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Boeroer

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Everything posted by Boeroer

  1. I can imagine on PotD even +40 ACC is not enough with an arquebus+modal + FoD to avoid grazes entirely. But if you take a single rapier and switch on the modal and use FoD you will have +57 ACC, am I right? Should work also well enough if you don't care about the damage anyways. But I agree that it's kind of stupid why the healing effect is tied to hit/crit instead of just executing the ability like it was in PoE.
  2. I personally prefer the change as per-encounter. It was a big tedium for me that they use campfire as the resource. Could it be per-encounter was badly implemented in DF?. Maybe you should create a separate thread and it be interesting to read through your thoughts about it. Sorry for deviating the thread. And i would like to thank Obsidian team, at least they read through these feedback and concerns and are aware of it. Erm, the emphasis was on "elsewhere" rather than "I feel the urge to discuss". Ach, another ironic post gone wrong on the internt.
  3. If you have ligatures activated then switch them off as well.
  4. When I look at the title of the thread, who opened it and remember what the intention was then I suddenly feel the urge to discuss per-encounter vs. per-rest elsewhere.
  5. Or you take a single rapier in the main hand and activate the modal before using Soul Annihilation. I never had a miss or graze so far when I tried this. Too much ACC. Great modal for a Soulblade "Duelist". But a Kind Wayfarer gets +20 acc when doing FoD. Do you miss/graze often? I don't. The real bugger is the low amount of healing. 14 points... pfff!
  6. Hmm, from a fun point of view? Hard to say. Both will drop down pretty quickly once targeted, so this can be frustrating. From lvl 11 on this is pure fun - especially with a fellow wizard who can provide afflictions. Spell binding gear and scrolls will be rare in the early game, so the beginning will be more rough. But taking Prestidigitator's Missiles and Penetrating Shot early is nice.
  7. Recently played: Unbroken/Street Fighter I hoped that the massive PEN of the Unbroken and the increased Sneak Attack and crit damage of the Streef Fighter (once flanked) would make Disengagement Attacks fearsome and also that Riposte may be worthwhile. Dumped DEX and gave him a sabre + modal + buckler + modal and plate armor, mainly relying on disengagement and Riposte. Well nobody leaves that guy now. They just knock him out and then go on with their thug life. Beguiler/Trickster With Blast I had a blast. Start by causing hobbled + bleeding via Arterial Strike in an AoE, then use Eystrike (and gain focus in the process), Whisper of Treason, then Arterial Strike again... Very nice CC character and ok damage. But I played him with a mod taht reduced casting times a bit. Mage Slayer/Goldpact Knight In theory I wanted to rush casters with Zealous Endurance and Golden Enmity and use FoD and Barbaric Blow in combo with the spell disrupting effect. Seems spell disrupting does nothing in beta 3? It applies an affliction but I never saw that attacks interrupted or canceled enemies' spellcasting. Or was this reduced to kith enemies and doesn't work on Lagufaeth anymore? It used to... Evoker/Fury Pure nuker. I wanted to expand the resource pool for damaging spells and only chose friendly fire spells that either do burn or freeze damage - as well as Returning Storm of course. I took a pale elf and gave him Bulwark and the Stormturner Cloak, too. He wore a breastplate then. With that much AR against burn/freeze I could easily cast Fireballs (also empowered, although that still hurts) on myself while doing a bit of baiting/tanking. Pretty nice - but only with the aforementioned mod that reduced casting times (and recovery) a bit. Else I could never spend all the spell uses during one encounter.
  8. Bad: Offensive spell casting with Druid/Priest/Cipher/Wizard in general, especially casting speed. Summoning weapons is way too slow. I played a mod with 1.5 secs and that is fine. The morale of my crew goes down even if I serve them Rum + roasted Duck al'Orange with 3 Michelin stars. Average PEN is always one or two points below enemies' average AR. Spells' PEN is generally too low. Either passives with boost PEN or a buff of spells' PEN is needed. Worst: I don't like all the ship stuff. It's distracting and also unintuitive and gets boring and tedious pretty soon. But I guess that's only me. It would be great if one could just turn that whole thing off with a switch in the game options menue. That's the worst part for me I have to admit. Long recovery times make the combat feel sluggish. Good: Multiclassing is still a lot of fun. Casters' self buffs are generally good (with a few exceptions). Best: Beguiler getting more focus back than he spend when using Deceptive AoE spells in certain situations. It's really nice and not too powerful.
  9. A pure wizard is great if you focus on spells that scale well with Power Level. For example all Missile spells. But as Gromnir said: customisation is not the strong part. This may change though because we will be getting more passives in the future.
  10. Also remember that in PoE a casting time of 4.5 secs was the slowest while in Deadfire it's medium. Placing a fireball in PoE was also easier because it was a fast cast instead of a 6-sec cast in Deadfire. All the damage on the world will not help the Fireball's viability of you have to cancel it all the time because situation on the battlefield is changing so frequently. Spells that target single enemies are in a big advantage because of that. Also because most of them scale really well with Power Level (see Missiles). At the same time some spells which are supposed to help with damage are inferior to a simple auto-attack with a weapon. The high PEN of Thrust of Tattered Veils is nice, as is the targeting and the fast cast, but I do more damage if my fighter just smacks the enemy with a great sword without spending any resources. Some spells need more balancing. I mean upwards. Look at Kalakoth's Freezing Touch: still the worst spell in the game. At least that didn't change...
  11. That's not true. Instead of wildly speculating the "what if" I played a mod this week which reduced casting speeds by shifting most of the spells' casting times (especially cipher's) one category to the "left" (6 to 4.5, 9 to 6 and so on. Also summoning weapons was changed to 1.5 secs. It's still easy to do an interrupt if a spell takes 4.5 secs or 3 secs instead of 6 secs to cast. Interrupts favor fast weapons though - or you have to wait a bit before attacking just to see if the enemy will start casting something horrible. And that adds a bit more tactics. But the combat overall feels MUCH better with casters. Much better. But still it's easier to do the playthrough with melee character than with casters! Main reason is that combat movement is too fast in comparison to the rest and combatants like to change position very often. Most of the time because somebody dies while the caster is casting. Chars die so quickly in melee. I think weapon damage is too high. If you compare weapon damage to PoE you will see that base damage of weapons is higher. It's difficult to land an oh so mighty Fireball when during casting time the situation on the battlefield is changing thrice because melee chars kill two people while doing a 6-sec-cast.
  12. https://forums.obsidian.net/topic/60459-project-eternity-wiki/page-9?do=findComment&comment=1978272
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. 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...
  19. 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.
  20. 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.
  21. 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.
  22. 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?
  23. 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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