-
Posts
22894 -
Joined
-
Last visited
-
Days Won
372
Content Type
Profiles
Forums
Blogs
Everything posted by Boeroer
-
@Gromnir: I agree. I also agree to @thelee's point: it may be hard to find the gems between all the Hühnerscheiße, especially once the board becomes a more crowded place (like after beta release and such) and nusiances like firkraag888/master guardian/no1fanboy/whatever_name emerge from their moms' basements. But I also think (without wanting to sound too pompous) that devs should at least read what forum regulars of solid repute, knowledge and reasoning have to say about the game. Even if the forum is drowning it shouldn't be too hard to keep track of people like that. Not that their opinion is more important than that of the others per se, but the chances are a lot higher that you don't have to read a lot of ranting and drivel if you're concentrating on those. It is quite easy to get the devs' attention if you befriend them on other platforms like Discord, Twitter etc. Even Josh, although a busy man, will answer most questions regarding Obsidian stuff pretty quickly. It's just weird that one has to poke devs on Twitter and tell them to look into their own forums.
-
You misunderstood me. Maybe I didn't express myself well. I didn't mean that the forum got friendlier because Josh left. I didn't want to imply such causal connection. I only meant that 1. Josh left because the forum got nasty. 2. Then the forum got nicer (for reasons unknown to me) but 3. Josh wasn't coming back. Sorry if I was unclear.
-
Don't know how it's handeled in Deadfire, but in PoE dual wielding (carrying two weapons) didn't actually have a status effect. It was two handed and single handed usage that got a malus. So maybe it's the same in Deadfire and instead of looking for a bonus you should be looking for a malus...? But anyway: if you can find the entry for Two Weapon Style which somwhow hooks onto dual wielding it should be easier to see which conditions must be met so that this ability is used for attack speed calculations when dual wielding. You could then maybe simply copy Two Weapon Style, name it something like "Two Weapon Malus" and instead of +15% attack speed it does -10 accuracy or something. Then you automatically add it to every character as a invisible passive. Shouldn't that work?
-
Yeah... but when does the average player get those items? Also in a whole party you rarely need Brilliant. If it comes easy (like with Ancestor's Memory): great! But if you have to taylor your whole party and equipment for it: not worth it in a lot of cases in my opinion. If you're going with a cipher, wizard and priest anyway and like immunity to flanked then it's great synergy of course. Really good solo though - even with the unavoidable malus to PEN and ACC. When using summons you can even prevent that.
-
Blood Mage is already OP if you only cast Corrosive Siphon + Blood Sacrifice nonstop and nothing else. Just put it into the AI as an endless loop and you're good. Tactician: I don't agree 100%. It's way easier to exploit its strengths the less party members you have. It's a supergood choice for solo or duo runs and becomes more tedious and fiddly once you add more guys. Streetfighter is only OP because of Powder Burns. If that didn't cause Distracted (or all PER-afflictions wouldn't contain Flanked) that subclass would be reasonably well balanced. With blunderbusses it's just too easy to stay "flanked" all the time without actually suffering from it (meaning getting slapped in the face, ears and neck). Troubadour is OP because you have to do nothing to make it better than any other chanter. Some other subclasses are OP because you can easily circumvent their cons - but Troubadour is just better right from the shelf. If you have no clue what you're doing in Deadfire: grab a Troubadour. Same with Trickster I would argue.
-
Yes, but still no Ghost Heart. It has its merits, but I think it's overrated. But to be fair this also has a lot to do with micromanagement. If you tend to micromanage a lot anyway (like I do - I don't use AI at all) you won't find it hard to handle the AC. If you let it run on AI you will have a lot more problems. So how often you use pause might influence your perception of "Ghost Heart AC vs. normal AC" immensely.
-
MC Rangers should use all their Bond for stuff like Takedown Combo is my take. Anyway: I didn't say that Ghost Heart is bad. It is not. It's well balanced in my opinion and more importantly: it's not boring but brings something different to the class which is nice. But still I would't call it a general "strong package". I would consider to give this tag to other subclasses which are blatantly stronger compared to the base class - like Troubadour for example.
-
I just love Takedown Combo to pieces - especially with DoTs. Do you know what works similar but with ACC? Lion's Sprint. You can cast multiple Disintegrates with +15 ACC as long as it's up. Pure DoTs don't count as "attacks" that remove the bonus but still get the +15 ACC. Too bad that Ranger/Barbarian doesn't have any DoT-only ability.
-
Indeed. Max MIG, CON, PER and INT Fire Godlike with Veteran's Recovery, Shod-in-Faith, Fulvano's Amulet and 12 survival for the healing bonus and all that. A Ring of Focused Flames + Vulnerable Attack + getting bloodied. Cast Combusting Wounds on the guys. Once Blooded kicked in: Heart of Fury. Remainder got killed by Battle Forged + Blood Thirst. It worked ok but I had to drink quite a lot of Infuse wVE potions. What killed me at lvl 16 in some unimportant fight in Noonfrost was a bug with Battle Forged + Second Wind (Athletics): if you use Second Wind while Battle Forged is active you will hit yourself with the fire retaliation. I was low on endurance and forgot about it - and Battle Forged dmg is preeetty high at lvl 16...
-
No, you have to hover over (and then click on) a corpse and only then you will see an AoE indicator with the corpse as center. Everything in that AoE will get that crush damage when said corpse explodes. The corpse then gets removed and you can cast it on another one. It works completely differently compared to PoE where you had a cone and every corpse in that clone would explode. Maybe you didn't click on a corpse and the game fails to properly react to that (like not allowing the cast then).
-
If you can't find out why you are having sleep disturbances you might want to try vitamine B6. It's hard to overdose (>50mg a day) and a deficit can sometimes cause insomnia. Maybe worth a try. Some random B-vitamine-complexes (B6+B9+B12) are quite cheap. A deficit is unlikely if you eat normally, but still... maybe better to try something out than rolling around the whole night. If your sleep is disturbed because you lost all your money with poor horse-racing bets than it won't help though.
-
By the way: I think your White Worms didn't work because you need a successful hit roll against the corpse (which is hidden). @thelee pointed that out. You simply missed the corpse I guess. This is a fairly recent change (I mean not long before v. 5) and totally stupid. I also think it's unintended. Using Skeletons is smart, but remember that their weapons don't scale (always poor swords) so you might want to change to some other summons later.
-
Initiative Rolls? (Pillars of Eternity P&P)
Boeroer replied to Blathergut's topic in Pen-and-Paper Gaming
Often 2d10 is used for rolling stuff on a percentage basis. So you don't add the two dices but read them as a number. 01 is 1%, 10 is 10% up tp 99 = 99%. 00 can be seen as 100%. Or simply view them as number from 1 to 100 without the percentage. So with two d10 you can actually make one d100 if you will. D100 would be awful to produce I guess... Maybe the two d10 are used in the sme way when rolling for initiative? Makes more sense than just adding two d10 results. Because the results would be more granular and that's what you want when rolling INI I guess (so there's less collision when two guys roll the same INI). -
Painful to Relevel Wizards
Boeroer replied to claudius's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
You are looking at it in the wrong way. Actually retraining your wizard lets you gain a lot more spells than before. And it only costs you money. Here's how you do it: lean all spells from grimoires which you didn't already learn. This will cost some bucks. If you already did that: even bettere. Now you take some random grimoires and write all the spells you have learned into those. I guess you missed that this is possible? You can simply write your learned spells into any grimoire you find (replacing the original spells in it). Unique spells (like Ninagauth's Shadowflame and such) that you learned from unique grimoires don't need to be written down - you'll never forget them. Ok, now you have written down you current learned spells into some grimoires. Hit retrain. Hush! Don't level up! First learn all the spell you wrote into your books gain - that might be a bit expensive, but trust me: it's worth it. Now level up! You will only be presented with the spells you don't already know. That way you will waste nothing. You'll have a way bigger spell portfolio after retraining. Which makes your wizarda lot more flexible. You can learn every spell in the game (besides the uique ones you must find) with a few retrains (if you wish to do so). You will have payed for it only with money. It's totally worth the time and dime. -
Why is Ghost Heart considered to be a strong package in the first place? I mean the ability to drop the AC somewhere within 4 meters can be nice - but that range is short and with an AC with big size it's often way too short for my taste. Oh, and the non-engagement which is nice - but I doubt most players who prefer Ghost Heart did even notice. You need to spend 1 Bond every time you want it (Revive Companion is "only" 2 - given that you won't need it that often if you know what you are doing), you can't start an encounter with the AC (my biggest gripe), you can't heal it (not a big deal I think since you can resummon). And you can't summon anything else (which is why my preferred Ranger multiclass, the Geomancer, never comes as Ghost Heart). Somewhat exxagerated, but all it does is making the AC a "disposable" thing for players who don't know how to handle (or simply don't like) ACs in general. I mean that's fine and a good subclass option in order to meet players' needs and wishes. And it's viable - def. not worse than vanilla. But I fail to see why it's a particular strong package. What do I miss?
-
Don't think so. I grew up in a rural environment (but in Lower Saxony/Germany - so in terms of wealth and cars and roads and stuff it's not that much different from the cities - just more fields, cows and pigs between the houses and a forest here and there) but I very much liked the first city I moved to (during university) and then Berlin. Berlin's pretty great (besides some really annoying side issues). Bucharest is very nice, too (if you pick the right district that is). Heck, even if most people don't know what it is: Tashkent was also great to me. Actually all bigger cities I lived in so far I found nice. And I didn't live in gated communities or something like that. Right beside the clay oven, yeah! I'm not a big fan of the "Open World" approach (as I have stated numreous times now, please bear with me) - and often you find big cities in games with that omnipresent "*gasp* Open World!!11!!1!" tag. I guess it often works as an anchor-point so you always know where to return to when you're totally lost wandering around without any sense of purpose or direction... Big cities with tons of quest hooks in it make those games easier to develop, too. If you'd have to manage the same amout of quests but spread over 10 smaller towns which even may be done by different teams you would be having a hard(er) time. I have the same problem as @draego: first I have this motivation to press forward, explore the "strand" of the game if you will. Then I reach the big city and it feels like that strand gets frayed into hundreds of threads. It takes away my motivation to press forward. I can do it, but only because I know it will get better with every quest that leads me out of that city (I also consider stuff like the Old City as "outside the city" since it's so different and a dungeon). It's way better with smaller cities or towns: they give you the feeling of a save haven with taverns, shops etc. but they don't drop all kind of stuff on you until you're quest-dazed. I don't think it's the city itself that sets me off, it's the function as quest dump. Maybe it would feel less awkward if you could buy/build a home and use that as base of operations. At least that would give you a better connection to the city and a more plausible reason to return all the time. If then all the quests would get unlocked time after time I would be happy I guess. It's not the "flair" of a big city I'm repelled by. I now realize that this might be the reason why I love dungeon crawls so much: no "open world" stuff - usually there's one/two main directions where to go. And no quest dumps... You're doing everything bit after bit. The parts I (and when I read correctly several others) liked most about PoE and Deadfire are those well-done dungeons or other contained areas like Temple of Eothas, Raedric's Castle, Temple of Skean, Fort Deadlight, Drowned Barrows...