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Everything posted by Boeroer
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What makes you think I missed that? Since it didn't play any role in this discussion so far I wouldn't say it wasn't an important point that had to be met. And how could I even miss that point of yours when that now was the first time you brought that up? The point that you seem to miss is that there is a RTwP mode AND a Turn Based mode already. Why would they throw one away? If they are making a PoE3 on the base of Deadfire it would be unwise to not release both modes. Maybe even as DLC or whatever - doesn't really matter. Why not releasing both? That's what I'm saying. The reason why I think they should release both is that there is evidentially a bigger target audience then. And in no way would you get the same size of target audience of you just perfected the RTwP experience. Not matter how great your RTwP mode is - it will never be the reason to buy the game for the TB mode crowd. And the RTwP crowd would buy the game even if it's not the perfectly polished experience - because as you said there's no other RTwP alternative... The other point I made (for several posts now) is that opinions, tastes and likings don't equal facts and sound reasoning. That's a very universal and basic point that always applies. Nobody is really free of subjectivism - but one could at least try.
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If you have Kana with Dragon Thrashed you should have taken Withdraw. Kana would get +12 accuracy for his Dragon Thrashed chant if he would use a single handed weapon (and nothing in the offhand). It's an oversight that was never nerfed. So you'd have +12 ACC with the chant. Now Kana isn't as sturdy anymore but luckily you can just withdraw him... Win-win! Armor of Faith is a solid pick though. But should you also have a cipher in the party I would def. retrain and take Withdraw at some point. There's this neat trick (guess it still works like it did back then) : gear/skill up Kana defensively with a shield, weapon and shield style and so on either use Little Savior or Ilfan Byrngar's Solace and then one of the other Preservation items: shield + item will stack their effects to +100 to all defenses while stunned(!) walk into the mob with Kana while he's chanting Dragon Thrashed, then withdraw him: since Withdraw also stuns he will get +100 to all defenses. Not much use since he's withdrawn anyway, right? But now the cipher casts Defensive Mindweb: all party members will share Kana's ridiculous defense numbers. You could retrain everybody except Kana into crazy glass cannons now.
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Adding "Woedica's crap dialogue" so that players do understand the lore and story better IS polishing the game. This was done based on feedback of the community who said that it's easy to miss certain points of the story. I think it's one of the best patched additions to the game - after the additional subclasses. There was so much polishing with Deadfire going on after release that I find it rather silly to harp on that specific aspect. This statement - as the rest - is only your opinion. The same as the assumption that one could make a RTwP game as Deadfire a lot less messy and create something that is on par with TB combat when it comes to tactical depth with just more polishing, knowledge and skill. I don't know if there's a company out there which has more experience and more skill with RTwP implementations than Obsidian has, let alone the funds and the willingness to attempt a RTwP game - just to prove your assumtion. Pillars of Eternity - as an IP - is not bound to any specific mode or ruleset as we can see: else we wouldn't have the Tabletop Version which uses - no surprise - a turn based ruleset which is classless and very different from the two CRPGs. Should they continue to bring and improve RTwP if they decide to make a successor (a third isometric, party based Pillars RPB with the Watcher)? I do think so. It would be very weird if they didn't. Does that mean it shouldn't come with both combat modes? No. If we learned anything from the introduction of TB mode it is that now Deadfire game appeals to a lot more potential customers: We saw a surge in sales numbers as soon as TB mode was introduced. If Obsidian would make a PoE3 with the same/similar engine and ruleset and not leave TB mode in - they would bid adieu to a big chunk of customers in spe. Why would they do that? That would most likely be economically stupid. And I'd rather have a realized PoE3 with good RTwP/TB mode than a non-existent PoE3 with perfect RTwP mode. I'm trying to be objective. Again: I don't play TB mode with Deadfire. I started this ride on RTwP and am not willing to change that. But that doesn't mean that TB mode is bad or that people who prefer it are dumb, millenials, console gamers (which intrinsically seems to mean they are bad players) who like to press x - or whatever kind of subjective and prejudiced pablum gets brought forth to make TB and the players who like it look somehow inferior (to prove which point exactly?). Just because one likes cake doesn't mean that pie is the inferior pastry people who like pie are epicurean savages cake would appeal to more pie lovers if it just was done better and had more icing every new pastry in the shop should be cake or at least there has to be more cake in the shop as a general rule one can't like pie as well It's just liking cake then, nothing else.
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I actually didn't use FoD against Flame Nagas because I thought it would heal them. After meeting them the first time and seeing their low burn AR (wondering "huh, why do flame guys have low burn AR?") I tried to roast them with Combusting Wounds and such and that went horribly wrong. After that I just assumed that all burn damage would heal them.
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You can do that. But it will always be messier than turn based combat by nature. The reason to introduce RTwP was to make the combat more fast paced while still being able to somewhat plan your actions. Also bringing smarter enemies etc. would work for both modes, that's nothing that RTwP would especially benefit from compared to Turn Based. Actually TB mode poses the higher motivation to reduce the number of enemies and make fights more challenging in other ways (like most TB games emphasize on) - else it would drag horribly. I'm also not saying that a PoE3 should come with TB only. Just because of nostalgia you shouldn't do that. But also because they have a current system that works well (with all the durations which are based on seconds, stride, action speed and recovery time mechanics and so on). Why would they want to scrap that? What I'm saying is that neglecting TB mode would be a mistake. I don't play Deadfire on TB mode by the way. Respect Turn Based Mode - it is the original role playing mode. (A)D&D - until today - is played in turns. So are most other P&P RPGs I know. If you are a fan of P&P RPGs chances are that you would like TB mode in a CRPG.
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Pillars of Eternity is an IP in the first place. As the P&P version shows that doesn't mean it's tied to a specific ruleset or mode. That "Pillars" game that was mentioned could be a turn based game that is not called PoE3. Something like Battle Brothers on Eora (no fat story, no complex companion-stuff and no complex quests make developing such a game a lot easier) - or it could even be a card game like Obsidian's Pathfinder or an Action-RPG. Nobody (here) knows. I agree though that if it's PoE3 (desigend to be the successor to PoE2 and Deadfire) it should contain RTwP. But I also expect it to come with TB mode - just because they now have experience with implementing both and it opens the game up to more potential customers. I personally would have no problem with a TB-only PoE3 though. RTwP can be very messy - but in Deadfire the enounters have too many enemies for TB mode (esp. om PotD) for my taste (drags the encounters a lot). If you become too powerful on RTwP you tend to just select all, klick on enemy, dies, next enemy, dies, next enemy. I don't now - I like my fights a bit more... tactical.
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4. Ha funny. Although the "base" attacks from Dragon's Dowry itself are tagged as fire attacks (+10 from Ring of Focused Flame and +1 PEN from Scion of Flame and so on).
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Hm... I'm using Psychovampiric Shield a lot atm and I'm pretty sure that it disappears once the target dies. Maybe some effects just keep on working no matter if the target's dead or alive. I often see visual effects of spells and abilites that keep on showing up on dead bodies. I suspect in that case the effect component just doesn't check if the target is dead or alive - ot the target component doesn't cancel effects on death (no idea which way it's implemented).
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Haha, nice idea. Spawning is easy. You can find their names with findPrefab characters <search_string> and then spawn with spawnPrefabAtMouse <dat_name_you_found> Let them fight each other: no idea. There are encounters where two hostile groups might fight each other. In most cases they will just fight you and not each other though. I don't know if this can be influenced via console or maybe with a mod.
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Double Tap only affects vessels though. "Very" early is an exaggeration, but early enough. It is a strong single target ranged weapon and the best arquebus in terms of auto-dps. But there might be builds and situations where you would be better off with let's say Dragon's Dowry. Most classes only have so much resources and somtimes you get more bang for your buck with Dragon's Dowry than with the Red Hand. Also when you shoot from stealth the double shoot is no advantage since stealth gives you a 85% reload bonus. That means your second shot from Dragon's Dowry comes nearly as fast as the second shot from Red Hand - so if you are an Assassin-Sniper (see Glimmer Man build) the Red Hand is not your best pick. Then there's war bows like St. Omaku's Mercy or Veilpiercer which can out-dps the Red Hand with the correct enchantments and build. Even Essence Interrupter and Amiina's Legacy can do that due to their lashes - which the Red Hand doesn't have. But special attacks will have less impact because of the lower base damage. The Red Hand is a good mix of high auto-dps and great impact with abilities. That's what makes it very appealing in my opinion. And of course that it's a death sentence for most vessels. What makes reloading weapons especially appealing to me is the better reactivity due to the cancelable reload process. The mega bosses of all ranged weaponary are Hand Mortar/Fire in the Hole and Watershaper's Focus - if we talk about dps potential, usefulness outside of pure dps and what they can do in the right hands and with the right tactics. Kalakoth's Minor Blights, too. Minor Blights for example is the only AoE ranged weapon that will apply Assassinate to all AoE targets - because it's the only AoE ranged weapon which hits its initial target and all AoE targets at the same time (other than mortars and rods which have a short delay).
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By the way @Kaylon: you can ask @SChin if he wants to remove your time limit for editing. For a long time forum member who's def. not known for posting divisive content it should be a-okay.
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Stuff that is directly put on items usually stacks with everything. You know - like +2 INT on a helmet stacks with everything. With active abilites which are put on items (like you get an ability into your action bar and have to trigger it manually) it might be different. You'd have to test yourself - or find somebody who knows for sure. I suspect that those trinkets will give you a stacking PL bonus. I can try via console when I play next time (if I don't forget about it in the meantime)...
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In case of Maia you want the arquebus. First of all she gets +20% Range with the arquebus (14.4 instead of 12 for "normal" arquebuses and 9.6 instead of 8 for the Red Hand). Then 80% chance to interrupt a target with an arquebus per hit - this is huge. She will not only do great dmaage but constantly interrupt foes - especially with the Red Hand which is the perfect weapon for her. She gains nothing from using an arbalest (besides the -20% reload time from her Garb - but the arquebus gets that as well). Since the differences between both weapon types are already small the arquebus clearly wins in this case.
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Ha - I get lost in town if you turn me around two times with closed eyes. All praise the GPS I say. I studied German language and computer science. I like languages and programming. I'm good at algebra but suck at arithmetik. I like metaphors and also understand the befenits of hyperbole to emphasize a point. People are mixed bags. It's not all logic and rational vs. empathic and feelings. And besides all that: It's still important that if you write down stuff (where people can't hear your tone and see your mimics and gestures) you have to be accurate. Or use emojis... You can't just plant a hyberbolic statement as if it's a known fact and then expect everybody who reads that to get where you are coming from (or want to go with it). Say something like "Wizards are useless" (a statement I read very often when PoE came out - which is utter bolloks) and players in spe read that and think "oh well, them I'll try something else". This is misleading and bad communication. You can't just write like you talk. It can already be enough to write "To me, wizards are useless". This is something diffrent. It shows that it's your perspective and there may be other people who think differently. I think this is especially important in any place where people are searching for advice. God I hate it (hyperbole) when new players come in, say something like "I want to play a damage dealer and thought about two handed fighter" and the first answer they get is "lol nah mate use rogue cause fighters suck at dps rogues rule at dps". Man I could twist their necks for that (again, hyperbole ). Same as "Hi, I want to play a Wizard nuker - what should I do?" - "It doesn't matter, just pick anything because in Deadfire all chars are the same anyway". BAM - you unnecessarily disappointed and mislead a person.