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Everything posted by Boeroer
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Yes, it feels like they indeed have no clear opinion or idea - or as you said: confidence - when it comes to the mechanics. I mean Ninjamestari... well, he's Ninjamestari with all the trimmings ( ) - but it seems he had a point in that "true vision" thread. But I still can't understad why a more casual "single-run" player should complain about universal talents being generic. I did countless playthroughs and still don't think that they are generic. Some of them are very niche or maybe too weak, but even the niche ones can be put to good use with the right buld. And I don't mean necessarily powergamers' builds. Made a rogue who specializes in scrolls: I could give im Deep Pockets. Another rogue wants to provoke disengagement attack in order to trigger Riposte more often: Fast Runner and Graceful Retreat. A wannabe Daenerys pale elf wizard who wants to bath in her own fire spells can take Scion of Flame. How is that generic? And how is taking away such things make the game feel less generic?
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Good news. It was a big complain during in-house testing as well. Yesterday during stream Josh confirmed that they will remove it and you will be able to move/change spell without loosing your resource. Cool! Thanks Josh and colleagues! :highfive:
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Yes, it is. Community manager Aarik D said so several times. Go ahead and do it! Here's a statement from him: https://forums.obsidian.net/topic/95865-backer-beta-update-2-patch-notes/page-3?do=findComment&comment=1975048
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Yes, or simply remove this mechanic and regain the resource if the spell didn't go off and if it wasn't interrupted by enemies - because you already spend a ton of casting time for nothing and that's punishment enough I'd say. But now you get additional punishment: the resource is gone as well - without the spelll getting relased. Because you had to cancel your casting because some Usain-Bolt-Lagufaeths on steroids ran all over the place like headless chicken on speed and punched you in the face several times and then ran away giggling.
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I'm reading and writing in the PoE forum a lot and nearly since the beginning of PoE. Here, there was no substancial feedback like: druid and priest spells are to many: seriously? Too many spells? That's like saying "My mom bought too much ice cream". grimoires are not important enough: first time I hear about that - but the Deadfire solution is fine for me making Interrupt/Concentration mechanic clearer/cleaner: well maybe that was a thing, but I'm 100% sure nobody who said that wanted supersluggish casting times so that you can cleanly interrupt spells in clear way or something... I didn't read a lot of complaints about the armor system in this forum. Sure, it had its shortcomings the higher the damage output gets, but it wasn't a major issue, at least not here. The armor system could have been made less mushy with a percentage based DR value. Same with DR bypass. I can't say how much I want to punch those people in the shoulder who play PoE like one time and than say that something feels generic. Also, here in the forums I read very little about this. Where do the TON of people come from? moving away from per-rest resources: if you're honest that's your own wish. One could read several posts here and there that per rest is bad. But those people didn't truly understand what the advantages of per-rest are compared to per-encounter. In PoE you had casters who could really shine in tough fights while they may underperform a bit in easy ones (because you want to spare per-rest secources) - in Deadfire you spam out the same few spells over and over again in every encounter and have to specialize a lot. Actually it's more boring now. So of course here in the forum the changes in Deadfire are not praised. Because here we didn't ask for those and also frankly because some of them are reducing fun. Especially casting times and long recoveries! Maybe more listening to feedback from here than to feedback from Twitter would lead to something that is appreciated more - at least here. If that's what you are looking for anyway. The feedback that I read a lot about in these forums when it comes to PoE: - lots of bugs and with each patch there are new ones that replace old ones - documentation, clarification, explanation of mechanics are obscure/bad/missing/wrong - Rogues are strong in the early game but too weak in the endgame (no idea if this is still a thing in Deadfire since we can't go past lvl 9) - Chanters are too slow and a one-trick-pony with Dragon Thrashed (this got addressed in Deadfire - now you can't do without one like PoE's priest) - the calculation of damage done is not complete (no DoTs, no animal companion) - several issues with the start/end of combat and things like invisibility/withdraw/mind control - melee Xaurip Skirmishers and Phantoms are too strong with their afflictions on graze/hit/crit - Afflictions are to strong because they do the same debuffs on a graze, just shorter (I believe in Deadfire it's still the case that grazes apply the same tier of afflcition instead of going down one tier - instead disables like paralyze and so on are nerfed - no drop of defenses but hit-to-crit?) - some quests are a bit weird (see Ferry Flotsam) - deceptive disposition is counterintuitive: the more successful you are the more the people know - stuff that is a bit too good (focus through retaliation, Envenomed Strike in an AoE via Blast or Spirit Lance or Rot Skulls and so on) gets nerfed immediately and secretly (no patch notes whatsoever) while several bugs stay in forever - and more minor stuff. Of course this is a very subjective and biased list. The most important being the first two. I mean it's great if all the feedback gets a look. It really is. But it seems that you simply oversteered with a lot of changes to certain problems. Instead of trying out small changes you completely changed whole mechanics (DR bypass/DR to PEN/AR, automatic interrupts delaying actions to Interrupots completely deleting certain actions) so that PoE players are lost while it's not even more easy to understand. But I think I read somewhere that this is your preferred method: not to incrementally change something but to try a new, radical approach and then see what people say. Well, now you have it.
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Weird bug Raedric’s Hold
Boeroer replied to Jaheiras Witness's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
No, this is new. Never heard of that before. -
Well barbs have 25 starting ACC which is not bad at all. Only Carnage starts off with 15 which is really bad and can lead to the false impression that a barb can never hit stuff. Luckily it gets +1ACC per char level. With Accurate Carnage it will be on par with your base accuracy at lvl 5 and after that be even better. So in theory (letting buffs like Disciplines Barrage aside) barb's Carnge will have better auto-attack ACC than a fighter. What's really abysmal about barbs is their deflection (for a dedicated melee class).
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Yes, I guess most of the time they will have no clue what's really happening. Most likely they will just point with all party members on one enemy & klick attack while they will cast the occasional spell every now and then. But that was the same with PoE I guess. THing is that you start like this all over again even if you understood the mechanics of PoE. And that's a pity. But still: even though I already spend 180+ hours on the beta I'm still a bit lost from time to time in combat and think "Aw man, that was a stupid thing to do". And that's with 4700+ hours of PoE.
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Ok, but the beta is not equal to the final game. So many things will change that it's of no use to consult you on a build that most likely will not work the same way once Deadfire comes out. Also, the beta is only from lvl 6 to 9. So there's hardly enough info atm for a complete build for a whole playthrough with the final game.
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I'm playing a barb with Firebrand and Blood Thirst (0 recovery after kill) in combo with a Dragon Thrashed Chanter - and there's still enough kills. Carnage with Firebrand is a bit like Sacred Immolation. So I guess there will be enough kills. Dragon Thrashed also helps to bring enemies' endurance down so that Sacred Immolation or FoD can kill more early. One or two kills of the chanter are not that bad since Inspiring Triumph doesn't stack with itself (?).
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Project Eternity: Wiki
Boeroer replied to Tigranes's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
So I looked at the source of the wiki page and saw that you grab the data from several sources, e.g. all unique daggers are assembled via the keywords "dagger" and the (kinda) boolean value "is_unique" from the Cargo table "Weapon_poe1". That itself is a great concept since you only have to edit one data source and it updates all relevant wiki-sites. But the Cargo tables seem to be incomplete? Also, adding soulbounds to the lists seems to be easy as you'd only have to add 'OR is_soulbound="yes"', right? I would be willing to add the missing weapons into the Cargo tables. But I don't know how to edit them, let alone find them since I never tinkered with Cargo or even MediaWiki itself (I mean other than WYSIWYG). -
Exactly. One can browse through PoE's character builds subforum and discover the vast amount of stuff we all figured out with LOTS of testing and discussion. I believe most of it wasn't even known by the designers: Confident Aim being a multiplicatve damge boost since it raises min base damage how do lashes work how does the Wildstrike Belt work Iconic Projection, Thorny Roots and Brutal Takedown only have to overcome 1/4th DR what does stack and what not (buffs, debuffs, DoTs) how does wounding work compared to other DoT effects why is Marked Prey a lash effect? does the speed enchantment on weapons even work? Is "crit damage multiplier" really a multiplier? single weapon usage gives your inital attack +12 ACC, but not the second roll if you do something like Knockdown (1. attack +12 vs. defl., then+0 vs. fort.) Novice's Suffering, Transcendent Suffering and Long Pain gain ACC bonus via scaling, but that bonus is NOT applied to special attacks like Force of Anguish or Knockdown, only auto-attacks offensive abilites like Carnage, Knockdown, Blinding Strike, Minor Missiles and so on get +1 ACC per char level compared to auto-attacks it doesn't stop my head explodes ...stuff like that and TONS more. Nothing of it was documented. Newcomers had to come to the forum and ask the same question over and over again and we answered those questions while a simple official documentation could have done the work. Sure, that would lead to a less busy forum. Hey! Maybe that's why?
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Would be very nice to have. But honestly: dream on... edit: But maybe MaxQuest will do another of his nice web-applications where you can do this.
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Purchased on steam but I see no way to get beta..
Boeroer replied to Zedicide's question in Backer Beta Bugs and Support
That's because you pre-ordered the main game and not the beta. The beta is only accessible to Fig backers who backed a tier that contained beta access or pledged extra for beta access. This means that Fig backers pledged for the game itself (like you now pre-ordered) AND pledged for the beta (20 bucks) - which you didn't do. The only way to get access to the beta now would be to find a backer who didn't pledge for the beta, trust him 20 bucks so that he can upgrade his pledge to beta access and then hand the beta key to you. Here's the answer of community manager AarikD in another thread on this matter: https://forums.obsidian.net/topic/94318-welcome-to-the-deadfire-backer-beta/page-6?do=findComment&comment=1978100 -
[2.0 Beta] Retraining Wizard Also Resets Grimoire
Boeroer replied to LaSpeakeasi's question in Patch Beta Bugs and Support
Because else you can get all spells just by retraining. Write them in a grimoire, retrain, write in a grimoire, retrain until you have them all. At least with the additional money this hurts a bit more and you can't abuse it in the early game. Also, the upside of wizards' grimoires compared to priests' and druids' spell catalogue is that wizards have WAY more spell choice. The downside is the use of a grimoire. -
One-Eyed Molina's Gold-Fingered Spike Flinger
Boeroer replied to daveyeisley's question in Patch Beta Bugs and Support
There seems to be some vodka problem. The same mistake happened in the Deadfire beta as well (several times). I think they moved from "Reload Time" to "Reload Speed" so that the terminology fits with "Attack Speed" and somebody really got confused. -
Project Eternity: Wiki
Boeroer replied to Tigranes's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Also missing (out of my head): - Blesca's Labor - March Steel Dagger - Captain Viccolo's Anger - Bleak Fang - Oidreacht - Vent Pick - Silver Crow Axe - The Flames of Faîr Rhîan - Danulya - Delem Raŵdha - Treave's Conqueror Spear - Sheathed in Autumn - Lysandra's Blade - Shame or Glory - The Last Blade of the White Forge - Whispers of Yenwood - Cat's Claw - Godansthunyr - Strike Hard - Jarpie's Warhammer - The Blade of the Endless Paths - The White Spire - Drake's Bell - The Hours of St. Rumbalt - Tidefall - Jêna's Lance - Spectacular Spetum - Half-Mast Several ranged weapons are also missing. Please bring them all back and also put in the soulbounds. I also liked it better when there was one page with all unique weapons, not seperated by melee and ranged, but I can live with that. -
Then you should have encoutered several bugs.