Jump to content

Boeroer

Members
  • Posts

    23048
  • Joined

  • Last visited

  • Days Won

    383

Everything posted by Boeroer

  1. It not only makes no sense to argue with realism, history and tradition when discussing a fictional setting - it's also silly.
  2. But that's a problem of proper description and explanation (like a tooltip that shows the scaling), not a problem of the nerf or the item per se. This armor can give you +10 stacking deflection on top of other deflection gear - which can be *very* useful for builds that rely on deflection. Nobody said that this armor should be supercool for every character. It would become a no brainer. And those are boring and a hint that the balance is off. If an item is not useful for every build but only for some (like tanks) that's totally ok. It's just a problem if an item is of no use for everybody. Besides that I would like those enchantments that improve combat stats via skill scaling to go entirely. I find them impossible to balance and also silly. If you can't find other meaningful uses for a skill - remove it, too. I also find it pretty bad that spells like Plague of Insects scales with Alchemy. That's unnecessary and silly. Abilities shouldn't scale with skills.
  3. No, not in this case because 6 engagement slots can stop more enemies than 3 engagement slots.
  4. Afaik Disintergration doesn't destroy loot. Correct me if I'm wrong, but it didn't in PoE and I'm pretty sure it doesn't in Deadfire (imagine pulverized dragon loot). But it leaves no corpse. Am I right?
  5. Tab doesn't work for prefab names. SpawnPrefabAtMouse CRE_Dummy spawns a non-moving, high endurance bit low deflection and AR Rotghast that does minimal dmg. It's nice for testing dps and such. Others are CRE_Tiger, CRE_Lagufaeth, CRE_Broodmother and so on. I think you can find more with FindGameObjectData CRE_<whatever>?
  6. <-- This "new generation of gamer" is 42 now and started with a C64 and Pools of Radiance. Looking back it was pretty crappy...
  7. Only Chanters and only some phrases and one invocation (White Worms). Never got fixed.
  8. Most players wouldn't have 200-210 deflection so that extra +5 looks weak to them. If you balance most items around total stacking and power builds these items will all look unattractive to 99% of players.+10. The armor itself gives +5 right from the start and can go up to +10 with enough skill points. +10 is a great value for an armor. 200 was an extreme example. Every tank would profit from +10 to deflection from something that's not a cape, weapon, a shield or a ring. I don't think that this item is only useful for 1% of builds. It's useful for every build that has decent deflection - so most tanks.
  9. Very true. No need for any ability - also stealth is not needed. Only sleight of hand if you want to pick people's pockets and mechanics to unlock their chests. But you've to unpause before initiating the conversation - else it will not work.
  10. The deflection of the armor (up to +10) stacks with a shield's deflection bonus. They are not mutually exclusive. Each point of deflection has increasing returns the higher you go (compared to enemies' ACC). So for a high-deflection character this armor is still very good. For other builds the deflection bonus is negligible, sure. It doesn't matter that much if you have 50 or 60 deflection. Take something else. But it matters if you have 200 or 210. +10 on an armor is actually pretty good in this case. I can't say yet if it's well balanced now but it definitely was too strong pre 1.1.
  11. You can never reach 100%. Each additional speed bonus has diminishing impact. You can look at it like that (simplified): - My recovery time is 10 sec (just an example). - I get a recovery bonus of 50%. Now my recovery is 5 sec. - now I get another bonus of 20%. My 5 sec recovery gets lowered to 4 sec. - now I get yet another bonus of 10%. My recovery drops to 3.6 sec. And so on.
  12. Do you drop out of stealth when you are out of hearing range as well?
  13. Yes, there's also an item (helmet) that passively reduces the damage you receive when you are near corpses. So - the mechanics are there...
  14. This. And since all item bonuses stack it's a nice armor to have for somebody who wants to invest in deflection.
  15. Unfortunately it's fidgety atm. I hope that they fix it in one of the future patches.
  16. I would have liked it more if Corpse Eaters would just have consumed essence from nearby corpses passively "on the fly" and gaining resources back (at a more modest pace of course). Then you wouldn't have to fiddle around with Flesh Communion.
  17. This is such a bad change. Seriously, why? If they want to decouple non-"magic" over time damage (like woundig) etc. from INT then they should also decouple the duration from INT and not leave it at "I curse you! Because you are so smart I will die more slowly, there!" But I would prefer if they just leave it like it was: consistent!
  18. That ability is called Assassinate though, not Sneak Attack. But it's nice with spells that you can cast out of stealth (which are all damaging spells afaik) and invisibility.
  19. Oh no! Not that inconsistent crap again where nobody knows which DoT is working how. Which abilities are affected? Please file a bug report - I will chime in!
  20. "There's a massive shortage of fantasy setting RPGs that are to my liking these days" would be correct. What's good and up to date is not defined by your likings.
×
×
  • Create New...