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Boeroer

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Everything posted by Boeroer

  1. The reasoning is a bit wild here imo. Of course bashing shields don't turn into junk. But that's not the point I was addressing. I believe there's no real debate that a game mechanic which initially works but falls off significantly while you progress is either not working as intended and/or is not designed well in the scope of the game. A game in which most things are designed in a way that they stay viable through scaling or upgrading. Imagine a car that goes 150 mph when you buy it - but after 1 year it only gets up to 50 mph. I would say: "This can't be right, there must be some flaw". A counterargument that would go like "well it still gets you to work and back" doesn't make much sense then. Sure, the car still has a use - but that doesn't mean I shouldn't question the degradation of its top speed, the (engine's) design and the intentions of the engineer who build it. If the devs were fine with such things in general they wouldn't have introduced automatic scaling of summons/summoned weapons and Power Levels etc. We have/had some things that didn't scale properly: summoned creatures who scale their stats but not their weapons (like skeletons becoming more and more beefy but still carrying poor quality swords - or worms slinging low PER projectiles) and other mechanics, too (e g. Arcane Archer's damaging imbued spells not scaling their PEN). Those are almost universally recognized as oversights/design flaws by the devs and/or in this community and addressed with patches/mods. I think bashing not scaling is the same thing. Imo (but this is pure speculation) the devs also realized that and quickly gave bashing shields some special enchantments to make up for that - because it was easier than to overhaul the whole bashing shield mechanics (bc. quality scaling would then clash with Tuotilo's Palm's TS scaling, causing new problems and so on). Again: pure speculation. Bashing shields got some criticism in PoE because of their flawed design and the devs tried to address that in Deadfire; not in a way I would call perfect, but it's way better in Deadfire than it is on PoE. Since there are so few bashing shields this is an okay solution imo. They still work well enough until the end bc. of their special enchantments and the dual wielding bonus - which are more important than the bashing damage itself - but it doesn't mean that the non-scaling bash was an intentional or a good design choice. It's only three shields though, so no big deal. I don't expect a dev team to overhaul a basic mechanic just because of three items which work well enough anyway.
  2. I don't know. I might as well use an offhand Dagger or a Hatchet then. The bashing shield would only be interesting to me if I had a decent amount of primary attacks to spam. I agree. I think it would be easier if dual wielding hadn't that automatic speed bonus but would just allow full attacks (without dmg malus) and allow to profit from Two Weapon Style.
  3. The base offensive stats of bashing shields are pretty low (so they are not as good as any offhand weapon - which is okay). Giving it proper percentage scaling with increasing quality would be no problem. It would just mean the bash keeps its initial impact over the course of the game. Imo there is no good reason to introduce a bash which works okay when you get it - but falls off dramatically the further you progress because the missing PEN scaling is so punishing. Interestingly enough the bashing shields we got do have some additional features which keep them useful - even when the offensive stats start failing. As if something more than just a bash had to be added - in oder to make up for the dwindling offensive output. The Best Defense (which got added later via DLC) has an enchantment that raises its bash-PEN directly - could be the devs realized that bashing PEN not scaling really wasn't cool. When designing such a weapon-like object I would ask myself: would a non-unique item of this kind (a non-enchanted bashing shield in this case - like the original Larder Door in PoE) stay useful throughout the course of the game (if I raise its quality)? And if the answer is "no" then I would discard that design. But ofc that's easy to say: I don't have to make an actual game with tons of decision-makikg, emerging problems, managing resources etcpp. At some point somebody most likely said: "Well it's not awesome - but it's good enough, moving on...". Since all the bashing shields we have contain special features which make them worthwhile (even if their bash drops off in terms of damage potential) I'm not too sad about this. But I would have preferred another design. But hey: at least it's way better than in PoE. Baby steps and so on...
  4. I'm pretty sure that at least the non-scaling of PEN with the shield's quality is an oversight. If a bashing shield is considered a weapon, too (and it seems to be because it works with Two-Weapon Style), all its offensive stats (dmg, PEN, ACC) should scale with quality, too. There is no logical reason why they should not. Therefore I assume it's not intended but the devs simply forgot. I mean there are very few bashing shields in the game, it might well be that a "proper" implementation fell under the table.
  5. I guess it's less of a nuisance in turn based mode since you micromanage everybody's movement and actions anyway. But I can't say how use- or impactful it is because I have no experience with the turn based mode. I don't even know how often you could trigger disengagement attacks in one turn against a single enemy.
  6. It's def. not a bug. And it works as intended as far as I can tell. Maybe the devs didn't think about the combo with Riposte and Offensive Parry, but who knows. Is it cheesy? A little bit. But on the other hand the impact is very limited, especially with Riposte alone. You will do better damage playing the usual way instead of running around like a headless chicken all the time, trying to trigger disengagement attacks. That's also pretty unfun to do - it gets old really fast imo.
  7. Why on earth didn't you use Gipon's enchantment that grants immunity to disengagment attacks (100% of grazes/hits/crits converted to misses) instead of pumping deflection against disengagement attacks?
  8. Because every Riposte would trigger Carnage which would build up stacks of Static Charge/Thunder in an AoE. At least that's what I think was meant with "building up LDV stacks". It's a nice idea but I don't know if it will work well enough to be satisfying. That's an option, but you must max Intimidate then in order to reach +10 deflection. Also the AR isn't great. Imo Nomad's Brigandine (up to +10 melee deflection without skill investment) is the better pick because it also has higher AR and potential immunity to disengagement attacks - which turns them into 100% misses. This can contribute to more Ripostes when moving across the battlefield. Using Ardent as HP indicator is possible, but something like Blooded or Fighting Spirit is sufficient imo.
  9. Her Revenge and Avenging Storm (Druid as well as Stormspeaker) also trigger Least Unstable Coil multiple times like <official_name>Storm of Holy Fire</official_name> 😉 does. Maybe worth investigating, too. Iirc "Her Tears Fell Like Rain" () does that, too (not 100% sure because I don't use it - hate its guts for undetermined reasons, maybe need counseling on that...).
  10. If the devs used the code base from occasional hirelings such as Brutish Warrior for Korgrak (why wouldn't they?) - and didn't adapt it, so that he's a one-time hireling only - then that might happen.
  11. I don't think anybody here knows that for sure. 🤔 But the hireling Korgrak and the cave Korgrak are two entirely separate entities (game logic wise). So unless the devs keep tabs on cave Korgrak's status after you hire him (which I doubt) it should have zero effect on hireling Korgrak. My hireling Korgrak never got killed, so I don't know if you can re-recruit him in a way how you would be able to recruit a Brutish Warrior etc. Given that Korkgrak is a unique character I would say no - I would assume he's permanently gone then. I also don't think you can go back to the cave and recruit him again. I would assume that if he's still there in the first place (never checked, doubt it though, if it were me who implemented that quest I would have removed his game object once you leave the cave) he should still have the dialogue status he had after recruiting him - where he would just not initiate dialogue but just give some sentence and that's it. But as I said: never tried that so I cannot be 100% sure.
  12. Iirc Wall spells break invisibility of Smoke Veil and Shadowing Beyond but not Arkemyr's Brilliant Departure. And yeah: they are a total mess. Like half stationary summons, half pulsing spells. I really don't know why. Imo mechanically there is no reason why they couldn't be implemented like all the other pulsing spells (just not with a circular AoE but a line - and 1 sec pulses instead of 3 secs).
  13. In general, abilities which deal damage and also have a duration (DoT or pulsing spells mostly) scale best - because not only the damage per tick/pulse goes up but also the duration/number of ticks. Also low level spells with already high base damage scale pretty well. One example is White Worms (Chanter). It's cheap yet has great base damage and AoE size. The only drawback is that you need a corpse to cast it on, but that can be circumvented with Ancient Brittle Bones or Many Lives Pass By (both leaving skeleton corpses).
  14. 1. Nope 2. As long as you are under 50% health It has no duration on its own (that's the case in PoE, but not Deadfire) - and it has no limit in terms of "X/encounter". It has the same requirements that "Blooded" of the Barbarian or "Heating Up" of the Streetfighter have: as soon as you drop below 50% health it turns on - and as soon as you go over 50% it's off.
  15. I mean race doesn't make a big difference anyway. Orlan is totally fine. Little guy, big fists is cool. 😉
  16. I believe it wasn't possible to fix this with a mod. Iirc the problem is located in a part of the game logic that's hard-coded (so to speak). But maybe I misremember. Anyway: it's not fixed with the CP afaik. Imo human is the best race for a Forbidden Fist. You get bonus Resolve and you will drop below 50% health often enough bc. of the FF curse etc., so Fighting Spirit gets triggered often.
  17. Yes, something like that. Of course I would be very happy if that's not what happened and we'll get PoE3.
  18. I personally would do a quarterstaff user since implements like rods are only really good for Wizards imo (in PoE). Priest in PoE cannot have Blast - they can use Dangerous Implement, but that self damage is not too cool to have on your party's priest. The priest talent that raises quarterstaff and rod acc by 10 lifts Priests' accuracy to that of Fighters. And there are two nice and early quarterstaffs in the game: one with Speed (Llawran's Stick) which is the best DPS enchantment besides Wounding, and one with dual damage (Durance's Staff) which does crush/burn dmg - so it's the perfect backup against enemies who are immune or very resistant to crush damage. Having a quarterstaff also allows you to attack from the second row which is nice for a priest. Besides those weapon talents there isn't much distinction between the priest subclasses I'm afraid. With the +10 acc talent you can also use all soulbound and summoned weapons since they are universal, meaning they accept all weapon focuses and priests' weapon talents (except the soulbounds from the deadfire pack which are not). Stuff like Firebrand, Grey Sleeper and so on. So you are not limited to quarterstaff or rod.
  19. Iirc those tags are used in Deadfire, aren't they? I assume some (inhouse?) tool might add those tags nowadays which it didn't back in the old PoE days - and since they didn't patch PoE for a very long time it might be that the updated tool just automatically added those in the scope of the newest patch?
  20. Yeah your mistakes began with "iPhone".

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