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Boeroer

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Everything posted by Boeroer

  1. They already nerfed dual wielding from 50% to 30%.
  2. Reminds me of this (the blocks were €) - a bargain:
  3. 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/
  4. 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.
  5. 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/
  6. 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.
  7. Right. I also think that's the main reason. 11 would be possible - but that's an odd number (hehe) for something like that.
  8. 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).
  9. No. +50% of area is +50% of area. It's just not +50% of radius. Actually in Deadfire it's mathematically correct. Maybe the gain per point of INT should be a bit higher, but at least the growth is linear, not exponential (which is a balancing nightmare). In PoE there was a problem that with very high INT the AoE sizes got ridicilously big - since an increase in radius has an exponential effect. If you have a radius of 5 meters your area is PI*5² = ~79m² --> *1.5 = 118m² If you have a radius of 6.1 meters your area is PI*6.1² = ~117m² This is just a matter of tweaking (maybe a few more % per point of INT) and proper UI description.
  10. If you do WMI and WMII (including bounties, Concelhaut and Llengrath) you will hit lvl 16 before Act III. I also do it that way most of the time because Act III is pretty meh for me anyways. Often I simply rush to the god's table, pick a god, do the quest (and companion quests) and jump into the pit.
  11. You could say that in the PoE context, yes. But oops - we're totally drifting away from Madscientist's original post.
  12. I think there a lot more great games nowadays than there used to be in the past - especially when it comes to "worth its money". It's just all the junk under which they are buried that makes people think it's a decline. But that's mostly because nowadays you can develop an indie game pretty easily without a lot of superspecial knowledge or skills (see Unity3D, Godot and so on). We had some awesome indie games in the past few years and also some really nice big titles. I remember times where Pools of Radiance was a great game - or Trailblazer (man did I love that game on my Commodore 128d). But the frequency with which those came out was... veeery looow. The older I get the less I play or even try different games but tend to stick to one that really fits me/is fun for me. But that doesn't mean that most other games are rubbish. I also don't think that the exisitence of Full VO makes a game worse per se. I can totally see how repetetive talking of every unimportant shmuck can be very annoying though. So I'd alsoways say it depends on the implementation. I personally don't need VO at all, but I also don't think it's a downgrade just because it's there.
  13. Yes, pretty sure - I'm not always at lvl 16 when I finish a quick run. But I always only have one additional hireling (apart from the official companions) whom I never send to adventures because he's my early game mechanics guy whom I drop at a certain point. So having not too many guys in the stronghold helps of course. It also helps a lot if you don't pick up companions (that you don't want to bring early) too soon but wait a bit. Because once you pick them up they get the same xp as you. So if you pick them up later it's less of a hassle to keep them all at the same level as yours. Of course meta knowledge helps - but all in all it's not too difficult to do it. The XP from stronghold adventurers is pretty high and will not be divided/shared between party members like quest XP/encounter XP will. I understand that this "management" of XP can be a bit annoying though.
  14. Well "Double VO" was an early stretch goal during the campaign - so I guess the step to Full VO didn't jumble their stuff too much.
  15. Yes, that would be better. Or saying something like "+50% AoE from INT = +1.1m range". Maybe too long. For me +1.1m would do.
  16. Good theory. I guess you are right. Should be easy to fix with the removal of the keyword.
  17. Yeah, thank you for the analogy. That is exactly what I meant.
  18. From tumblr (translated from German since the question & answer were given in German): So basically what Achilles said.
  19. So you'd prefer Baldur's Gate's combat (where martial classes have no active abilities) over PoE's combat? Or turning the whole thing into turn-based combat - for having one additional party member?
  20. The guys you left at the stronghold did gain XP - just not 100% of yours. If you would have send every one of them doing adventures (alternating between them) you would have seen that they don't fall behind - it's enough XP. Did several runs where I did the "waiting" companions' quests very late in the game and shuffled the whole party several times right before the endgame and no one was even one level behind. I guess this will also be possible in Deadfire. Yeah, right?
  21. I guessed so because the attacks that Blade Turning "turns" might not be considered as misses on your side.
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