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Boeroer

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Everything posted by Boeroer

  1. So - in Baldur's Gate 2 you had a completely different set of races, classes and abilities compared to Baldur's Gate 1? Also the claim that Deadfire has the same classes and abilities is obviously very wrong. Unless you mean Obsidian should have made completely new classes and abilities like Torchlight II did compared to Torchlight I. In a sequel. With the same world and the same protagonist...
  2. How can this be? It should have the unique enchantment "Monopoly: Each time you arrive at Port Maje you receive 1000 pands."
  3. It might be that a mod interference causes this. Are you using any mods?
  4. Interesting. Which one was it?
  5. Being Tenacious (inspiration) is a good way to raise your universal PEN. Also lowering enemies' AR with stuff like Hel Hyraff or Expose Vulnerability or simply a weapon modal (mace) is beneficial for everybody.
  6. Does Phantom Foes now properly trigger Brilliant Tactician? And does Squid's Grasp (immunity to flanked) now work properly when determining if Brilliant Tactician gets triggered?
  7. Afaik it worked against all active abilities in beta and that was too good. Some form of middle-ground would be nice. Or if we had more caster enemies in general...? By the way: the spell resistance of the Mage Slayer, the spell resistance ability that several classes can pick and Xoti's Lantern (and others) seem to stack like hit conversions: on attack roll they seem to get checked one after the other - not added to a big sum. Another thing that waters him down is that frighten and terrific effects do the same but better: they prevent all offensive abilities to be used and are easy to come by and apply. The only advantage of the Mage Slayer is that there's no immunity against his disruption.
  8. Eh sorry. I actually meant "low PEN" weapons and not "dual damage" weapons. In case of Great Swords and Swords it's both so I somehow confused that in my brain. :oops:
  9. That tiny thing spoils your entire game?
  10. Bon courage and good riddance! *waves with pets' leftover body parts*
  11. No, no - fair enough. You made yourself more clear and I now understand your problem.
  12. Also have a look at Citzal's Sprit Lance: same behavior. Seems it has something to do with the AoE.
  13. It seems to be a problem with most AoE weapons now. There's a similar bug report for Whispers of the Endless Paths.
  14. Also dual damage weapons have more base damage that the high-PEN variants. Compare the base dmg of Great Sword and Estoc.
  15. Fighter brings graze/hit/crit conversion, nice "stances" which either influence ACC or give you additional attack on kill or more engagement - and also strong self heals as well as some nice defensive abilities. He also has a cheap attack ability hat has 4 bonus Penetration which can be really good for a shifter who usually can't just switch weapons once he meets a resistant foe. You also can use Charge which stuns foes in a line and is a good movement ability - also fits somehow.
  16. As always: buff ACC (for example with Devotions), then debuff enemies defenses (for example with Miasma of Dull-Mindedness), then cast damaging spells (for example Shining Beacon). Bonus points when using weapon modals to lower enemies defenses a lot (Flail, Club, Morning Star). Also make sure you buff your PEN and debuff enemies' AR. Nothing is more annoying than to hit with a spell and then severely underpenetrate.
  17. Devoted/Shifter makes not much sense since you can't have a Weapon Proficiency for your natural weapons. That will leave you with penalties only when shifted. That is unless the "auto" unarmed proficiency (works with the natural weapons of a Shifter now. But I didn't hear about such a change (which would be a good one). Does that work now? Edit: oh, skipped the mod part somehow. So actually Devoted/Shifter is not a good pick in an unmodded game. Best Fighter pick for a Shifter would be vanilla I guess. Cipher/Shifter: can you use powers while shifted? I actually never tried. The thing about Cipher/Shifter I don't like is that you'll have no special attacks - except powers work and you can use Soul Annihilation as a Soulblade/Shifter.
  18. Dang... never read about this. Seems to be new or to be quite unique/seldomly occuring.
  19. But the Magran's Fire UI tells you what will happen. Didn't you read the description?
  20. But there are plenty of other armors for a Bloodmage, aren't there? Surely one single, high lvl robe can't have such a big impact on your decision to play a Bloodmage. Or can it?
  21. Yes. It was there in release (kind of) and doesn't seem to want to go. Maybe the priority for fixing this is low since it doesn't do much harm. Problem is that that shifted models are a lot bigger and won't fit in the space. You already posted that question in the bug subforum, didn't you?
  22. Dude. You did activate Rymrgand's Challenge in the Magran's Fire menu. Food doesn't spoil in a normal Deadfire game. Why did you post this twice? The thread in the bug forum already answered your question.
  23. It stacks with Frenzy and Bloodlust and other attack speed buffs if that is what you ask. You can see the effects of it when you hover over your weapon's tooltip's recovery number. Since it's working for everybody in an AoE it's pretty good. There is no additive/multiplicative distinction with speed bonuses in Deadfire as there was in PoE afaik. Under the hood they all work the same (some influence attack animation and recovery, some only recovery). The Ward gives you a bonus to animation speed as well as recovery.
  24. I want a real challenge - oh wait it's annoying! Maybe you chose this by accident? Or it may be it got activated by bug.
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