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Boeroer

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Everything posted by Boeroer

  1. One is about finding stars and the other one about jamming...?
  2. Nice analysis. But where is the problem? That they stack? Don't think so - they should. That they get all triggered by one use of Resonant Touch? Well that spares you some wounds and recovery time - but I don't think it's a big issue balance-wise. 2 wounds is not that expensive and if every monk had to trigger his own stack of RTs it would only cost +2 wounds per monk - while the enemy will be dead anyway from all those stacks. Or do I miss something? The main balance problem is that Resonant Touch has no stack limit (no matter if one or multiple monks). That's why the upcoming "community patch" addresses this issue and puts a cap of (I think 25) on Resonant Touch. This is just too powerful against high health enemies like Megabosses or Dragons - who usually trigger certain events once they lost a certain amount of health. Those get omitted if you can simply stack 500 RTs and then trigger them all at once...
  3. Ouch. Maybe this is indeed turn based related. This doesn't happen in RTwP. There it is only a UI messup.
  4. Gambit does generate Guile internally (with mortars you'll get an insane amount of dmg bonus based on your temporary Guile gain) - but it gets cut back (capped) after execution.
  5. Does anybody know if those "special" companion subclasses like Wild Mind, Gunhawk etc. have any additional passives? Like e.g. the Tactician or Psion have (in addition to the "subclass-passive")? Edit: checked myself ingame: doesn't seem so. Phew...
  6. Hi, in case you wanted to write a PM to our community manager @Aarik D: give your keyboard some rest, today was his last day at Obsidian Entertainment. Which is sad. I mean for us. I'll miss his jollity... See you buddy, may your plans all come toghether - even better than those of Hannibal Smith (if that's even possible)! All the best and I drück you the Daumens!
  7. Something different: while the scaling of Arcane Archer's imbue spells with Arcana is a nice fix (thanks for that implementation), it has one issue: the initial shot (the arrow/bullet etc.) will also profit from it, and that already scales with weapon quality and Power Level and can get buffed by modal. Which leads to rather absurd PEN with the shot roll itself. Is there an easy way to apply the PEN scaling with Arcana to the imbue spell only and not the shot? Or is this already "fixed"?
  8. No, it's a "non-affliction" terrify that doesn't follow the usual rules. It's just her behavior - like most NPCs in cities etc have when a fight starts. At the same time she wants to follow you. Using withdraw seems to be the only reliable way to deal with her nonsensical behavior. That's why priest is so popular atm with The Ultimate.
  9. Like in PoE where you would get hit even if you were 10 meters away by the time the enemy finished his attack? That was pretty horrible. Triggering engagement as soon as you execute an attack sounds like a good idea. But does your character have an engagement slot in the first place? Because in Deadfire you don't start with them automatically (at least Rogue's don't). Alternatives could be: a) use a distraction like Sparkcrackers which lets enemy investigate - they stand still then for a while b) pick a ranged or reach weapon like Cromoprismatic Quarterstaff. c) watch their walking routine and only strike when they pause long enough.
  10. So you helped a guy who got screwed over and got a benevolent disposition for that? Strange... I guess Pathfinder: Kingmaker is way more reasonable than this illogical mess. You should check it out.
  11. Afaik it's just a UI thing. The modals don't affect the "wrong" weapon. A bit annoying that's right.
  12. And it shows in your posts, too.
  13. The problem is that she basically runs into enemies all the time while terrified. If she would just crouch down and stay there it wouldn't be too bad.
  14. As @Phenomenum said: only upgrades like Greater Lay on Hands (costs more Zeal and thus doesn't replace the original Lay on Hands) that create a separate ability in your bar should use their higher PL for scaling. If an upgrade replaces the base ability it should use the base ability's PL for scaling. Not a glitch afaik. Mule Kick maybe. But don't you keep Knockdown as well?
  15. Implode? So there will be a vacuum in the combat log?
  16. "Level scale up only" already exists as a difficulty option. "Champion mobs" is basically PotD. "Grand Master Ship Captains" would be more annoying than all god challenges combined. "I can think of a few that would be really cool though": can you though?
  17. one last time before I freeze them and they go into production (this time the naked symbols - how they will get used in game - but then scaled down to 42x42) this version is scaled down a bit for convenience. Phenomenum will get a higher RES.
  18. Two handers already have +1 PEN. They are on par with dual wielding. Single handed style is too bad though (after the early game and setting aside some special stuff like pistol + modal and Scordeo's Edge).
  19. An Assassin wants a weapon with the highest base damage to get the most out of Assassinate and Backstab - and/or lashes, right. So unfortunately and counterintuitively light weapons are bad for Assassinate + Backstab. Stuff like Run-Through from Whispers of the ENdless Paths, the Chromoprismatic Staff (quarterstaff) or Dragon's Dowry (arquebus) who either have high base damage or good lashes are nice. Rust's Poignard is a great weapon, but it doesn't perform too well with Assassination and Backstab from stealth or invisibility. Captain Crow is nice as well, but also not optimal for Backstabs and stuff.

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