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Everything posted by Boeroer
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Thrust of Tattered Veils is unlimited per encounter. It procs on every crit you do with the bash. Since Carnage has a +1 ACC bonus per level and bash has as well, you end up with +32 bonus accuracy on carnage-bashs (+37 with Accurate Carnage) at lvl 16 which lets you crit a lot and trigger Thrust of Tattered Veils a lot. Now imagine Heart of Fury with its exponentially rising number of attacks the more enemies you can reach...
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- class build
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Yes, you are missing ranged dps caster builds, hehe. I think my fist build will be a ranged one. If it's a caster I don't know yet. Maybe not. I'm pretty sure a part of it will be rogue though.
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That can't be the way. You can't outsource that kind of stuff to the players. Sooner or later the game companies would assume that as normal. Do you want to wait for every new games fan translation, if it ever gets finished. Once the professional made translations were better than the fan stuff. Somehow the standards for this have to raise again. I don't expect everything to sound like ****ing Goethe, but every film, game or whatever should be translated in a manner that fits the level of the original text. And the crap we got for PoE1+2 is just highly unworthy of the original. Well it can't be worse than the really bad localisation Deadfire got delivered with. And imagine: somebody got actually paid for that nonsense. Seriously: even without any context given I could do a better job of translating this game into German. I'm no professional by any means and have only translated some YouTube subtitles for several channels I like in a community efford - but I couldn't do worse than this. I simply couldn't. Luckily I personally don't care because I only play games in their native language (as long as I can understand it of course) - but in genereal this is a real shame. Better to not deliver a game with such an embarrassing localisation but instead spend the money on good modding infrastructure so that there's a least a chance that there will be a good translation someday.
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What Do you guys think: if there would be a mechanic where I could pull out the "likes" of a build (opening post of the individual build thread) and put them besides the entry in the list - would you be interested in such a thing? Like so: The Example Dude An example that's just there to show stuff Subclasses: Exampler/Templater Author: Boeroer Game Version: 1.1 Difficulty: PotD Solo: Untested Companion: Serafen The Template Guy imagine this would be an actual build Subclasses: Showmaker/Model Author: Boeroer Game Version: 1.1 Difficulty: PotD Solo: Untested Companion: - --- One star would represent 10 likes for example. No idea how to realize this yet. The obvious thing would be to look into the build posts, write down the number of likes and then put the corresponing number of stars besides the list entry. You may understand that this would not be my preferred method. If you want something like that let me know. And if you have smart ideas how to simplify it then please let me know. I don't think it's easy to get the admins to implement stuff into the forum. I already tried to get anchors in and so far I got no reply from a board admin. So it would be best if the ideas worked in the scope of "unmodded" forum mechanics.
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I absolutely agree. Scrolls and potions/poisons being way better than native abilities is very bad.
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Ok, I'll wait and see. Atm that build is not very "fleshed out". Ok, added it. Yup!
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Scrolls (like potions and poisons) are very powerful because they scale with the corresponding skill. This makes them better than "native" abilites. It's not right that something that you read from a scroll or gulp down is more potent than your class abilites. That will give you the feeling that it doesn't matter how you build your character as long as you use scrolls or potions. So either those consumables have to start a lot weaker and catch up with more skill or the skills shouldn't have that much impact in the first place.
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Seriously now? You forgot an apostrophe with the possessive case by the way... In my opinion it would be best if Obsidian released the game without localisation but provide a good infrastructure for fan-made translations (modding). Usually those are better - and they cost nothing. Bonus claps if they'd provide some kind of compensation.
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I have now added a seperate line to every build entry so we can add companions that work with that build. You you tell me which companion builds are out there so that I can add their names to the build ar add the whole build to the list? I already added the Pallegina build, but I guess there are more companion builds?
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I added the new builds that got posted here / send to me via PM.
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I could tag builds with a small picture or text. Like so: ? Or I could just add a line to every build wher it says if it's compatible to companions, like so: The Example Dude An example that's just there to show stuff Subclasses: Exampler/Templater Author: Boeroer Game Version: 1.1 Difficulty: PotD Solo: Untested Companion: Serafen The Template Guy imagine this would be an actual build Subclasses: Showmaker/Model Author: Boeroer Game Version: 1.1 Difficulty: PotD Solo: Untested Companion: -
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Hi - thanks. I will be flying home today evening. Once I boot up my computer I will add the new builds. It's so tedious to edit rich text on the phone. Thanks for your patience!
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Actually AC in D&D increases the equivalent of deflection, it doesn't reduce it per se. There is no DR from (normal) armor. This I find a bit meh because it's obviously easier to hit somebody who's wearing armor. It's just not so easy to hurt them. But a crit-to-hit conversion or a hit-to-graze conversion is ok. Your ability to connect with the enemy will not suffer (actually it will be even easier if deflection gets reduced) - but the quality of your hits will suffer if you glance off of armor.
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Yes, I'm sure that it works that way. It gives you additional power levels if you invest in alchemy. Why? Seriously, I have no idea. I guess it happens unintentionally because of keyword issues. Poisons are supposed to scale with Alchemy - maybe certain druid spells and poisons/potions share the same keywords.
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That's why having a dual wielding setup with speed bonuses is better for a paladin who wants to heal quickly. If you like to auto-attack stuff with a two hander in heavy armor it will take like 5 seconds until you can cast LoH. In PoE you could use Quick Switch to skip that recovery - doesn't work anymore with Deadfire.
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Yes, that's why Druids have Plague of Insects, Infestation of Maggots, Insect Swarm etc. which scale with Alchemy like crazy - so you can kill everything with one cast. It's obviously more lame than +3 AR. They also have those laughable Lifegivers who can only cast healing spells with +7 PL so nobody can die. Lame I say!
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Yes, that's true. Druids are really awesome, but lack accuracy. In a party you wouldn't notice but when soloing it can be an issue. With a solo barb you can overcome this problem at certain levels because the accuracy of Carnage + Accurate Carnage starts to surpass your normal accuracy at lvl 6. That's because Carnage, although suffering a malus of -10, counts as an ability and those get +1 ACC per char level. At lvl 16 your Carnage has +10 accuracy compared tough your normal accuracy. You can auto-attack the enemy with the lowest deflection and hit tougher ones with Carnage. Solo druids have no tool (besides consumables) to boost their accuracy - but plenty of tools to lower enemies' defenses.