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Boeroer

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Everything posted by Boeroer

  1. Ah, ok. No problem. it would have been too good anyways.
  2. If they would have gone the route of "give chars with high RES more concentration points once they get concentration" it would have been great for any caster - especially with the new system of longer cast times and interrupts. At the same time you could have left MIG as it was. I really think this would have been easier to do (in terms of coding) and better. Do the same with PER (low PER = weaker interrupt points, high PER = more interrupt points). If you have 10 points of concentration and get hit by an 11-point-interrupt you fumble. If you have 10 concentration an and are hit by a 5-interrupt you're left with 5 points of concentration. Pretty simple or not? Maybe too complicated...? I also liked the "shrug off afflictions more quickly with high RES" suggestion. You don't even need to balance the game then, because at 10 RES it's no change at all.
  3. There will be AI scripting for you in Deadfire ("if this than that"). It's not in the beta, but I suppose you will be able to do such things with it.
  4. In the video I saw it was a barbarian who used a Barbaric Blow and did multiple strike animations with that.
  5. It's the fox that does 80-100 crit damage, not Sagani! I would always give the "Persistence" hunting bow to Sagani (to be found on lvl 4 of the Endless Paths). Best ranged weapon for single target dps AND triggers Predator's Sense for the fox automatically. A good alternative with Twinned Arrows and Driving Flight is the soulbound hunting bow "Stormcaller". But I like sticking to Persistence.
  6. The only CC effect I find myself using frequently now is Killers Froze Stiff (paralyze against will) with a Devoted/Skald or Berserker/Skald. Because with dual clubs I can lower the will defense, then cast Killers FS and then wack them with 100% hit to crit conversion which generates a lot of phrases in seconds - more than I can spend (at least at lvl 9). But this is because it's against will and it's a 0.5 sec cast.
  7. Since when? In PoE it was an additive bonus to base damage, not a lash. Has that changed? Because when I used an Assassin/Soulblade I saw no sign of that. Just huge numbers on hit/crit without lash damage except when I use Soul Annihilation which seems to work like a raw lash of some sorts.
  8. In the beginning I was wondering why my generic fighter couldn't manage to knock over some silly xaurips...
  9. Yes, the animal companions hit hard but have relatively slow attack speed. Predator's Sense can also be triggered by Envenomed Strike for example (which lasts a very long time with decent INT). It's also a good alternative because it's not connected to weapon damage. So, unlike Wounding Shot it doesn't matter if you use it with a gun or a bow.
  10. Isn't there another container in the throne room? For example the vase or urn at the entrance where you could find the Sword "Whispers of Yenwood"?
  11. Dex also shortens recovery.
  12. Yes, paraylzed is especially weird because it doesn't let you hit the target more easily, but if you don't miss/graze you will crit a lot more often. That doesn't sound right...?
  13. Okay, so not too bad actually. Cool stuf...
  14. Maybe also the AI scripting tool they announced might take care of this.
  15. Neat thing with Ryngrim's RV. How long does it take to cast?
  16. Hm, I have the impression that somebody here from OBS reads most stuff thoroughly and reports the most pressing and interesting things to Josh. Else he wouldn't have said anything about the universal talents and the other discussions we had here.
  17. I personally have no problems with fighters/barbs/paladins and so on having more passives and others having more active abilites. In a party it can be of advantage if you bring characters that don't need pausing, choosing an ability, targeting, repeat. To be honest for me it's already too much active abilites when I multiclass all my characters. Because those will end up with a ton of actives anyway. This causes a micromanagement nightmare for me atm. A very passive yet effective build can bring some relief. So... focusing on good passives with some classes is not a bad thing for me. But I understand that it might annoy some people if they have the impression that their favored class gets pulled over the barrel when it comes to "cool" active abilites. My first action would be to make Knockdown good again - then bring things like Clear Out and Charge back and don't put them at the end of the level scale. You can make them less powerful but accessible at lower levels and then provide an upgrade that is high-level stuff and makes it more awesome.
  18. Really don't understand the decision. If you can keep stun and paralyze, why not keep prone as affliction? As some of you already said: Knockdown is bad in Deadfire, so is FoA. At least FoA pushes targets away a lot and this can be used - for example to push them into my unbroken's engagement. But it's a lot of fuzz and not really worth it. Especially against fast moving enemies (Lagufaeth) it's quite pointless.
  19. Yes, I like it too. It makes the game a bit more tactical without adding micromanagement. You can still use inspirations/resistances/immunities to shrug off afflictions, but you have to watch out more if your char has very low resolve. And as a CC guy you could max out INT and cast spells first that lower enemies' RES in order to maximize the CC duration. I like it even more now...
  20. Yes. But I also don't like that those things should now go to the proficiency category. In my opinion it would have been better to just "copy & paste" them as abilites into most classes and then give the fighter something additional that might build up on this passive ability. Like "Two Handed Style" can be upgraded to "Two Handed Mastery" and would give you either additional damage, a bit more speed, more ACC - whatever.
  21. No. But I already know what I'm doing in Deadfire and it still sucks to miss all the time OR that I have to cast superlenghty buffs in order to not miss all the time OR have to multicalss with a fighter in order to get Disciplined Barrage aka grazing. It's annoying and frustrating. Nostalgia or not, I believe the old solution was better. Also, the argument of "we took it out because it confused people" gets reduced to absurdity once the same mechanic gets reintroduced, but you have to cast a spell or pick an ability in order to get it back. Like if that's less confusing...
  22. You mean with Full Attacks? No, not necessarily. It depends on the base damage of the weapons. If base damage of weapon 1 + base damage of weapon 2 (dual wielding) > base damage of weapon 3 (single handed or two hander) - then yes.
  23. That is correct. In case of abilites that deal CC effects I wouldn't use Full Attacks because of that reason anyway to be honest. I'm not fixed on how many attacks a light weapon should get with a Full Attack. This could all be balanced. I just find it sad that abilites that give you a weapon based damage bonus are always best with those weapons that have the highest damage per hit. Which leads to some very unintuitive decisions like arquebus or great sword for Backstab and co. If Full Attacks are there to balance out the dps advantage of light weapons then ok. But the weird decisions will remain. Nobody will paly an Assassin who does Backstabs with dual daggers because a) it's a Primary Attack and b) daggers have low base damage. The highest Backstabs I had so far were with a great sword. THis is not very smart design. In my opinion it would be better to rebalance weapons so that they all deal comparable (not the same, but not extremely off) dps with 10 DEX and 10 MIG and use Full Attacks in a way that I described above. Just my opinion though. This will not happen but I still believe it would be better.
  24. Are you on console? Because then the answer is "yes, it is limited". If your playing the game on the computer (Win/Mac/Linux) it's not. I can't say what will happen to the reward items if your treasury is full. Maybe you should store your other stuff in another container just to be sure.
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