-
Posts
23048 -
Joined
-
Last visited
-
Days Won
383
Content Type
Profiles
Forums
Blogs
Everything posted by Boeroer
-
Something like that, yes. Concerning "off tank is faster than main tank": as far as I know all party members have unified move speed outside of combat, so this shouldn't be a problem. Of course it can be if you are on autopilot and your frontline immediately rushes towards the enemy once the encounter starts.
-
It's still nice if you can combine it with stride debuffs or even immobilization. The far push is one of the few things in the game that lets you "relocate" enemies. It's also really nice in combo woth Arterial Strike. The enemy has to move in order to get back to you (or your party members) and takes a lot of damage on the way. Then you send him away again!
-
Yes, but I also meant if armors not only had recovery penalty but also stride penalty you could slow down movement "globally". Less stride is also a way to lower dps (because more time needed for reaching enemies means less time you deal damage) - as is recoery penalty. It mostly affects melee characters (who need to move a lot more than others) who still feel to strong anyways. At the same time you could lower recovery pernalties a bit. This could mean the overall dps doesn't change much while the balance of recovery to stride gets fixed (at least a bit). Just came to my mind and I think it's not the worst idea. It would improve: - the sluggishness of long melee recoveries ("why doesn't he do anything") - the "too fast" movement speed (since enemies like Lagufaeth might also wear armor) While it also makes sense that armor would slow you down a bit. I mean your movement speed. Several people who fight in plate armor of all sorts say that it's not so much the attack speed that suffers (that, too, but not as much as you would think), but the movement (footwork, running etc.). Don't know, never held a sword or wore an armor myself.
-
I don't know, if there are more people like me, but I choose my games very carefully and if I found one that I like, I play it over and over again, sometimes for years, as I don't have much time and often don't touch it for weeks. My last BG playthrough (together with my wife) lasted 2 years (We installed every possible mod, that wasn't cheesy). Since PoE came out, I didn't play anything else and I like it that way. What I expect from PoE2 is even more content and a high replayability (Which is part of the reason, why I will always prefer variety to balancing). I have no interest in other than IE-style games and that is unlikely to change. That's why I said "maybe". I know there will be a lot of examples where this is not the case. But the fans of BG and BGII and such are grown ups or even old geezers nowadays (look at me ). So I guess it's a fairly educaded guess that most people who play CRPGs nowadays have less time than they had when they were young - and at the same time thay maybe don't want to restrict themselves to one game like you (and I as well) do.
-
Yes, but I can also understand the frustration once you discover that the designers of the game put a +5 great sword in it but not a +5 sword. So either retraining or balancing the unique weapons better (so every proficiency has unique weapon of somewhat equal power) to counter that frustration. I personally have no problem with a C+5S (Carsomyr+5-Situation ), but I can understand others who have. And that also means that I can accept solutions that are not necessary for me, but may bring more joy to others playing that game. I don't retrain a lot in PoE actually. But I'm glad you can. At the same time I don't like the proficiency system in Deadfire because it's too shallow and doesn't need any commitment.
-
Odd injuries during Wind-swept Shrine scripted interaction
Boeroer replied to Wormerine's question in Backer Beta Bugs and Support
Just a UI problem basically. -
So-so. On the one hand I find it ok that armor penalty has a big effect on weapons' recovery time - because armor is very important in Deadfire (too bad Deadfire pushes you to either wear none or the thickest). And a plate armor does slow you down. I personally would also like to see a slowdown of movement, maybe less recovery penalty but also stride penalty. Since movement speed and recovery times are out of balance anyways (or so it feels). On the other hand all that lenthgy recovering looks kind of stupid in a "real time with pause" system.
-
Carsomyr +5 was a reason for me to drop the current run and restart with a paladin. In which part was that +5 two hander for evil paladins you could find in some pile of junk? Same thing basically. I also restarted in Icewind Dale once I found that spear and the halberd I forgot the names of. However - I had the time to do that. Nowadays most fans of CRPGs are not teenagers anymore and maybe they can't afford to replay a game over and over again. So retraining seems to be a sensible solution for those people without watering down the mechanics too much.
-
In PoE you got a disengagement attack for that (what I really dislike). I haven't payed attention too much to that problem in Deadfire to be honest (I simply avoid moving my chars at all when engaged) so I can't say if this is better now.
-
Project Eternity: Wiki
Boeroer replied to Tigranes's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
It's better now, but I saw that some unique weapons are still missing. For example Drawn in Spring and Vent Pick. Full list of weapon that are still missing (out of my head, sb=soulbound, su=summoned): Club: - War Club of the Mataru (sb) Daggers: - Drawn in Spring - Reaping Knife (su)* Stilettos: - Vent Pick Maces: - Hanover's Fist of Dodm Swords: - Steadfast (sb) Great Swords: - Firebrand (su)* Pikes: - Tall Grass - Citzal's Spirit Lance (su)* Pollaxe: - Spectacular Spetum Quarterstaff: - Concelhaut's Parasitic Staff (su)* - Llengrath's Warding Staff (su)* ...maybe I forgot some. *) Only if you want to include summoned weapons, too. -
A reason might be that Desciplined Barrage supresses Blessing and Zealous Focus (but stacks with Devotions and Inspiring Radiance and -Exhortation). And on any difficulty below PotD that much accuracy can be overkill. However I personally would always take it as a fighter. There are no other instant +20 ACC buffs in the game that guarantee a successful CC action right at the start of the encounter. Or if you got terrified/blinded etc. and your priest or paladin or chanter is down. I find it much more useful than Vigorous Defense for example. But I never play passive fighter tanks who can't do anything but taking hits, so...
-
If you want to use invocations a lot (for buffing, charming etc.) you want high DEX and low armor penalty. Invocations usually have not too short recovery phrases and low DEX and thick armor make them even longer. You also don't chant during an invocation's recovery phase. And if you don't chant then also Ancient Memory and Beloved Spirits won't get applied. The weapon of choice doesn't matter, you can even still use a shield, but keep in mind that mid- and large shields lower your accuracy (also for chants and invocations). Some invocations and chants get the +12 accuracy bonus from one handed weapon usage (but not the hit to crit conversion if one handed style). Among those are White Worms, Dragon Thrashed and Soft Winds of Death. So this can be an option. Good buffing phrases right from the start are "Blessed was Wengrith" and "At the Sight of their Comrades". I would only switch to Mercy and Kindness in the later game, maybe also "Her Courage thick as Steel" and stay with this two starters for a long time. I'd pick my other phrases for certain situations - for example against Banshees, Drakes and Dragons "One Dozen Stood Against the Power of the Saint" is very nice. Just prepare some chants for special situations in your book and else stick to Wengrith and Comrades. If you're using more than two ranged damage dealers in you party you want to use Sure Handed Ila, combined with Wengrith all the time. Mith Fyr is also a good support chant, but remember: the longer the phrases the less often you can use invocations like "I am yours" to charm enemies. For good healing effects you'd need Ancient Memory and Beloved Spirits, two Fingers of Daylight and also decent MIG. Look at the Chillfog chanters build in the pinned list in order to know how passive healing can be tweaked a lot. High INT is a must for nearly every Chanter. In order to hit with the charming reliably you need decent PER as well. And as said above high DEX helps with recovery. What you actually don't need - and that's a bit weird for a Chanter - is RES. In case he's in the backline he also doesn't need a whole lot of CON. For items I would use Munacra Arret (see PoE wiki) and later Ring of Changing Hearts and Spirit Spiral to get even more charming options. I'd also think about Enigma's Charm as talent. For further healing you could consider Acolyte's Radiance, but it's rather weak, so I'd skip it. If you don't use a priest or paladin with Zealous Focus then Gallant's Focus is an option, too. The two invocations that raise stats by +5 (Bridesmen and whatever) can be uphold 100% of time with high INT, and DEX and low armor penalty if you're at mid level. Their duration is so long that you can keep up both buffs after the initial "load up" phase - if you don't get interrupted by CC or knockout. That means +5 to all stats on all party members. But this seldomly happens in actual encounters. The charming invocation "I am yours" has no accuracy bonus and tends to miss a lot in the early game. You can counter that by using "Lo, their endless Host" to frighten enemies first. Frightened enemies have lower will defense and can be charmed more easily. One of the best invocations is "Killers froze Stiff" by the way. When there's further interest I would post a more concrete build idea.
-
In Deadfire your other party members can get bumped aside (not away from the target, just to the side if possible) when a teammate wants to close in as well. When this happens they will not trigger disengagement attacks. Only if you move them actively.
-
In beta3 terrified/frightened enemies no longer suffer disengagement attacks when they flee. I guess this was changed because the Unbroken/Wizard combo was too strong.
-
Calculations and theorycrafting aside: I think everybody who plays this mod sees that the situation for casters is better than before while they are still not as powerful as melee characters (at least the multiclass ones). So this should be a step into the right direction. Of course the beta only covers lvls 6-9, so the situation may change from lvl 9 on - but I doubt it.
-
Project Eternity: Wiki
Boeroer replied to Tigranes's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Great. Thanks for the prompt reaction to my PM. -
Sie hat Aloths Vater den Arm an drei Stellen gebrochen, als der seinen Sohn schlagen wollte.
-
You are basically right. However, there are a few other "tricks": The Blast combo is pretty neat if you use Kalakoth's Minor Blights or the Golden Gaze with Interrupting Blows. Since you are generating a lot of hits per shot there will be lots of interrupt rolls and with Interrupting Blows the chance that you interrupt all enemies that get hit by the Blast rises. Golden Gaze causes longer interrupts and can attack faster than Minor Blights. Also Mourning Gloves' interrupt boost stacks with Interrupting Blows. This is not really damaging (as demanded in the thread title), it does nothing for your damage. But it's a nice "soft" CC as sideeffect. Speaking of damage: Minor Blights + Blast is very powerful in combination with Combusting Wounds. The deflection combo can be brought to ridiculous defense values if you use hatchet + shield as well. If you also use Ryngrim's Repulsive Visage you an make it so that your deflection with Weapon & Shield Style + Wizard's Double is so high that enemies can only graze you (which doesn't remove Wizard's Double). Also Arcane Veil and Wizard's Double stack. This can be very, very good in the early game. Also see here: https://forums.obsidian.net/topic/94936-an-exercise-in-tankiness-an-untested-class-build-ish-topic/ Also Mourning Gloves stack
-
PS4 Problem White March
Boeroer replied to PunTellingPuma's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Let me guess: you went to Crägholdt Bluffs first because you didn't read what your steward told you: that the Torn Bannermen who are attacking Concelhaut's Tower are supertough, way above your league and that you'll get your butt kicked pretty phenomenally? Crägholdt Bluffs is not part of the White March region (but it has a story- and questline that is connected to the WM, especially part II). However - you want to go to Stalwart first which is located in the White March. There's an icon on the world map in the upper right that opens a new regional map of the White March. That's content for lvl 8 upwards. Crägholdt Bluffs with Concelhaut and stuff is for lvl 12+. You can do it earlier, but then it's tough.