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Boeroer

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Everything posted by Boeroer

  1. If you can live with a fighter who has dumped INT in PoE (Disciplined Barrage, Knockdown, Constant Recovery and more all depend on INT) you can surely do a fighter/rogue (aks "Swashbuckler") with dumped INT in Daedfire. However, I would not recommend dumped INT on fighter nor rogue in Deadfire (because of Disciplined Barrage/Disciplined Strike which are awesome and Constant Recovery - as well as Deep Wounds and other DoT abilites of the rogue). It's no problem though: you can play your low INT fighter in PoE and once you import him you can allocate new stats anyway. Maybe he read some books between PoE and Deadfire, who knows?
  2. You mean the Engwithan Saints?
  3. Yes, there is. But those aren't in the beta - only stuff up to level 9 is. However, you can read the names (open the spoiler tag): http://www.rpgcodex.net/forums/index.php?threads/pillars-of-eternity-ii-deadfire-beta-released-coming-may-8th.119184/page-159#post-5503802 edit: some orders of PL were changed in beta 4 (like FIghter's Charge got moved down a lot and so on).
  4. Darcozzi Paladini I'd say. Or A Bleak Walker if he thinks it's highly effective for ending conflicts (like having an army of emotionless animats that you can send in) or a Goldpact Knight - if that's his contract.
  5. And maybe Monastic Unarmed Training as well...?
  6. ROFL - you are right. I just made a char with it and it's utter trash even at higher levels. Does roughly half the dps of a light weapon (same attack speed and recovery). The decision to give a percentage-based dmg bonus to unmodified fist damage was quite silly. The ACC bonus works well, but can't balance out the very low damage output.
  7. That depends. Novice's Suffering was also not altering base damage in PoE but adding a flat damage bonus (that was a bit higher than Transcentent Suffering's because it had to make up for he lesser base damage) that scaled with MIG. Aand we had Sandals of the Forgotten Friar which added even more of that flat damage, but that's only a sidenote. Because of that somewhat weird mechanic all grazes and also Carnage did nearly the same damage as hits and crits did - which resulted in a very predictable and also reliable damage output with lowish acc. Everything you needed to do was buffing MIG. It was gimmicky but no trash at all if you knew what you were doing. Jojobobo showed a barb in WMII with Novice's Suffering and it was pretty good. I had a version of Edér with Novice's Suffering and he was doing retty good (decent dps while you can omit all the dmg mods but go for the defensive/cc stuff). Now I haven't tried to do that with Monastic Unarmed Training and don't know if it can be used in the same way, but I think it's too early to say that it's trash - I mean unless you tested that and still say it's trash of course.
  8. The amount of activations of abilites at the start of every encounter was already tedious in PoE - and then came the actual encounter (where I don't mind a lot of pausing and micro, but others do). In Deadfire there's even more active abilites, so it would have gotten even worse. And they weren't lazy and also didn't cheese out. They tried to tackle the problem from different sides: - reducing VFX opacity when pausing so you can see better - way better AI control via scripting - so you don't have to trigger all buffs/active abilities manually anymore even at higher difficulties - retargeting function - slower combat via longer casting times and recovery And they still decided that it would be best to remove 1 party member - which I can understand after playing the beta. Else there is too much going on for the average player. I would even say 4 would be best for gameplay, maybe even 3. But I and many others also like to have a big party, so 5 seems to be the reasonable compromise.
  9. Backstab should give a flat dmg bonus like Soul Annihilation does, that would fix things. I always hated it that the worst weapon for Backstabs in PoE is a light one - like dagger or stiletto. Even better: the bonus should be higher the lower the base damage of the weapon is (needs a special fix for blunderbuss though). Easy to implement.
  10. Files with tutorial and material for watercolor portraits from the devs: https://forums.obsidian.net/topic/91743-portraits/page-11?do=findComment&comment=1967609
  11. You confused wounding and draining. Drawn in Spring (dagger) has wounding. It's influenced by MIG and the DoT gets applied faster with lower INT. It doesn't heal. Oidreacht (Stiletto) has draining. Draining is influenced by MIG and always heals instantly. INT has no effect. - Soulbound weapons as well as summoned weapons are universal, yes. Any Weapon Focus works. Priests' special weapon talents (Hope Eternal, Prey on the Weak and so on), too.
  12. The passive ability "Two Weapon Style" does work with fists, yes. For base attack speed and recovery time you need to hover over weapons.
  13. The point of Reaping Knives is that someone else can generate focus for you while you can still generate focus for yourself with your weapon attacks. THus, casting it on yourself would be... pointless?
  14. But you did see in the video that the whole environment and background was flat, right?
  15. Rotate camera? Nope. The backgrounds are still painted. Thank the gods nope.
  16. They already nerfed dual wielding from 50% to 30%.
  17. Reminds me of this (the blocks were €) - a bargain:
  18. Huh? Never did experience something like that. What's your system specs and so on? https://forums.obsidian.net/topic/94309-must-read-how-to-report-an-issue/
  19. It's all good. I still think that two handers (or two handed style) needs a bit of a buff - or the other styles a biut of a nerf - to balance weapons styles better.
  20. Are there *any* game effects that will hit "undead" but not "vessels" though? The few lore references to "undead" seem more descriptive than prescriptive, as it were . . . it's not like D&D where there's a separate "category" of undead and certain things effect undead in specific ways (i.e., a priest's Turn Undead, etc.) In Eora, that "category" is "vessels". There's also no effect that will apply to Lurkers but not Oozes. Or to Blights but not Shadows - although those are very different types of creatures. All of them are primordial/spirits and thus get hurt equally by Primal Bane/Ghost Hunter for example. So those game mechanics with umbreall terms/creature categories don't really prove anything in this case (in my opionion). Also this: http://forums.obsidian.net/topic/65206-update-73-narrative-design-a-day-in-the-life-companion-goals-and-the-undead/
  21. I don't want to mock you or twist your words or anything like that. I don't know if what you said is really a thing, because: In Deadfire the recovery of two handers is not longer than that of the heavier one handers (or am I mistaken)? So it's already like "in real life" as you said.
  22. Right. I also think that's the main reason. 11 would be possible - but that's an odd number (hehe) for something like that.
  23. Hm... I don't completely understand why there's still confusion about this in the forums. Sure - I also was uncertain what stacks and what not in beta1 - until I read this in the game (and here): Passives stack, actives don't. It's a lot simpler than PoE1 because now it's made very clear what passives and what actives are (except with proficiency modals which are also considered actives - every modal is. That could be made more clear).
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