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Everything posted by Boeroer
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The poster GM. Regular on the old BIS boards, more a lurker/occasional visitor these days. It was... just a lame joke. Like this one: Why don't ants go to church?
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Grieving Mother?
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Not sure where we put bugs?
Boeroer replied to Zerethyn's question in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
You mean the subforum. You can put it into this forum or this here: https://forums.obsidian.net/forum/136-beta-feedback-for-turn-based-mode/ Just read this before posting a bug: https://forums.obsidian.net/topic/97377-how-to-report-a-bug/ -
Yesterday I read that Steam is now able to filter out those crackbrained reviews. Don't know how - maybe they just let some poor guys moderate them. Apparently there are/were a ton of such reviews whose authors were all motivated by the current "Now exclusive on Epic Store" frustration. The double middle finger ascii "art" was very common...
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Let's see. Maybe like this: Disciplined Barrage Weapon Focus <whatever your backup weapon is> Knockdown Bonus Knockdown Confident Aim Scion of Flame Armored Grace Runner's Wounding Shot Weapon Specializatzion Two Handed Style Unbroken Weapon Mastery Charge Savage Attack Sundering Blow Apprentice'S Sneak Attack High ACC bonuses and good graze-to-hit conversion early in the game make the hardest part of the game (the early game) very easy. So that would always be my priority.
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Look at the build "The Cauterizer" in the pinned build list. It's tons of fun and should work well on easy/normal. You can adjust its attributes for solo play (e.g. RES is too low and needs a raise to prevent interrupts). As a solo char you can level to 7 pretty quickly in order to unleash the pure fun that is Firebrand + Blood Thirst. Because of self heals and Barb's immense health pool (after some levels) it's also a rel. sturdy build. Only the first few levels will be tough (like with every Barbarian).
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Remember that retraining was not a thing on release but got added later - with a patch. Maybe the players weren't as vocal about removing/reapplying enchantments as they were about retraining. I agree that it would be nice to be able to remove enchantments, but the lack of this option doesn't warrant statements such as "ya, NS idiots, where’s the chart?"
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Example for trinkets part 2 (keep in mind: just ideas): Druid: Shrunken Head of the PŵgraAppearance: make an educated guess... Description: This pŵgra had been corrupted by the destruction of their home tree. Just as delemgan seek to maintain the health of their forests, pŵgra seek to corrupt them. Since they can no longer draw essence from a healthy forest, they must survive by drawing energy and essence out of plants, animals, and kith. The rot that infects them usually endows their attacks with a ghastly poison. This shrunken head seems to have a similar effect on you as soon as you wear it. Pŵgra decorate themselves with the skulls, skins, and feathers of enemies they've killed. Now you can do the same. Effects:Corrupting Roots: +1 PEN with all Decay abilites (like Spirit of Decay, stacks), -20% healing done contained spells:Touch of Rot Autumn's Decay Spreading Plague Form of the Pŵrga (as Form of the Delemgan, but keyword Decay instead of Beast +6 corrode instead of burn AR, +6 slash instead of pierce AR and immune to poison and disease instead of dex afflictions) Putrefaction (like Nature's Terror, but corrosion damage, keywords Elements & Decay) Rot Skulls Rusted Armor Entropy Touch of Death Wooden GrubAppearance: Description: effects:Lord of the Bugs: +1 lvl-2. +1 lvl-3, +1 lvl 5 and +1 lvl 9 spell uses, -3 PL to all Plant spells contained spells:Charm Beasts Insect Swarm, Hold Beasts Beetle Shell, Infestation of Maggots - Plague of Insects - - - - The Changeling's FleeceDescription: a nondescript piece of fur of unknown origin. Effects:Changeling: spiritshift turns into modal (? what about Shifter? or spiritshift duration +200%), -5 PL to all Druid spells except Taste of the Hunt (possible?) Natural Born Predator: +10% melee dmg while shifted contained spells:Taste of the Hunt Taste of the Hunt Taste of the Hunt As I said: just some ideas and inspirations. Brainstorming sort of.
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Good point. Same with Priest/Wizard and Druid/Wizard. Especially if we allow to switch them like grimoires (where the additional trinkets can be put into the Quick Slots). Do we?
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First of all: your Perception doesn't determine if you can find hidden stuff - it's your mechanics skill. Perception is used for finding secrets in Deadfire - but not PoE1. The chest should be there and you should be able to interact with it. It usually contains Ravenwing. I don't think it has to be "discovered" by mechanics, but I didn't play PoE for quite some time, so I might be mistaken. You could include an image by uploading it to any sharing service like Dropbox or Imgur or whatever and simply post a link here. I guess you can imagine that many TB would be needed to store the images of +200K forum users. Most importantly: Obsidian did not develop the console versions of PoE, that was Paradox themselves. Paradox has its own technical support forum for PoE. Maybe you can find an answer there: https://forum.paradoxplaza.com/forum/index.php?forums/pillars-of-eternity-bug-reports.990/
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Really? Also for the existing passives like Bull's Will and so on? Cool! I could do quick mockup vector graphics just to give some ideas and inspiration.
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Something related to my "copy" question and maybe a thing for a mod (since Obsidian doesn't seem to be interested in improving this): How difficult would it be to give abilities new icons? I'm asking because a lot of abilites (especially passives) share the same icon - which is confusing and also a bit boring at the same time. Besides the effort of creating new icons (I would do it if I knew that this is possible): is this something that can be done with a mod?
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I think this is quite nice if you also give the copies a different name - like I wrote in my post above. Maybe even tint the icon a bit so that it has a different color (although that might be not so obvious for colorblind people). Or alter the icon slightly. But this may be too much work actually. Maybe it's not even possible to alter icons? But anyway: you would then have the learned spell "Prayer for the Body" and "St. Pumuckl's Prayer for the Body" side by side. While this might seem a bit odd, it wouldn't be much of a problem I think. Players would just ask themselves "Why should I ever use the worse one? Why did I even pick it in the first place?" And since I wrote above: we have to be supercareful with PL bonuses because of multiple keywords on one ability. So maybe the "cleanest" and easiest solution is to put something else as bonus instead of Powerlevel. Another question: if we would give Prayers and Litanies a "secret" keyword that we would invent... something like "123365_fsdfsdfdsf" - and hide it from the player but only use to boost PL of individual abilities - would that solve the problem which you mentioned (interfering with other mods that want to affect Prayers and so on)?
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I agree. Else you can't really improve your basic char idea with them. Bonuses will have to be tweaked of course. +4 really sounds a bit much even if it's only duration for Inspirations themselves and not much else. But there might be spells with the Inspiration keyword which have additional effects attached - which will then profit more from that PL boost. So we need to be extra careful not to accidentially create some OP stuff. Let's see... For example: the "newly keyworded" Triumph of the Crusaders would have Restoration + Inspiration. This means you could stack PLs from Restoration + Inspiration on Triumph otCs and the healing aspect would gain the same PL bonuses as the inspiration. Let's say Xoti's Lantern + trinket = +2 to Restoration and +2 to Inspiration and the trinket +1 to Inspiration. TotCs has both keywords and thus would gain +5 PLs, right? That means that both the healing and the inspiration of TotCs gain the full scaling of 5 PLs (since PL bonuses on abilities don't seem to seperate between multiple effects). That sounds indeed too powerful. We have to be supercareful not to add too many keywords to a single ability - even it they seem to make sense - to prevent too much PL stacking AND we need to watch out when giving out PL bonuses with trinkets. So I guess it's better to scale down the entry-PL of trinket-abilities if you want to give them a PL boost - instead of giving the trinket a PL boost to a keyword. For example if you put a copy of Prayer for the Body onto a trinket, better lower its "Entry-PL" from 2 to 0. That way it automatically has an "internal" +2 PL bonus. No entangling with other bonuses though. And while we are at it: they could also get new names like "St. Gormund's Prayer for the Body" - or something like that.