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Everything posted by Boeroer
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What I really meant: why do you think you were right? Full VO is not confirmed yet. Actually I guess there will be no full VO. The 2.4 million dollar stretch goal was Korean language and more VO: Emphasis on the last sentence. Further stretch goals had nothing to do with VO and I also read no more definitive statements concerning full VO. So, saying "I was right - Full Voice Over!" is like saying "In always knew that you would die from lung cancer!" when your chain-smoker friend tells you that he has a sore throat. Except! Except you know more than I do concerning VO of Pillars - hence my question.
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Your Tiers List [Base Classes, Subclasses]
Boeroer replied to theBalthazar's topic in Backer Beta Discussion
Yes, and then back up due to caused damage. If you use FoA it's only -1/+1 all the time. Other monks will have the same issue - they just can't get back the wounds instantly. If they spam FoA they will hit 0 eventually. Rooting Pain doesn't cost wounds at all. And I'm pretty sure we will again see some items with retaliation. Since the wound threshold is bigger with Shattered Pillars (and that already is kind of a drawback) I would say max 7 is more fair than max 5. -
That would be highly abusable. Because if everybody in the party could place two or more traps you would just lay out 10 traps as a party and then lure enemies into them, making balanced encounter design impossible.
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Your Tiers List [Base Classes, Subclasses]
Boeroer replied to theBalthazar's topic in Backer Beta Discussion
That's only if the monk doesn't use any wounds at all. A Shattered Pillar will most likely generate the same amount of wounds that he spends when he has Lightning Strikes + Turning Wheel running (especially if he also has Rooting Pain). So he will most likely be near 5 wounds all the time even if he's spamming abilites. Other monks' wound count will raise/drop more if they want to spam their stuff. So maybe all in all they are not so far away from 25% in average. -
You are right. I totally forgot about the description itself and put St. Ydwen = St. Waidwen for obvious (but wrong) reasons. Well, the whole light, dawn, kindness and rebirth shebang still makes me think that he doesn't like "undead" at all (vessels who have to consume living flesh of kith for essence - like guls, fampyrs, darguls and the like). Funnily all priests burn vessels to death equally well with their "Holy Radiance"... Berath just has too many followers in the game who are actually undead themselves.
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I haven't checked in beta4, but doesn't a trap cause an injury to enemies if you lure them into it? Good thing is that enemies now trip their own traps - you don't even have to disarm and place them again.
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I want a surrender button for the enemy ship... Exiting the game is fairly easy, even if nothing else reacts: alt+tab to desktop, right click on Deadfire, shut down.
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You could wait for the Long Pain - despite being ranged it works with monk's melee abilites (as long as they didn't nerf it recently). Wait - I never tested if it works with other classes' melee abilite as well. Stupid me. I only tested it with Driving Flight (works).
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Your Tiers List [Base Classes, Subclasses]
Boeroer replied to theBalthazar's topic in Backer Beta Discussion
Also note that it's called "Twinned Shot" now instead of "Twinned Arrows". Wonder if the Long Pain or Minor Blights work with it... -
Your Tiers List [Base Classes, Subclasses]
Boeroer replied to theBalthazar's topic in Backer Beta Discussion
Also Blood Thirst (yay it's still in!) comes pretty late for multiclasses. Berserker may indeed be better off as a single class for the second half of the game. But who can really know since we have no idea how those abilites got implemented... -
With heavy armor + AR abilites (especially passives that stack) you enter the interesting zone of AR. Everything below is meh. I'd always prefer strong healing over AR since there's no health system anymore that prevents the abuse of excessive healing. And since attack speed penalties hurt a lot more than in PoE (double inversion) and the attack speed bonuses have diminishing returns in Deadfire (opposed to PoE) it's harder to speed you up - and speed is important. So I want to avoid as many speed penalties as possible (as long as there's a good reason - better than uneffective AR - to endure it). The pitfalls of the PEN/AR system. But surely it's better than having a "mushy" DR system*... *hint for the sarcastically impaired: whatch out, there's irony.
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Beta IV - General Feedback [The Good // The Bad]
Boeroer replied to DexGames's topic in Backer Beta Discussion
Yes, me. Same for chanters. -
Your Tiers List [Base Classes, Subclasses]
Boeroer replied to theBalthazar's topic in Backer Beta Discussion
Yeah, supercheesy. I expect they also trigger Blood Thirst as they did in PoE. -
Stacking in PoE was a huge mess. In Deadfire it's supposed to be better: General stacking rule of Deadfire: passives stack always (right side of the tree). Actives (left side) only stack if they address different stats. For example +5 PER stacks with +20 Accuracy. The effect is +25 accuracy but the first didn't address accuracy directly but PER instead. So Devotions (if it says it raises ACC universally) shouldn't stack with other accuracy buffs that also raise ACC directly and universally. For example it shouldn't stack with Zealous Focus or Warrior Stance (+5 ACC). If it does it's a violation of the stacking rules. I didn't test this combo yet. Maybe there's an exception because those are modals. I hope not. I know that it doesn't stack with Borrowed Instinct that buffs ACC directly by 20.
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Well it's very difficult to remove hits entirely, so hit to crit is always good, especially if it comes in chunks of 50%. Conversion chances don't add up. They are multiplicative. So every added conversion has less and less impact. 50% and 50% will result in a 75% chance overall, not 100%. That's because on a hit roll all conversions will be checked one after the other. Also remember that you can get hit by an afflicton (lowering ACC) or meet foes with exceptional defenses. Of course conversions have diminishing returns the higher the discrepancy between ACC and defense is, but still... Uncanny Luck's conversion is meh by the way - especially if you already have other conversions like Disciplined Strikes. Uncanny Luck will raise the overall conversion rate from 0.5 to 0.525. if you add Single Weapon Style with 15% conversion it will be 0.575 to 0.596 with Uncanny. And so on. I would never give an ability point for that conversion. Maybe for the damage resistance as a tank...
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Yeah - we'll have to wait and see it they are worth it. Currently Cleaving Stance and Disciplined Strikes are so good with Spirit Lance that they have to be really, really good to give that up right from the start. That the Blackbow comes so late/is not accessible for multiclass is a shame for every wizard/ranger aka wannabe arcane archer out there. Since it scales now it would have been nice to put it into a lower spell level. I disliked how late it comes in PoE already. When you want to play an arcane archer you have to play with a normal bow for 90% of the game. I mean Persistence + Alacrity + Martial Power is fun, but obviously inferior to lots of other things you can do as a wizard. Also I always wanted to see what happens when Blackbow meets Driving Flight.
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Best track of PoE is the music that plays when you enter Caed Nua for the first time, especially when you meet Maerwald. If I want to name games with great soundtracks (that I played), it's FTL and Hotline Miami. But that music would be a tad weird in Deadfire (except maybe in the Furnicula bar on the BiB island ).
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Priest of Berath gets Rot Skulls at higher levels. Also lets you wield the evil soulbound dagger from the beta. Also: vessels in the lower left of Russetwood who worship Berath - "Champion of Berath" Raedric (vessel). So Berath seems to have no problems with necromancy - just with people who prolong their lifespan unnaturally. If a god has problems with vessels it seems to be Eothas (St. Ydwen's Redeemer...). But whatever... As Helig of Thein and others teach us: animancy is science but necromancy is magic. No idea where the difference is, but wizards seem to fit best thematically (see Concelhaut + apprentices). Beckoner/Wizard with skeletons, Soft Winds of Death, later maybe Mith Fyr or Ancient Memory or the phrase that sickens (or weakens?), Concelhaut's spells (including staff), Kalakoth's Sunless Grasp (although ****ty), Thrust of Tattered Veils, Necrotic(!) Lance, Noxious Burst, Malignant Cloud and so on. Alternative: Beckoner/Bleak Walker. Also lets you wield the soulbound dagger if I'm not mistaken and gives you Shared Flames and Zealous Auras which stacks with Mith Fyr for a great effect on the summons. Other Alternative: Priest of Skaen. Revenge from the grave and all that.
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The wizard has awesome self buffs, I'd concentrate on those besides the summoned weapons. Also Rhyngrym's Repulsive Visage is a great spell for melee wizards. Some illusion spells are great self buffs (Mirrored Image for example), that's a resaon why I would use a vanilla wizard and NOT a Conjurer (looses access to illusions). The fighter has Disciplined Barrage which gets upgraded to Disciplined Strikes. That's a must-have. Another must-have is MobStance/Cleavin Stance. It's very powerful with Spirit Lance. Confident AIm will stack with Disciplnied Strikes for 75% graze-to-hit conversion. I'd also take Two-Handed Style. Mule Kick is very nice with Spirit Lance as well (ALL enemies in the AoE get kicked into the air) - but it competes with Disciplined Strikes for Discipline (fighter resource pool). Armored Graze is also great if you plan to wear thicker armor. Best synergy is Cleaving Stance with Spirit Lance: once you kill an enemy you'll execute an attack to all adjacent enemies. Since Spirit Lance does AoE-attacks and Cleaving Stance cascades, this often leads to a one-shot for whole groups of enemies once you killed your first enemy. Also the massive conversion of grazes to hits and hits to crits works extremely well with the AoE of the Spirit Lance.
