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Boeroer

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Everything posted by Boeroer

  1. Why hat? He gave me a stinking necklace (Cipher's Shackle)! Does it depend on the class you give him or the dialogue options - or what?
  2. Daggers have 10-14 base damage, Energy Blade has 5-8. Daggers have 0.5/3 sec attack speed/recovery, Energy Blade has 0.7/3 The Blade has not the base damage of a dagger nor the attack speed (but has faster recovery than a sabre). It's modal is superuseless, that's true.
  3. You are stuck in the definition of classes of D&D and similar games. If you like their approaches better that's ok. But this game defines classes and what they can do differently than other RPG games. Their "magic" stems from the power of their souls. Everything supernatural is based on essence (or soul power) in PoE. That explains why they all have some mumbo jumbo going on. This may be to ones liking or not - but arguing with "nature of the class" or "history" is leading you nowhere. Your point is that you don't like it and would prefer a more conservative approach - and that's fair. But don't use your likings as basis for judgement. And don't insult the designers just because they created something that you don't like. I personally could also do with a lot less particle effects and boomboom - but I accept that the classes in PoE can do amazing things due to the power of their souls. That's in line with the world's lore. If I couldn't accept that I wouldn't play the game.
  4. The best part is that it shows me stuff that I'm supposed download - but I have already done that, so what's the point...?
  5. Good points. You may want to write a PM to Aarik D (Community Manager).
  6. You are right. There's not even a soulbound. So obviously I did not remember correctly.
  7. That is not correct. It was just an UI glitch during character creation. Berserkers can pick the same abilites as any other barbarian (just made a screenshot of my Devoted/Berserker's level up page):
  8. Hm... but Sneak Attack doesn't work with spells at all in Deadfire. So that can't be your argument pro Deafire and against D&D.
  9. The fact that skeletons have engagement is important. Just simply stop enemy movement. Even if they did 0 damage they would still be useful as very effective stoppers.
  10. Hehe, I'm sorry - I just trolled a bit with the "there's only one captain" thing. I also didn't find the arquebus yet. Maybe dunehunter did. Then I forgot about this thread... :oops: Before that trolling I just wanted to confirm that you can directly board and that you have to kill the captain first (or at least not last) so that his/her loot will spawn. That could be a reason why somebody doesn't find gear: it simply didn't spawn because of that glitchy behaviour. Since the captain usually stands there in the back line and is hard to come by it often happens that he/she's the last person standing.
  11. In beta3 I tried an Evoker/Fury with Scion of Flame and the other elemental PEN talents just for fun. And it was fun. But I tried to stick to the spells that don't take ages to cast because I wanted to be able to empty my pools in every fight.
  12. Slightly offtopic, but now that Flesh Communication has no encounter limit anymore in 1.1: Do you still think that Corpse Eaters have more drawbacks than benefits? Kith and beast enemies are very common - and on PotD where fights now take a lot longer I found that it can be (not always of course) of great benefit to have a much bigger resource pool due to Flesh Communion. The +1 rage cost is harsh at the beginning but doesn't have that much impact later on once ability costs rise anyway. For example with Frenzy it's harsh because the costs are +100% - but already with Barbaric Blow it's "only" an increase of 50%, Savage Defiance 33% and so on...?
  13. Yes, that was my first topic after I downloaded Deadfire and used the console to look at every unique item. Swords, great swords and sabres are overrepresented. Rapiers, too if I remember correctly. Well great swords might actually be fine if some unique "slots" wandered from sword and sabre to other weapons.
  14. Haha - my God, how messy. I have the same problems with triggering disengagement and also Offensive Parry from the WotEP. They sometimes trigger and sometimes not - in the same kind of situation. There is some basic flaw in the game mechanics that causes inconsistent behaviour. Would you like to file this one (suppressed/not suppressed) as a bug?
  15. This. The official companions don't have excessive PER - and if you leave yours at 10 you might miss secrets. As far as I know there's no mechanic that lets you profit from party's collective PER pool like with skill checks. I don't like that change from mechanics to PER for spotting things to be honest. Having a dedicated skill for that which also could be assisted would have been way better in my opinion.
  16. In a discussion about what is better, Blood Storm or Sprit Tornadoes, your point is not relevant. While I partially agree with your basic sentiment I don't agree with your style of communicating it. With those offensive "retarded class design" comments that you place in random topics you will achieve nothig (except that people get annoyed). You should stick to your thread that you opened specifically for those complaints - and not place rants about it in other topics that have nothing to do with it. If you need to blow off some steam because you are angry about the design of a computer game: fine - but do it there. @topic: atm I find Spirit Tornado to be better - as others said: just because of the Terrify which is a great CC effect.
  17. The Staff of Thicket Green has an enchantment that raises Beast PL as well. Nature Godlike Lifegivers do actually get +8 PL on rejuvenation spells (+2 always, +5 when shifted, +1 Wellspring oL). But once your shift expires you will be at -2 PL. It will affect the hight of healing ticks of healing-over-time spells that are still running. But as far as I know the duration (that also got boosted via PL) remains untouched.
  18. Correct. 5% hit to crit is neglectable if you pair it with other sources like 30% and 25%. In the end the 5% just add 2.6% (in this case). Or when you attack a paralyzed target it would only add 2.5%. The numbers on some of those abilites are too low.
  19. It's a bit meh if a unique padded armor with awesome enchantments just looks like a regular one. I mean I like it that you can still change color and so on - but a little more "uniqueness" on those wouldn't be so bad. Some items are *really* nice looking though - I just hope that some of the bland ones get a bit more polishing with future patches or DLCs. But please no glowing stuff on every second weapon. I wasn't a big fan of that in PoE.
  20. I agree - all people think it works this way but it's not. THat's the reason why in beta1 you could stack Paralyzed (50%) + Disciplined Strikes (50%) and still see that hits did not get converted to crits all the time - because the opverall chance was 75%, not 100%. Some UI information about your ("stacked") conversions would be really nice.
  21. They kind of stack - they just don't get added like 30% + 25% = 55%. THey get rolled one after another until one triggers or every conversion was rolled to no avail. This lead to an overall chance of conversion of 47.5%.
  22. This is correct. The other solution would lead to an addition of conversion chances - so for example if you'd have 10% conversion from one soure and 30% from another it would be 40%. But in PoE it works like you described in the quote above. This means that chances are mutiplicative with each other. That means that the more of them you stack the less meaningful the individual conversion gets. 10% conversion and 30% conversion, rolled one after another leads to 37% this way, not 40%. It also means you can never reach 100% just by stacking a lot of the same conversions. All conversions (hit to graze, hit to crit and whatnot) work this way.
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