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Boeroer

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Everything posted by Boeroer

  1. Because maybe your inventory is just a layer behind the actual map which is put in front/or made visible if you press "I". When looting it's invisible but still listens to/triggers events accidentially. Just a guess though.
  2. Well, he's called "Echoing" Strike...
  3. It's the same bug with all tooltips I guess. Do a level-up. Open up the description of any ability, for example Disciplined Barrage. This opens up a tooltip-window. If you drag this around so that some keywords with mouseover-effect are right "on top" of an underlying mouseover-effect of another keyword then this bug happens: Hover over a keyword in the open tooltip-window while it lies on top of another ability in the tree. It happens very often that for example instead of the tooltip for "Aware" or whatever I get the one for "Superior Deflection". That is because Sup. Defl. lies "under" the current tooltip-window and somehow the order of triggered mouseover-evens is not handled properly - or inversely. In this case the underlying mouseover-effect of Sup. Deflection will be processed first, showing the tooltip of Sup. Defl. - and the event handling seems to cancel now. So the topmost mouseover event doesn't get catched anymore. It must be the other way round. Hope this makes sense...
  4. Maybe the fox missed the attack in that moment. That can happen. Its accuracy is not superhigh. I like attacking soft targets with it (esp. with low deflection) because in combination with Sagani's bow shots usually one bite of the fox is enough to finish the enemy - and then the slow attack speed isn't that much of a problem.
  5. Why endless? Depends on how much it affects them. Doesn't need to be 5% per point.
  6. If they would remove bonus deflection from RES now I could live with that change. Doesn't make a lot of sense anyhow that RES helps you deflecting things. Maybe they could still include the idea that RES influences the durations of afflictions on you. I'd even say it should also influence the duration of inspirations on you.
  7. Ah, ok. No problem. it would have been too good anyways.
  8. 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.
  9. 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.
  10. In the video I saw it was a barbarian who used a Barbaric Blow and did multiple strike animations with that.
  11. 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.
  12. 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.
  13. 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.
  14. In the beginning I was wondering why my generic fighter couldn't manage to knock over some silly xaurips...
  15. 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.
  16. 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"?
  17. Dex also shortens recovery.
  18. 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...?
  19. Okay, so not too bad actually. Cool stuf...
  20. Maybe also the AI scripting tool they announced might take care of this.
  21. Neat thing with Ryngrim's RV. How long does it take to cast?
  22. 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.
  23. 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.

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