow. But I think 15 DEX is fine. You also get +5 from Swift Flurry and maybe a few points from items and food or whatever. No need to maximize all preferable stats. If PER is 20, 18 or 17 also doesn't matter that much after a while. Because raising PER ultimately has diminishing returns when it comes to dps, but it depends on your build as well (in this case it's important to stack as much ACC as possible for Swift Flurry) and it also lets you find traps and secrets. If you play with official companions this can be important because most of them don't have high PER. And stepping on traps gives you injuries which is sooo annoying. By the way: there are those things called Berath Blessing points: you get them as achievements when playing the game. They can be used to unlock cool stuff for all next playthroughs - for example +2 to all stats. Or starting at level 4 instead of 1. Or getting a unique vendor who sells special good stuff for a low price (for example a Cloak of Greater Deflection right in Port Make at the beginning of the game). This can help to get your build "clicking" much earlier in the game. Keep in mind that these are only my personal preferences. Other players may think differently.
  21. Haha yeah, I had that every once in a while as well. But not very often. Deadfire has this nice little "push out of the way" effect that solves a lot of small pathing issues. They push only a little but it seems to be enough to avoid the really weird "Benny Hill Show" stuff.
  22. With Frostseeker it's important to critically hit. Without crits it's not that great. If you are using Essence Interrupter then generally speaking it is worth it to raise Metaphysics. Lashes (like the one from Electrical Conduit) are multiplicative damage bonuses and every additional percentage point is good. IIrc every 4 points of Metaphysics you get one additional percentage point of shocking lash (so at 20 Metaphysics it will be a 10% lash instead of a 5% one). You'd be the judge if that's worth maximizing Metaphysics though. It's easier on a party member because their skills are not checked in scripted interactions as much. Maximizing one single skill as MC can mean that you will not pass a lot of other skillchecks. Although Metaphysics unlocks some pretty important checks.
  23. The data that we rely on was not "seen somewhere" but presented here. Therefore claiming that an opinion is based on data and then showing the data makes it so. A difference also is that some claim that X was THE reason for failure while others just say that Y may have been A reason. It's quite baffling how you can't see the difference. And calling people names doesn't make it any better.

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