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Everything posted by Boeroer
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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...
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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.
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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.
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Das Spiel friert ein
Boeroer replied to Realerchrosti's topic in The Outer Worlds: Technical Support (Spoiler Warning!)
@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! -
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.
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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).
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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).
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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.
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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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Yes, Multiclasses are front loaded. They get two resource pools and they get twice the signature abilities right away. The Single Class cannot play out its advantages in the early game (faster ability progression, higher power level, access to highest tier abilities). Those will only have a noticable impact after several levels.
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The usual weapon scaling would take care of the base dmg, but the Wildstrike lash would be an impactful bonus, yes. Mostly because it's fixed. I don't think it's a big issue but still... Could be solvable with a scaling Wildstrike bonus? I mean Spiritual Weapons (Priest) scale their lashes, Sneak Attack scales with PL. Why not start Wildstrike smaller (like 5%) and add 5% every 2nd character or Power Level or so (just an example, may be too weak... maybe add 3% every PL - stuff like that). I'd prefer Power Level because it would give SC a slight advantage - like Sneak Attack for Rogues. That would also make Greater Wildstrike obsolete in its current form. It could add a secondary effect though. Maybe just weaker ones of those that Wildstrike Frenzy already gives (besides the on-kill-effect). Wildstrike Frenzy could then add more ooph to those things. And why is WS Frenzy not giving a passive action speed bonus? That would be universally useful for casting as well as fighting with weapons - and it says "Frenzy" in the title.
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Spiritshift is def. less impactful than wizard self buffs. Imo there's no definitive upside but more a "druidic" option as alternative for unique weapons + armors. Much like Transcendent Suffering is a more monkish alternative for weapons than a superior option. Thus I think making spiritshift a true modal (like the weapon proficiencies) wouldn't break the balance. Some special cases might need special treatment though. Mainly the cases in which Spiritshift gives a powerful additional bonus (Livegiver's PLs and Shifter's healing). It would also be more systemic solution. All modals should share the same basic mechanic. Because why is Spiritshift a modal but actually behaves like a 1/encounter ability? It's confusing and makes not much sense. I guess it's a relic from early development (maybe Spiritshift was indeed intended to be a proper modal?).
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Right. Usually there will be an animation hickup that prevents attacking bc. the Spiritshift forms have no ranged animation for firing the blights (I guess - but not even Storm Blight form works nor do attacks which require no animation at all, such as Riposte). I knew it was janky but I had the same issues with unusual weapons before (like the Citzal Great Sword) which could get resolved with picking other party members or canceling that attack and try again etc. - but this Blights/Spiritshift combo doesn't seem to be salvageable and will be stuck as long as the shift lasts. But it will leave you with a permanent natural Spiritshift weapon... It was just the first thing that came into my head as a potential loophole when I read about "prolong Spiritshift with the help of weapon hits". Another downside of that solution would be that fast hitting characters (see: cat form, a multiclass with Monk, Barb, Streetfighter etc.) and everything that produces hits besides the actual active attacks (Riposte, Swift Flurry, Cleaving Stance, Retaliation like from the Champion's helmet/cape I guess?) and confused attacks on skeletons (abusing Blood Thirst/Swift Flurry/Cleaving etc.) would have an easier time to prolong the Spiritshift - which seems to have the potential for breaking the balance instead of achieving it. Only imo of course.
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There is a small hidden problem: Cast Kalakoth's Minor Blights (from scroll or as Wizard), then Spiritshift. Minor Blight (fire) will be replaced with claws but the spell is still active. When it's time the fire blight would get replaced: yo'll get a new blight into your main hand even if you are shifted. This blight does AoE dmg and thus hit rolls. It also works with Driving Flight. Thus you could generate a lot of weapon hits with just one attack. Very niche problem, I know - but maybe a hint that this solution may have some hidden pitfalls. Why not just make spiritshift a true modal like all the other modals? The upside of Spiritshift is Wild Strike and a rel. good armor without recovery - the downside is not having unique armor and weapons. The normal cooldown of modals might prevent abuse (see Shifter) - or maybe it would need to be longer with Shifter, don't know. Or just remove or reduce the shift-healing. For Livegiver maybe the PL boost/debuff while/after Spiritshift should either get removed (doesn't make much sense anyway imo and the Lifegiver already has "no druid summons" as a downside) - or the buff should work like a short-lived drug (+5 PL to rejuvenation, followed by a -5 PL to rejuvenation "crash") that is induced by Shifting und removed by shifting back (just a quick idea that would encourage shifting back and not just stay shifted forever I guess).
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Something like that, yes. I never played a Shifter who doesn't want to shift but I suspect that Spiritshift as a backup option will be needed less the more levels you gain - because it becomes more unlikely that you will run out of spells during encounters. I never even looked at the bonus spells of a shifter and that they could be a good fit for some builds that don't have anything to do with Spiritshift. Shifter was cemented as a melee type of guy (with the occasional spell) in my mind. So this idea to take the nice bonus spell selection and just ignore shifting for the most part was kind of refreshing imo.
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Iirc OP didn't want to use Spiritshift much (only in emergencies). He picked Shifter mostly because of the fitting bonus spells for the theme. Shifter is the subclass with the most decay(ish) bonus spells. If you don't want to shift in the first place then Shifter has no downside. The upside are the fitting bonus spells.
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I felt the same until some years ago. For example I didn't replay games like the Infitiny Engine ones a lot because after I experienced the story I wasn't too motivated to replay the game. Nowadays I enjoy roguelikes or other games that allow for a rel. short while of entertainment - ones that you can start up rel. quickly, play a bit, save, play futher later without the need to fully "immerse" yourself into a deep story etc. I still like games with a good story obviously, but I need to make time for a "proper" playthrough then - and that can't happen too many times a week unfortunately. Smaller games that still focus on a good story (but maybe less hours - or which are more episodic) might be better suited for me. Can't excactly say because there aren't that many games of that kind - but I really enjoyed Deadfire's DLCs which are kind of smaller CRPGs compared to Deadfire. With PoE and Deadfire the major reason why I kept playing them was (besides DLCs which lets you return to a game) this forum: when I discuss mechanics, builds, stories over and over again the chances are much higher that I get an itch to play the game again based on some cool stuff you read here. Or I get asked a question, fire up the game to double-check - and keep playing. Without any engagement with the community I'm sure I hadn't played both games multiple times.
