Everything posted by Boeroer
- Wiki weapon and item list is now incomplete
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Using Created Companions from PoE 1 in The White March
No, since the White March is seamlessly embedded into the main campaign of PoE (you can go there and travel back and forth as you wish) you can take all party members, items and so on with you.
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Strong AoE-hitting MC. Which class/race can be?
Also the Carnage malus to damage is less severe. Downside is that damage bonuses and crits don't lead to significantly higher damage and that the ACC bonus of the fists will not work with special attacks like Barbaric Blow or Heart of Fury.
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Strong AoE-hitting MC. Which class/race can be?
On hit/on crit effects for example. They also work with the cone. @Slack83er: Before getting Stormcaller you can't have exploding arrows. Other candiates are chanter with Stormcaller (triggers the stun invocation cone every now and then) or a cipher (triggers Soul Shock AoE from time to time). But the ranger with Returning Storm is cooler.
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Josh Sawyer's tweets and teasers
Boeroer replied to AndreaColombo's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)I think because multiclass chars already have access to two (complete) resource pools and can combine great low level abilites they are much more versatile than single class chars. I never understood why they also need more ability points at level up than single class chars.
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Strong AoE-hitting MC. Which class/race can be?
There is the ranger with Stormcaller. It's kind of an exploding arrow.
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Josh Sawyer's tweets and teasers
Boeroer replied to AndreaColombo's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)I meant taking away spells that were there in PoE. If they'd design a completely new game with another background then they can carefully craft fewer spells without taking away anything. I also meant taking away spells in form of "removing them from the game altogether". It's ok if you have a more narrow spell selection at level up. But you should still be able to choose from the variety of spells that were in PoE. That's what I meant with limiting choice. But even if I find it ok that the spell selction is limited now: it takes away flexibility of casters. That doesn't need to be a bad thing per se, but it takes way something, too. The thing you gain is the more "strategic" apporach that you have to think about what spells to choose. That might be nice for char builders but it can also be a trap for beginners. Especially because I still don't see a retraining mechanic in Deadfire.
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Josh Sawyer's tweets and teasers
Boeroer replied to AndreaColombo's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Removing redundant spells is ok. But taking away choice just because some people can't handle a few more spells is not. For example I really liked Nature's Terror or Spark the Souls of the Righteous. Not many people used those spells because they compete with other really good spells in that particular spell level. So if you take those away I (and others who liked those spells) will be sad and disppointed - and the only thing you gain is that players have to read through less spells. Erm... Also this "Too much choice! Please pick something for me!" is totally beyond me...
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Josh Sawyer's tweets and teasers
Boeroer replied to AndreaColombo's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)That's not right. Different players like different spells (if they are all implemented well and there are no trashy ones). If you want to cut down you could put the ones you like into your favorite list and forget the rest. You'd have waht you wanted without taking away choice from other players. Also: since when is forcing someone to do something in game considered to be good design? I think it boils down to what MaxQuest said: some people are just too lazy (or don't have enough time) to read through all the spells. Fair enough, but this game's target group is not casual players. As if the spell list of druids and priest is that overwhelming... If you don't know what to use and lose track of where which spell is and whatnot you could simply write down your favorite spells on a piece of paper.
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Boeroer's Builds
I also fear it will be like Tyranny for me: one playthrough for the story, and one for a cool build - but that one I canceled because the mechanics just felt meh.
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Josh Sawyer's tweets and teasers
Boeroer replied to AndreaColombo's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Then they could have made something like "my favorite spells" UI that you could compose yourself from all the spells and that is more prominent during combat - but you'd still have access to you other spells should you need them. But removing spells from the game? That's just a bad solution.
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Josh Sawyer's tweets and teasers
Boeroer replied to AndreaColombo's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)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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Combat too complex?
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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Streaming the Beta?
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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Combat too complex?
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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Josh Sawyer's tweets and teasers
Boeroer replied to AndreaColombo's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)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 topic in Pillars of Eternity: Technical Support (Spoiler Warning!)No, this is new. Never heard of that before.
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Stiletto's for DW Rogue
The best thing would be to use the Helwax Mold and duplicate Bleak Fang after you enchanted it to your liking. Another alternative would be Vent Pick or even the early Azureith's Stiletto since Jolting Touch works with Deathblows (double damage).
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Strong AoE-hitting MC. Which class/race can be?
Yes, Carnage doesn't do much in the early game because of its bad accuracy. And even if you're not mising you do grazes which lower your damage by 50% AND Carnage has a 34% malus on damage as well. So... really low numbers if you connect at all.
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Strong AoE-hitting MC. Which class/race can be?
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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Strong AoE-hitting MC. Which class/race can be?
Barbarian. You already played one and complained that he only can crush skulls and not play the banjo at the same time. The chanter could play the banjo and burn and slash enmies at the same time though. You just have to wait till lvl 9.
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Infinite Wounding Shots per encounter (Trick)
Hehe - yes. That also works with FoD most of the time. Sometimes even with Heart of Fury. But for some reason Wounding Shot seems to work more reliably. I you also have Quick Switch + Coil of Resourcefulness you can actually do this AND skip recovery + reloading time.
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Combat too complex?
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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Help me make a templar.
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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Paladin on kill effects when grouped with a Dragon Thrashed Chanter.
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 (?).