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Boeroer

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Everything posted by Boeroer

  1. Hm... you chose the highest possible difficulty and managed to win. So I don't really understand where the problem is. That is was more difficult than the main game on PotD upscaled? I found some fights in SSS challenging when I did them the first time, but usually they weren't hat difficult after that. Often players are not used to prolonged fights and tend to spend all their resources right away and carelessly which is a mistake in SSS. There are players who beat these fights solo on PotD upscaled or even in the Ultimate challenge.
  2. I played a dual hammer Barbarian during an Ultimate attempt. It's fun and effective and you should go for it. Nice thing about hammers: there are good unique ones and you can get the first one quite early in Defiance Bay. Later you want to use Godansthunyr because its stunning enchantment is great with Carnage. I had high MIG, maxed CON and low DEX and got good sturdyness from healing effects like Veteran's Recovery, Savage Defiance and Shod-in-Faith boots. You could also try an unarmed brawler Barb: Novice's Suffering works very well with a strong Barb. Basically you need the highest MIG to make the most of it. Can elaborate if that sounds interesting. What I also like is a Barb with Tall Grass (pike). You could see it as a lance that dwarves may use to hunt dragons. It's a very good Barb weapon as well. Pros are the reach (you can place the center of Carnage optimally in order to hit the most enemies at once) and the overbearing effect on critical (Carnage) hits.
  3. I guess you mean the PEN of his damaging imbue effects such as Minor Missiles, Fireball and Death Ring. Because everything else works just fine. This problem didn't get fixed. I don't know why. Maybe it was too complicated. However - you can use the Community Patch (see my signature) which makes it so that imbue effects scale their PEN with the Arcana skill. You can switch on/off several parts of the Community Patch in the mod manager menu.
  4. Right. Also because they regain resources easily (wounds) and have Whispers of the Wind and Resonant Touch which are very powerful damage tools and especially Whispers of the Wind (which makes you invisible and can synergize with the Stalking Cloak which stuns enemies from invisibility) is extremely helpful. Still works. BDD doesn't prevent you from being damaged (attack resolution still applies and normal damage still gets rolled). It prevents you from dying by not letting you drop below 1 HP after getting damaged. Mechanically that's a difference. You will use the Brilliant inspiration first. This will ensure that you will regain spell uses every few seconds. The interval of regaining spell uses is shorter than the duration of Salvation of Time. Thus you will cast Salvation of Time (once all buffs are up) and you will prolong every benefical effect for 10 seconds, including Brilliant. You keep on casting SoT over and over again until you feel you have enough duration - you can do that for hours and end with hours of duration.
  5. Cool. Erm I mean it's not cool that it doesn't work - but it's nice that you tested it.
  6. Yes - Berath's challenge will kill party members and crew if they don't get revived in combat after 10 secs. The "Grog" pet will kill party members on k.o. - I ever tried if it also affects crew though.
  7. Do1000c is only great if you combine it with Antipathetic Field in my opinion. Because every tick(!) of the beam (which is not echo but a shred spell unlike Ectypsychic Echo) procs Do1000c. But then it's really great. Only problem is that you need a second enemy somewhere behind the target to connect the beam to. Advantage of Do1000c over Disintegrate: Disintegrate can be really lame on eemies with very high RES. If you only graze (quite common againt fat bosses with high fortitude) and the RES is high the damage will be rather laughable. Do1000c can be prolonged endlessly with Antipathetic Field if enemies' reflex isn't too stellar (which it usually isn't with high-RES and high-HP bosses). Shred spells that only hit once like Mind Lance are a waste of focus for this I think. Mind Blades can work well if there are not too many enemies left and you can't place a Antipathetic Field well enough. I never tested if Recall Agony would proc Do1000c with every weapopn hit the enemy receives (since it adds additional shred damage then). I guess not, but maybe worth a try. Last time I tried Disintegrate or Soul Ignition it only triggers Do1000c with the initial hit roll, not the raw dmg ticks (no hit rolls). Anyway I think Driving Echoes and Shared Nightmare (works with all AoEs - weapons' AoEs included) are the best PL9 abilites of a cipher and I would prefer them over Do1000c.
  8. If I'm not mistaken his shark bite does more base damage though. But I might be wrong. Immunities are great because you can tailor some powerful synergies aorund them. In case of Dexterity you could cast Binding Web or Tanglefoot and such and Tekehu would be free to roam in those AoEs - for example. SC Druids are indeed worse with Spiritshift in my opinion. Avenging Storm is great, but it's much better with AoE or multiprojectile weapons. Especially since there are some weapon enchantments that let you go totally bonkers with Avenging Storm. For example Hand Mortar has Blinding Smoke wich procs an AoE cone on crit (of every AoE crit roll the mortar does) which leads to an absurd amount of hit rolls. Those don't do damage but proc Avenging Storm. Add Fire in the Hole with Chain Shot for another two AoE jumps which all proc Avenging Storm. Watershaper's Focus has an AoE-Blast that jumps and triggers Avenging Storm - and those AoE hits can trigger Ondra's Wrath which also procs Avenging Storm. Kitchen Stove has 4 projectiles and can jump 3 times... and so on. If you have a Wizard with COmbusting Wounds those are all fantastic options and way better than a shifted druid who does single target strikes. So a SC Druid using Avenging Storm would be way better off using dual hand mortars + Deltro's Cage than using Spiritshift (tried it, Tekehu's devastating that way - a pure Fury even more so because of the higher PEN). So for me Avenging Storm isn't a big plus for a SC Druid while shifted. I mean it is a plus of course - but you still feel like you're picking the weaker route with shifting. Also the last tier of Wildstrike, the Wildstrike Frenzy (PL8) is not good enough. If it would have increased additive damage or an even higher lash in combination with the prolong-on-kill effect it might be able to counterbalance the loss of multiclass synergy a bit (together with Avenging Storm then) - but as is it's just too weak. SC druid is not doing impressive stuff during Spiritshift. Of course some of the PL8/PL9 spells of druids are awesome and the higher PL is great for any DoT spells. So SC druid can be totally worth it - just not with Spiritshift I'd say and especially not as a Shifter who can't make use of the awesome spells while shifted.
  9. PoE had some other problems as well. For example if you sorted your inventory in a certain way (like let's say by value) it would not "keep" that sorting but would apply the sorting algorithm every time you opened the stash. With a lot of items in the stash (which is limitless on PC) you'd run into severe performance issues. In the earlier version also every summon you cast would find its way into the saved state of the game, never disappearing in memory. This got fixed at some point. Save game files wouldn't need to grow like crasy if players wouldn't expect to get back all the stuff they dropped/sold. But because players want to have the opportunity to place stuff into chests or sell stuff and be able to buy it again later for an unlimited amount of time the save game needs to take care for all those items you don't carry around anymore, too. It would help if the shop owner simply sold your stuff after some time (remove from shop) or random lootes would empty chests (that are not on your ship or in your stronghold). I don't know if tiling the maps would be so simple. PoE and Deadfire are 2.5 D games where 3D objects get placed on a handdrawn, 2D maps. Elevations and obstructions are mostly optical illusions. You can see that when you are trying to cast a spell like Iconic Projection up a staircase. So maybe it's difficult to split up such a map that's a rather wild but nice-looking conglomerate of 2D and 3D game objects. No idea though. Just a thought.
  10. Activate "auto-pause" and "end movement" on trap detection in the game options menu at any time.
  11. Pierce the Bell: not worth it in my opinon if you have Arterial Strike and a ranged weapon with decent PEN. For 1 Guile AS will give you more dmg (5% multiplicative because of Power Level and raw DoT vs. 20% additive of PtB), less PEN (+2 vs. +5 of PtB), applies Hobbled for further Sneak Attacks and even Deathblows (vs. no affliction with PtB). Devastating Blow: basically the same. The mechanic usually leads to massive overkill when it's most potent (enemies' health is low) and doesn't do impressive damage when the enemy hasn't low health. Even on bosses I prefer Arterial Strike because the raw DoT on movement can be very useful here as well. With all my ranged builds both abilites could not outperform Crippling Strike which will compete for Guile. In my opinion you're nearly always better of with 2 * Crippling Strike instead of 1 Pierce the Bell or 1 Devastating Blow. So I wouldn't take any of them. Double cost (2 instead of 1 Guile) is just too expensive for what they do. Especially with Hand Mortar/Fire in the Hole I wouldn't use them. Arterial Strike's raw DoT on every enemy in an AoE is just too good. And AR doesn't matter there. Spiritshift: you get two weapons with decent base damage and a lash, yes. Lashes are multiplicative damage bonuses (unlike additive stuff like Sneak Attack etc.). Maybe more importantly maybe (but often overlooked): All forms get decent armor with 0 recovery: 8 base and scales with PL (+1) and every 5th char level (+1). This is very good for dps. Unlike other melee classes who want to wear armor you won't get slowed down - and attack speed is the most impactful variable for dps. Some forms have increased dps, others have higher AR. More specifically: Cat form gets fast claws (only 3 sec. recovery istead of 4). Its Cat Flurry ability boosts dps a lot. Boar gets raw DoT lash on top of elemental lashes (also multiplicative)and health regeneration. If you combine with other regenerative effects he can be quite tanky. Gets +1 engagement which helos with tanking. Bear gets +2 AR (that's pretty huge - better than plate armor without recovery malus). If combined with other AR buffs this can make the Bear very tanky. He also gets +1 engagement which helps with the tanking. He also has a frightening roar while shifted (prevents offensive ability use of enemies) Wolf runs faster (25%) - this can also help with dps since you won't waste much time running around. Since all items except weapon and armor stay active you can stack it with Boots of Speed and/or Long Stride etc. Also has Knock Down. Stag's Carnage is really bad. The +7 defenses are nice but nothing I would write home about. Storm Blight's jumping projectile doesn't stack with Driving Flight and has rel. low base dmg. Fury is interesting because of its passives. I think the Spiritshift form is too weak. So that's what you get when shifting. Actually when combining Spiritshift with either a dps class (e.g. Streetfighter) or a tanky class (e.g. Goldpact Knight) you can get pretty great results. Imagine a gilded Bear with huge AR (Paladin's passives + Gilded Enmity + Bear's fur), attacking with Wildstrike claws and Eternal Flames (+10% burning lash to all your following attacks, including spells) with no recovery penalty. This is sturdy yet does very decent melee damage AND can heal, buff, cast AoE dmage or CC etc. Flanked Cat Streetfighter with Cat Flurry + Wildstrike + Heating Up + Sneak Attacks hits incredibly fast and has high dps while it's not too squishy (can heal itself etc.).
  12. As with party members, crew members don't die when they go down but only get knocked out.
  13. Woha... Deadfire uses asset streaming (unlike PoE). It helped a lot on PC. No idea why the loading times in PS4 are that ridiculously long...
  14. I'd have no problem with that. May be better for new console players to find a thread/list with post-last-patch builds.
  15. Unlike PoE, item bonuses generally all stack (not only weapons). You can use an amulet with INT+2 and a Helmet with INT+2 and they would stack to +4 INT.
  16. Yeah (I opened and maitained it) - but to be fair the builds there are not that new. Most of the non-day-one-builds still work perfectly fine though. But since the foum software update I shy away from editing that list. You can see that the formatting is a bit more complex. It was no big deal with the old forum which supported BBCode - but now that's not an option anymore and thus it's a nightmare to edit. There are a few new(ish) builds in the forum but I didn't put them in yet because of that reason. I fear I might brick the whole list and would have to reformat and type stuff again...
  17. Ooops - I only assumed that versus evil had a forum and stuff (Paradox who did the console port of PoE, had that). Now checked and they seem to have not. Only way to contact them seems to be Twitter, Facebook and via eMail. Deafire's technical subforum is here (I saw you already posted there, just for other readers who might find this) : https://forums.obsidian.net/forum/130-pillars-of-eternity-ii-deadfire-technical-support-spoiler-warning/
  18. Good thought! I indeed unpause from time to time accidentally because Auto-Pause was a bit faster than I was. You know what also would be cool? Pre-pause. That's a pause that rolls your game back a fraction of a second (the time it usually takes to process what's on the screen, decide to pause and press the button. Maybe even combined with time-distorting effects like a "rewind 5 sec"-spell.
  19. I would say that's pretty unacceptable. Did you guys scan the Versus Evil forum or the technical subforum for any news on this (like maybe there's a patch coming or a workaround)?
  20. Arcane Assault was a 2/encounter ability in PoE while the spells were 4/rest per tier. In Deadfire all spells are 2/encounter per tier so I guess Arcane Assault didn't fit in mechanically. Why they chose to make it a kind-of unique spell that you can only access via grimoire (like the certain other unique spells like Shadowflame, Brilliant Departure or Draconic Fury) instead of turning it into a normal spell that you can learn: no idea. They did it with Arcane Veil (although that was per-rest in PoE and not per-encounter). Casting times: you'll get used to it. Caster have a lot more spells uses now because it all turned from per-rest to per-encounter. That means more power. At the same time the devs didn't want to make the spells' effects too weak to counterbalance that. So they had to get longer casting times to prevent wild spell stakkatos. Also they wanted to make interrupts more meaningful. So spells stayed powerful and can have a big impact when cast - but at the same time (if you're a smart player) you can keep an eye on spellcasters and interrupt them with certain abilites. This gives combat more tactical depth and makes interrupting meaningful. In PoE it was just adding (fractions of) seconds to enemies' actions. I think most experienced players would call this change a big improvement, but it's a bit hard to grasp for new players or people who want to fight as fast as possible because the advantages are not that obvious. Casting speed/progress: the action indicator above the caster's head should give you a hint during casting. It should show you how long the casting lasts and also how long recovery is. The circle above the head should show an icon of the spell you are casting and the ring around it will show how far you got. The green bar not only shows your health but also should display a recovery bar right under the health bar (not visible in this screenshot I got from Google). What I said is for RTwP mode. It may be that it's different in Turn Based mode.
  21. That seems to be the case. But one can't expect them to have an in-house expert for every language that a game gets translated to. I really wonder which companies did the translations though and how much money they got. A assume they are american companies? Why won't you use a company from the respective country? Like a Russian translation company for the Russian version, a German one for the German version and so on?
  22. I agree nearly completely. But I guess you also can make decent money from smallish games (percentage-wise). You'd have to cut stuff like Full VO and localisation though. Also extensive companion reactions etc. might be too expensive.
  23. PS: you could also check the technical subforum and the Versus Evil forums. Versus Evil did the console port of Deadfire so there might be something in their forums which can help you.
  24. I read a bit into it (mostly posts from 2018) and the comments of @BMac about those issues. It may be that it's a bad quest state in your save files which causes this. But it's just wild guessing. I tagged BMac so he maybe sees this and can answer. Hope you can fix it!
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