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Boeroer

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Everything posted by Boeroer

  1. Wall of Draining (a tier-7 Wizard spell) works nearly the same in Deadfire. But there is no weapon like Spelltongue.
  2. Yes, the Weyc's stuff is pretty cool. Also because you can be a Chanter/Druid or /Wizard or /Priest and empower a cool non-chanter spells in some fights - and then get the empwoer points all back with the Scimitar if you empower an invocation in the next fight. I think they introduced some of the DLC items that focus on empower because that "per-rest" mechanic was mostly unused in the vanilla game (unless you has Sasha's Singing Scimitar as a Chanter maybe).
  3. Hi! Could you post a screenshot of your AI settings? Or maybe describe the settings you use? I created a very simple behavior and it works like one would expect: It is possible that you don't have enough wounds to execute FF? It only costs 0 wounds if you don't have its curse on you. If you have one stack of the curse it will cost 1 wound, then 2 wounds and so on. If you don't have enough wounds the AI will most likely use auto-attacks if you haven't se up some other abilites that don't use wounds (for example Stunning Blow or so). Or maybe you created a special AI behaviour in the editor - but you didn't really put it in the list of behaviours so it isn't actually used when you turn on AI? It has to be inserted here: Are you on PC or console?
  4. Guys, forgive me, I'm tired. My brain tranformed "phrases" into "empower points" everytime I read it - and I totally missed the point OP and the following posters were making from the start. Jeez! Since it's about phrases all of a sudden : Iirc @Elric Galadreported this behaviour of empowered Avenging Storm + Tekehu some months ago. I think he got it from a reddit user or so?
  5. An Arcane Knight - Steel Garrote/Bloodmage - with Citzal's Parasitic Staff (summoned weapon from spell tier 1) is pretty cool. Later you can use the Chromoprismatic Staff, too. The staff itself drains life from enemies for you with every hit and the Steel Garrote has a passive that does this as well (if the enemy has an affliction which is easy to achieve with a Wizard in general). So you will heal quite a bit just by hitting enemies. It's also fun to use the Essential Phantom spell in order to get two quarterstaff wielders on the field. The Arcane Knight also makes good use of higher Resolve - it can be a very sturdy class and is working well in the front lines. And you can always cast spells, too. A Berserker/Streetfighter with Chromoprismatic Staff can be quite fun to play from behind the front line in rel. safety because his attack speed can be so nice - and also it's cool to cause Carnage from the backline. But he can go down very quickly due to the self damage he receives from Frenzy - it's a glasscannon basically. The opposite of the Arcane Kight.
  6. I don't really understand. How many Empower Points do you need to refund during an encounter? Du to the multiple procs you usually you only need one empowered Her Revenge to refund all the empower power points you spend before + the one from the empowered Her Revenge. That's normally 4 at max, isn't it? And you can't empower more than once during an encounter*. So I fail to see the huge advantage of Avenging Storm (in this "refunding" case, not in general)? Unless you mean against single foes - then it is an advantage because Her Revenge will not refund all points (if you spend a lot of them in previous encounters). But even then you could also use the notorious confusion + skeleton combo. *) except empowering a seal spell out of combat and then again during combat - but that's pretty lame because hazard and all that.
  7. That already works with Her Revenge. If you hit enough foes with an Empowered Her Revenge you will get a refund for all formerly spend Empower Points. This means you don't have to be Tekehu.
  8. Unbroken/Shieldbearer is def. effective enough for PotD. Whether it's fun to play for you or not I cannot say. Crusaders (Fighter/Paladin) are sturdy and do ok weapon damage. They can hold the line/tank very well and ger a hell lot of resistances. They are not very flashy though.
  9. Effort comes with Lacerating. When you enchant it with Hemorrhaging you upgrade the Lacerating enchantment.
  10. Spiritshift goes into the "modal" area of the ability bar - and that area seems to accept "None" and 0 as values. Also modals have no counter but just that green light as indicator that it's on (or off). Hey wait, next idea: what about spells that are stolen with Imprint spells. They have kind of what you need: They go on a separate place in the action bar (besides the spells but not into the per-encounter bar), and they can be used without limit (although they display a "1" at the bottom)?
  11. Yes, I think you could give Priests a resource pool like discipline with 0 points and then make HolyRadiance use 0 discipline. But I guess then it would get put behind a "fighter abilities icon" onto that seperate ability bar? Quite hacky. I also tried to make the number quite big (smaller thn INT32 though) so that the game would maybe give up displaying it and either display nothing or something else than a number - but that only crashed it. Interesting stuff with the Spiritshift...
  12. Hm... yeah, it just got removed. I'm now looking how abilities from items (e.g. Fireball from Necklace) is done. But maybe it's truly so that infinity has no place in that normal, class-independent ability bar, no idea... Edit: it seems only Charged, PerEncounter and PerRest UsageTypes can be added to the outer ability bar. Everything else wants to go into a separate sub-bar that's dedicated for the type of resource (wounds, spells etc.). Too bad "None" doesn't work. It would be the only one that makes sense with unlimited uses. 999 looks a bit wild imo. If there's a 90 sec cooldown... don't you think a smaller numer would suffice? Like 9 or so? That's at least 12 minutes of combat - and looks okay.
  13. Hm, Holy Radiance has UsageType: Per Encounter UsageValue: 1 Wisps' Dazzling Lights has UsageType: None UsageValue: 0 So... giving "UsageType: None" and "UsageValue: 0" to Holy Radiance doesn't work? Edit: tried it - it just removes Holy Radiance from the bar.
  14. Some abilities of certain summons etc. have unlimited uses and show the infinity-symbol "∞" in the counter. So I guess there must be a way to achieve this? Maybe there's a certain non-numeric value you must fill in instead of a number. Could be worthwhile to see how it's done with those summons' abilities maybe? Chanter's Wisps for example have unlimited uses of their Dazzling Lights (ID: 237d1c53-7aae-48a6-a10c-4caa68e3d2e1) ability.
  15. Cool, thanks! There are also the abilites of Animated Weapons (FoD from Great Sword, Knockdown from Pike and Wounding Shot from Warbow).
  16. I don't understand. Current situation is: Lifegivers get a passive +2 PL to Rejuvenation. When they shift, they get +5 PL to Rejuvenation on top (-> +7 PL in total). When the spiritshift ends, they suffer -5 PL (-> -3 PL in total). Or is that not correct?
  17. @mods: see down below, thanks! Hallo @Realerchrosti Das hier ist leider nicht das beste Subforum für technische Fragen. Am besten stellt man solche in diesem Unterforum: https://forums.obsidian.net/forum/141-the-outer-worlds-technical-support-spoiler-warning/ Zusätzlich wirst Du Deine Fragen grundsätzlich auf Englisch stellen müssen. Der einzige Entwickler bei Obsidian, der ausreichend Deutsch spricht, ist meines WIssens nach Studio Design Director Josh Sawyer - und der liest hier nicht. Du kannst in Zukunft Google für eine Übersetzung benutzen. Das sollte verständlich genug sein. Allerdings fehlen ein Deinem Text sämtliche (!) Satzzeichen, was es einem Übersetzungsprogramm schwer machen könnte. Für dieses Mal bin ich gerne behilflich, würde für die Zukunft eine eigenständigere Lösung vorschlagen. Hier Deine Frage korrigiert und übersetzt: --- Deutsch: Spiel friert ein Ich spiele "The Outer Worlds" zum zweiten Mal durch. Mein Problem ist, dass ich die Speicherstände nicht mehr aufrufen kann. Das ist erst seit Kurzem so - genauer gesagt, seit ich in Byzantium bin. Wenn ich den aktuellen Speicherstand auswähle, friert das Hauptmenü ein und nur die Musik spielt noch. --- English: Game freezes I'm currently playing my second run of "The Outer Worlds". There's a problem with loading my savegames though. This problem only occured recently - to be more precise it started when I entered Byzantium. When I try to load the latest savegame the menu freezes - but in the background the music is still playing. --- Und vielleicht kann ein Moderator jetzt diesen Thread in das technische Subforum verschieben, wo es evtl. mehr Hilfe zu dem Thema geben wird: Maybe a mod can move this technical question to the appropriate subforum where chances are higher that the problem might get solved. I have no idea who this forum's mod is, but @Amentep was always helpful in the past, so I'll give it a shot. Thanks in advance!
  18. You mean on top of the passive +2 PL for Rejuvenation spells they already get?
  19. It used to work with (long) ranged weapons because the time between execution and impact was long enough for the refund to happen. Afaik it never worked with melee FoD-attacks. At least not reliably. Even with arquebus etc. it will not always work iirc (projectile too fast). A War Bow might be the ideal weapon to try this out - but the base damage isn't overwhelmingly good for making it your dedicated FoD weapon. You can totally use the basic idea of the Ploi build (that is being a very strong ACC support), skip the charming and alpha-striking part and focus more on good two-handed auto-attacks. Ploi isn't a Darcozzi but a Shieldbearer - so his ACC-buffs are a bit lacking which he compensates for with the charming and Buckler stuff. A Darcozzi can apply Inspiring Liberation which is such a useful support tool - so your variant with Darcozzi + two handed should be good, too. The nice thing about Paladins is that they can move around the battlefield rel. freely without having to fear quck knockouts - because even when not geared and skilled for pure defense they are still hard to take down. That can make them good "rushers" who walk behind the enemies' front lines and attack from behind (and support your party members with great ACC). Imagine an enemy party with a dangerous Wizard in the backline. Your Palladin casts Inspiring Liberation on a ranged damage dealer of your party, then walzes in and attacks said wizard --> wizard cannot take offensive action against your party if he wants to defend himself. Your Paladin "marks" the wizard with Coordinated Attacks and his marking weapon. YOur ranged damage dealer attacks the wizard, too --> gets +30 accuracy against that wizard and will absolutely demolish him while the Paladin will also do his damage with the two hander. Wizard is no threat and dies quickly - both then go off to the next target. In the meantime the Paladin can also heal party members or cast some other support stuff etc. This is a very efficient way to fight against dangerous or very tough singular enemies (Casters, Dragons, etc. ). Add a Priest with Inspiring Radiance and Devotions for the Faithful and no enemy will be hard to hit. The charming part (if you want it at all) can also be done by the party's Cipher.
  20. A good and synergistic party composition is much more impactful than individual decisions about MC or SC. There are great MCs and there are great SCs. Some classes receive really good (and fun) abilities as SC later on (it might also depend on the party composition whether a high level ability is very useful or not) - while some classes don't, but they get better stuff in the early and/or mid levels. The latter classes usually are better MC material, but even that is just a rule of thumb. And then also never forget your preferences. If you for example like Paladins and have most fun imagining yourself to be a pure hearted Paladin in this game then by all means play a pure hearted Kind Wayfarer Paladin. The classes and abilities are balanced well enough and you won't step into severe traps when building up your char. Also there's always the option of retraining (not race/class/arributes, but the rest).
  21. I guess you didn't mean to adress me with "Youhou" but that it's just an exclamation of joy. But I'll respond to this anyway. I don't like it when cooldowns are used as a basic mechanic or cornerstone of a system. See Tyranny or Diablo etc. Although one could see recovery as a sort of cooldown, it's not really for me because it's universal: all actions (except walking) have to wait until you can act again, while cooldowns on abilities only affect the use of that ability. Thus a system with ability-cooldowns as the go-to mechanic usually leads to a behaviour where you spam all abilities you have to prevent to wait for any cooldown to complete - and then you start the cycle anew. As a result the player tends to pick up as many different abilities as they can. For the opposite reason I also don't like fixed, non-replenishable resources (see Guile etc.) - because they do the opposite: abilities fight for the resource points and players will get motivated to only pick very few of those abilities which will need that "fuel". Both approaches limit the player in a way that I think is "unfun". Recovery is kind of a cooldown for the whole character. This prevents the (imo) awful results ability cooldowns will lead to. When I talk about cooldowns I mean ability-cooldowns that only prevent the usage of that (or a certain subset of) action. That doesn't mean that cooldowns cannot solve problems easily - like spamming spiritshift for spike healing when you are a shifter - without putting the whole character into a pause (like recovery does). If they are not everywhere they are not too bad per se. I just realize that spiritshift should have a longer animation phase though - could solve some problems and make cooldown redundant... but that's another discussion. I still wouldn't put abilitycooldowns into a system if there's only one small use-case. As I wouldn't do that with any mechanic really since it makes the mechanics less systemic and less predictable. But since there's already cooldowns in Deadfire's system (Grimoire switching causes a cooldown on spells only, there's a cooldown on modals like proficiencies and chants - but weapon switching induces no cooldown but adds recovery time, reloading is basically a cooldown for that specific weapon, but I digress...) I think it's okay to use them to prevent spammage in certain situations - without locking the whole char down - like recovery would do. I don't know about any cooldown with Forbidden Fist though. It puts a stackng curse on you that raises its cost by 1 wound. Afaik nothing (besides getting knocked out) prevents you from using it over and over again - as long as you have the wounds for it. Or what did I miss? Oh, good point. That would get lost with an per-encounter ability, true. Hm... But on the other hand: Form of the Fearsome Brute and other shapeshifting stuff (Changeling's Mantle) are not cancelable either. And do players really use that feature of "cancelablility" (is that a word?) often with Spiritshift? It makes a lot of sense with weapon prof. and chants - but I believe Spiritshift gets cancelled almost never (unless Shifter who gets pummeled too badly - but still weird action to unshift just in order to heal imo). So... one reason more to implement it as a proper "non-funky" modal, eh? But actually FotFB leads me to these other thoughts: Generally a good idea imo. Not as a modal though. Form of the Fearsome Brute already is a shapeshifting spell and that kind of works. At least handling Spiritshift the same as FotEB would add consistency. But on the other hand: what about Shifter? 4 shifting spells in one tier sounds bad. Just add 1 form in every tier until PL4? Thinking about it more I would actually prefer to see FotFB getting implemented like I would like Spiritshift to be implemented: as a proper modal. This would add consistency and make FotFB more attractive, too (to me at least).
  22. That's 9 shifts for SC lvl 20 at least. Sounds excessive. They way I see it: if it looks like a modal (I also mean the UI element) it should behave like a modal. If it should work like a per-encounter ability: why not make it a proper per-encounter ability (in UI-form and function)? I think the only reason why it's still implemented as a modal is because modals have cooldowns. While it makes no sense for most druid subclasses to have a modal with a cooldown when it's 1/encounter anyway - it makes sense for the Shifter I guess? But I wonder: can't there be a cooldown for a set of per-encounter abilities, too? Looking at Grimoire switching which induces a cooldown to a set of per-encounter abilities (aka the Wizard's spells). I think that would be more consistent with the rest of the mechanics (if doable). Having a thing that looks like a modal (and would make sense to be a modal) but actually works like a 1/encounter ability is just confusing and inconsistent imo. I'd still prefer the shift to be a true modal, but if not I would also be happy with a per-encounter solution that at least has the proper UI elements and not that weird modal/encounter chimaera. Greater Wildstrike/Wildstrike Frenzy could add 1 shift per encounter maybe? But that would be weird with Lifegiver I suspect. Also the +5/-5 buff debuff with Life giver shifting really messes up the idea of multiple shifts. I personally would just get rid of it since it's complicated and doesn't really do much - especially since the Druid mostly has HoT and not healing on the spot. HoT gets a severe punch in the crotch when you shift back after casting it. Which is almost always the case because Spiritshift is short and it takes some time to cast HoTs after the shift starts - and HoT's durations become longer and longer. So a lot of ticks will suffer from the -5 PL debuff (effectively -3 because the +2 PL passive will always be on). Maybe just give Lifegiver +3 PL to rejuvenation instead of +2 and +5/-5 - and be done with it? No fuss with shifting and multiple shifts. No abuse of Wall of Draining/SoT + Lifegiver shifting-PLs and so on.
  23. Shattered Pillar was nerfed twice: first the wound limit was set to 5. But that didn't do much because you could still use stuff like Torment's Reach to generate more wounds than it costs. So that nerf wouldn't stop the non-stop spammage of ability-driven attacks which was balance-wrecking. So they decided to only let auto-attacks generate wounds. This did the trick - but they forgot to raise the max wound counter up again. Or they thought both together were a balanced nerf (which it is not but I guess that only becomes obvious once you put some hours into playing it).
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