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Everything posted by Boeroer
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After the first day of release it was estimated to have sold around 20K copies on Steam iirc, now it's between 20 and 50K - but that's just numbers from SteamSpy and so on, so not really reliable. It also doesn't take into account non-Steam purchases (Microsoft Store for example). Also - since it's an XBox GamePass title - a lot of players won't have to buy it in order to play it. I don't think neither Josh nor Microsoft expected Pentiment to really make money from sales alone - but given the very good receptions and the buzz, combined with the very small team (13 devs in total), the presumably small budget and the solid price ($20) it might do?
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I read a lot of feedback on Twitter, often to Josh directly. Much more than for PoE and Deadfire. I think Pentiment is a game that is mostly played by a different target audience than the other titles of Obsidian. And most of those people might not want to post here (or don't even know this forum even exists) and use less "gamorphile" platforms. And also: the sales numbers will not be at AAA level of course.
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Why does Bloodmage make no sense? Mechanically it's the most potent Wizard subclass.
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It was mainly made for XBox GamePass - so the sales on Steam might be lower as they would be if it wasn't a GamePass title - I guess. Also the requirements for GamePass titles seem to be somewhat different: a game that is not played by millions but gets overwhelmingly good criticism as well as press outside of the usual gamer bubbles may be more valuable to Microsoft than a GamePass title that would appeal to a broader audience but is otherwise unexciting. Besides that: some merch of Pentiment is already sold out, for example the playing cards. Also keep in mind that this game was made by only 13 devs in 3 years. That is a very small team and a rel. short time compared to other games that cost about the same. Also it has no VO (= 1 cost explosion out). So of course the sales don't need to be that high to turn it into a profitable project. Anyway: I just hope that the sales numbers somewhat follow the praise - Josh and his teammates at Obsidian deserve that after Deadfire's disappointing release I think. PS: it runs well on the Steam Deck and in general seems to be a title that would work well with any sort of mobile device. It is made with Unity3D again (as were PoE and Deadfire).
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Josh wrote on Twitter that they got some bug reports & feedback and that they would fix some things. Number 1 on the list was a slider to turn down/off the scribbling sound. There you go!
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There were some reviews which mentioned this a well. Maybe there will be a patch that fixes this (if enough players share this opinion).
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Enjoy (I think it's awesome )
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Hello, it's review time for Pentiment. I'll start with this bit (IGN, 10/10 points): https://www.ign.com/articles/pentiment-review Also short overlook from Klobrille (on Twitter):
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I haven't tried this but as long as the summon is of the type "Beast" it will work. Aspect of Galawain works, Dragons work... basically the game just scales up the 3d-model of the beast (as it also does with armor, headgear, capes and weapons for different character sizes for example). So there's little reason for the Scourge not to grow if it's a beast.
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GOG or something other than Steam, plz!
Boeroer replied to aratuk's topic in Pentiment: General Discussion (NO SPOILERS)
Yes, there is still a Microsoft Store. I'm on Linux so Steam is the only way for me to play this "WIN only" game via their Proton layer. GOG will not have Pentiment at release - but maybe later, who knows... -
Check it out:
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Fireballs etc. won't get reflected by Blade Turning. Arcane Knight would have trouble keeping up buffs during that long fight if it weren't a Bloodmage. You can also use Gouging Strike with Lover's Embrace, turn invisible, hide far away (Magnetic Overdrive) and come back the day later. If you're lucky. A Bloodmage with regeneration gear and Animancer's Blade can send Phantoms over and over again from invisibility (Arkemy's Brilliant Departure) and use Wall of Many Colors and/or some debuffs from invisibility. It's pretty safe but takes ages. Also multiclasses like Assassin/Bloodmage work (without the Wall of Many Colors). With Eccea's Arcane Blaster the Phantoms will stop at range and shoot which makes Doru move too much towards the wizard. Animancer's Blade works better because of that imo. I guess a Troubadour/Bloodmage could be cool with the combo of many lives + phantoms with Eccea's? So that Doru doesn't chase the Phantoms and they wouldn't die so soon.
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Right! Very good point. In PoE characters can't get pushed out of the way without using certain abilities. In Deadfire you can push other characters a little by simply walking into them. This is not possible in PoE so a character standing in a chokepoint is a great way to tank without any engagement and to make sure enemies can't reach your backline.
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Yeah, right. Compared to normal INT the "line" becomes pretty short - but it still remains a functional AoE imo in most cases. Not if you are playing a mostly ranged char maybe, but for melee characters this shouldn't matter a lot compared to the devastating effect 1 INT has to the usual circular or cone-shaped AoEs.
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Hello and welcome! To prevent the backline from getting rushed it helps to Only unstealth the tank and present him as the only target at the start of battle. Only if the melee enemies settled in on the tank you reveal your other party members. Give your backline better protection. Enemy AI favors certain attributes: enemy Barbs prioritize low deflection, Rogues go for low DR and low endurance and so on. Add engagment slots as you said (but you are right that it may take some levels until you are there). Use stuff like charm and other "hard" CC a lot. Don't use one main tank but several sturdy frontliners instead - three reasonably sturdy melee guys should do the trick. In general the first one is the most important imo. You cannot always decide to go into combat in stealth mode, but most of the time you can.
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The Ring of Mule's Wit only gives resistances, not immunities - but getting three resistances is still pretty good. An attribute cannot drop below 1, so my approach for this ring is to make a char with 3 INT who doesn't rely on it. Then the Ring only takes away 2 attribute points from your character instead of 8 and you get 3 resistances for 2 points of INT. Cool imo. Some abilities don't care about INT much: Gouging Strike lasts for the whole fight, so does Brand Enemy, all the ray spells have fixed duration, some DoTs have better dps with low INT, abilities that have a linear AoE such as Iconic Projection or Mind Lance are not affected, all direct singular target dmg spells such as Mind Blades, Sunlance don't care and so on. I found that Ciphers work well (esp. Soulblade and Psion), Rangers (not Arcane Archer), Rogues (not Trickster) and also Wizards. I think you can make every class work somewhow, although Priests would suffer most I guess.