Everything posted by Boeroer
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[Bug 4.0] Arcane Archer not scaling as expected
Boeroer replied to TheWeaver's topic in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)Why didn't this get fixed? 🤔
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Update #61 - Patch Update 5.0 - The Return of the Ultimate
Ha! I didn't even play one single god challenge so far (but also no Berath's Blessings besides Edér's pet slot). I also didn't do a proper solo run. I did most all boss fights with solo test-characters though. But imagine the hassle with the video recording. Imagine you play for two hours and afterwards you realize that you video footage is corrupted or something. Also no mods (I mean of course😞 that means I can't use those really good "improved UI" mods that don't change the game mechanics at all. A patch and a name on a plate - although both is cool - are not worth the hassle. I do have a real life with wife and kids and cleaning woman and cat and house and job after all.
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Update #61 - Patch Update 5.0 - The Return of the Ultimate
You mean you are not good enough to download 5.0?
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Help for Clîaban Rilag?
Yes, you have to find a metal thingy on the ground where you killed the two NPCs.
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Any estimated date for 4.2 beta?
Boeroer replied to anishar's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Yes, they were written on April 26th but set visible just recently. Those 4 fixes are also the most important for me.
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Update #61 - Patch Update 5.0 - The Return of the Ultimate
Very cool. Time for a last playthrough I guess. I'm 100% sure it will not be an "Ultimate" one.
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Patch Notes for 5.0.0
O-ha. That's an improvement which most players will dismiss as unimportant, but I guess it will have quite an impact (if you play around with engagement slots).
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Any estimated date for 4.2 beta?
Boeroer replied to anishar's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)I guess @Kaylon will be on one of those plates, eh?
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Any estimated date for 4.2 beta?
Boeroer replied to anishar's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)I'm pretty sure it's not the last thing we heard from Eora. Else Josh wouldn't be so invested in playtesting the Pen&Paper version. It would also mean to not use an overall successful IP. Even if Deadfire sold less than expected (who knows how long it lives though), PoE did very well and both saw acclaim from critics and users as well - even won awards. You don't simply abandon something like that. If we'll see another isometric party RPG though... Don't know. Josh said multiple times (and just recently) that he needs a pause from isometric party based RPGs. Doesn't mean that nobody else will design PoE3, but maybe it's a hint that the motivation isn't as high as it used to be when it comes to developing such a game. I would be fine with a tactical RPG. Or Kotor on Eora. Hey, even a beat'em up would be cool. Seeker-Slayer-Survivor style.
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Pillars of Eternity Deadfire Console release date ?
Cool, but what has that to do with what I said/asked? Besides that: Aarik said something along the lines of "end of the year". I mean he said "this year, but no release date yet" - but in my experience that translates to end of the year pretty much.
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Ship combat: why do I keep hitting sails?
And that's the confusing part: you can still pick cannonball, chain shot etc. - but internally it will say "Lol screw you, I will fire with my own stuff anyway - and I will tell nobody". I guess it has to because how is a flamethrower supposed to shoot anything else than fire. But this should have been made more clear. Would have been fairly easy to add another type of ammunition called "flames" (or fire or however you want to call it) that also consumes the ammunition you bought (because we don't want to buy different types for every cannon) but can't be fired with other cannons and gets auto-equipped (and is the only option) once you install a wyrmtongue, flamethrower or such.
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Pillars of Eternity Deadfire Console release date ?
IIRC Obsidian is not doing the console ports themselves?
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Ship combat: why do I keep hitting sails?
No unfortunately not. It's very confusing.
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Companions/Sidekicks: which should not be single-classed?
But you can't do that because your single class Monk (Whispers of the Wind), your single class Fury (Avenging Storm + Blinding Smoke) and your single class Streetfighter (Powder Burns + Vanishing Strike + Gambit + Backstab) are already fighting over those mortars. By the way: you can (or could, maybe got patched) give a single class Ranger one mortar for the offhand (preferably Fire in the Hole), pick Driving Flight and put Scordeo's Edge and Keeper of the Flame (or whatever melee weapon suits you best) in the main hand - and then do Whirling Strikes. Mainhand will strike first then offhand will do AoE*AoE*3 attack rolls.
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Ship combat: why do I keep hitting sails?
That shouldn't be the case with a Voyager. I used it many times but never had that. However, using any type of flame based cannon will result in exactly that behavior you described.
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Wow, such FAQ
Ok. The explanation of double inversion can be looked up in the pinned attack speed thread by MaxQuest for example. The math itself is not difficult once you know what to do. But you mentioned debuffs - and I thought you mean afflictions. Double inversion isn't about afflictions (just saying that to not confuse other readers who might think every maluses/debuffs goes through inversion). Inversion is about percentage based maluses (grazes, underpenetration, recovery/action speed/action time malus and so on). Those that get thrown into one pot with the positive (additive) percentage based ones that affect the same "stat". Most of those don't come with afflictions or debuffs but from grazing, wearing armor, using a modal etc. Afflictions and most debuffs in general apply a flat malus which doesn't go through inversion. Like -10 to deflection or -5 to CON and such. If they apply a percentage based maluses though (like anything that slows down your attack speed) they do indeed. That's why I was wondering what you mean.
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Any way to disable Instant-kill from enemies?
Boeroer replied to Sakita's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)In some cases it helps to unequip the Grog pet.
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Any estimated date for 4.2 beta?
Boeroer replied to anishar's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
- New Player Looking for Build Help
Min-maxing stats is not a trap if you know what you are doing or follow a special build idea, but it has less impact than in most other RPGs. Often a more "rounded" stat spread will work very well. But for example a ranged character in a party usually doesn't need any RES and also not that much CON - if you know how to prevent the enemies from rushing them. The "star" recommendations are only for archetypical builds. Once you know more about the mechanics and classes you can totally ignore them. I actually like the stat mechanics of PoE. Also they did a great job of allowing a plenthora of different roles and builds for every class even though there is no multiclassing.- New Player Looking for Build Help
That is correct for the early game. There you don't have many tools to raise your party members' accuracy and thus PER is often the only source of bonus accuracy. You also don't have that many tools to lower enemies' defenses. Both you will get plenty of which trivializes the bonus of PER a bit once you gained more levels. Same could be said about MIG: the more other dmg bonuses you stack (Soul Whip, Biting Whip, Savage Attack, weapon enchantments like Exceptional etc.) the smaller the contribution of MIG. The "best" dps stat for a cipher might be DEX - it not only speeds up his attack animation and the recovery (which is equivalent to a multiplicative dmg improvement instad of the additive that MIG gives you) but also the casting time of his cipher powers (and the recovery from them). Ideally you have all three high of course. If you can't hit a lot during the early game you can raise PER higher and retrain later for less PER. Some players fin that cheesy but I think it's toally ok to do so. Other tricks to hit more often is to always use flanking (-10 deflection without casting anything), using a single handed weapon (gives you +12 accuracy), having a Priest with Inspiring Radiance (must have if you have a priest - stacks with everything) and all the defense debuffs you can apply (e.g. Fighter's Knockdown causes Prone which also lowers enemies deflection). If you know how to easily lower enemies defenses - for example using a single handed sabre and flanking an enemy already gives you the equivalent of +22 PER when it comes to accuracy without any cast or ability use - then hitting isn't a problem anymore. It's common though that you have problems with misses and grazes in the early game. Pretty normal.- Companions/Sidekicks: which should not be single-classed?
That used to be so at release - but they took the "early" brilliant inspiration away from Chanter with a patch since it was too powerful.- Any estimated date for 4.2 beta?
Boeroer replied to anishar's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)I guess it depends where you live whether it was May 8th or May 9th?- Crash with Deltro's Cage
Boeroer replied to MasterKEX's topic in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)You can put the output_log.txt in a public dropbox folder and post the link to it here. Or mail it to boeroer|the|blue|orlan@gmail.com But replace the pipes with dots. I will link it here.- Turn based POTD party composition
There will be changes in TB mode. It's impossible to predict which classes and strategies will work out best and which not.- seal spells
Yes, that's nice. I think most players just don't use empower that often in the first place. And I also think most players still don't fully realize - or keep in mind - that any spell use that you can spend outside of combat regenerates if the fight doesn't get started. Seals are pretty cool in that regard because they stay a very long time. Players are often surprised when I write that I use spells to lure enemies away from a doorway or a crate or so. For example I use Arkemyr's Dazzling Lights for that a lot. If you cast them into a corner (and don't hit anybody) the enemies will walk to that corner and check out the noise. Your spell use will get replenished. And so on. You can chain-cast like that and lure them further away. Doesn't work on friendly NPCs though (only Sparkcrackers will get their attention it seems). So - I believe it just doesn't come to mind that seals (and the replenishable spell use in general as long as you don't start a fight with a spell) are actually very useful. Maybe because in actual combat they are not that great - or rather their biggest advantage (stays long) doesn't matter there. - New Player Looking for Build Help