-
Posts
22844 -
Joined
-
Last visited
-
Days Won
370
Content Type
Profiles
Forums
Blogs
Everything posted by Boeroer
-
It's not too powerful. It's just not crap like some of the others. +4 ACC may be good at the start, but after some levels it hardly matters. Remember: the dice that are rolled are d100. So +4 ACC alone can make a difference, but doesn't very often. The paladin's aura not only gives +6 ACC in a bigger aoe, but also does graze-to-hit conversion and hit-to-crit with a second talent. My (maybe provoking) question is: why are these "multiclass" talents weaker than the originals in the first place?
-
Fun Factor Poll
Boeroer replied to Zenbane's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I just don't sleep anymore. That way I'm able to do a lot of playthroughs and builds. -
At the moment the shock base damage of Stormcaller doesn't get affected by Heart of the Storm (same with Bittercut/corrode and Firebrand/burn). AndreaColombo filed a bug report. Hopefully this will get fixed soon. As for the Returning Storm from Stormcaller: I really don't know. Never tested that myself.
-
Stormcaller is a hunting bow - you need WF Peasant for that. Stats are OK. You could dump con to 3 and put it into INT for higher stun/wounding/marked prey duration. Twinned Arrows, Stunning Shots and Driving Flight(!) are perfect for Stormcaller. That way the Returning Storm triggers superoften and you hit more foes with the -6 shock DR effect with a single shot. If you want even more DPS, don't waste talent points on smth. rel. weak like Apprentice's SA, pump your pet instead. A Wolf with Vicious, Resilient and Merciless Companion plus Predator's Sense is a DPS monster, especially if you use wounding and stunning shots. I also strongly recommend Stalker's link. There's a torc that adds +20% damage to that talent.
-
I would be happy if the chances to trigger something would be higher or if they had some truely unique features like Stormcaller (-6DR) has. Something that only this weapon does and is not tied to x% on hit/crit. Something like interfering for example (-5 def. on hit), but more special. One could have a weak elemental carnage/blast effect - Greenstone Staff for example: 10% raw damage over time aoe or something like that.
-
That stuff gets triggered way to seldomly to be useful. Onlly exceptions are the barb and the ranger with their "one strike - multiple hits" abilities. Weapons that do stuff on crit are more reliable and trigger more often. So no - I don't disregard that - and I think it's not wack at all. Only exception: Stormcaller. It's -6 shock DR on hit is awesome. And with a ranger's multiple hits per it's Returning Storm is also very powerful. The rest of the soulbound weapons is just inferior to enchantet unique weapons. Especially in regard to durgan refinement.
-
Auto Sort
Boeroer replied to Tnargav's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
If I only had your problems... -
You think? Sounds like a physics thing. And Unity has 3D physics build in. Should be doable? Would also be awesome if the chars would react to a Ball of Flame or Twin Stones with a physics effect (aka push). They already have some physics in the game: sometimes the models of enemies fly around in absurd poses when I pause, it looks like slow motion - their arms and legs swirling around like that of a ragdoll. When I unpause, that spook is gone - everybody else experienced this?
-
Fun Factor Poll
Boeroer replied to Zenbane's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Not at the moment, no. I waited a long time for a RPG like PoE. A game that has a complex ruleset with many talents/abilities/items. A RPG that is not like many others nowadays which want to make everything supereasy for the casual gamer und simplifiy everything and making mistakes impossible. I'm looking at you, Diablo III, biggest disappointment ever! I played Torchlight II for some time and had some very nice Engineer builds, but I got bored quickly after two complete playthroughs. What also limits the choice of games is the fact that I use Linux and only buy games that I can install directly via steam (no Wine and other fiddling). And I have a job, two little kids (third incoming) and a really nice wife who want to spend some time with me from time to time. I only got permission for one game at a time. -
I don't know. If stacking things is a problem, you should just make it so that certain effects are powerful enough in itself, but don't stack. For example: Why does Ancient Memory stack with itself? If the talent itself would do 2 per tick but didn't stack, it would be viable for a single chanter. If you'd have more than one chanter in the party you could just take that talent with one chanter and the others could skip that talent. Problem with stacking solved - still a viable talent. The other is: balancing these regeneration effects is really hard if you use flat numbers. You can make it so that it's ok at low levels - but then t will be meh in midgame and totally useless in endgame. If you balance it for midgame, it will be totally overpowered in the early game and so on. That's why we don't have flat +x dmg modifiers in PoE (some exceptions), but mostly +x%. Regeneration would work ok for the entire game if it wouldn't give you +x endurance per tick, but +x% of your max endurance per tick instead. So let's say +1% max endurance per tick. That would always mean that it takes 100 ticks (300 sec) to heal your complete endurance. Doesn't matter if you have 500 max endurance or just 100. That would be fair. Why should the complete regeneration of a high-con char take longer than that of a low con char? Would also be another motivation to invest in more con, which is still the least importat stat.
-
Ancient Memory (0. stacks, that's true. With 6 chanters and Veteran's Recovery (1.5) + Beloved Spirits (0.4) on each you will have a regeneration of 8.7 endurance every tick. Tick rate is once every 3 seconds. So you get 8.7 Endurance every 3 seconds. That's good at lower levels - but you had to use 6 chanters for that (which is quite extreme) and each one of them had to "waste" 3 talents (out of 7) for that. That's not worth it, seriously. 6 times "The Dragon slashed" on the other hand - now that's powerful. You'll do like 700+ damge per phrase while just standing around. Even fire immune enemies will get hurt because it's half fire/half slash. And that only costs you one ability. Why is one talent superweak and the other one so good? If recovery would scale with level, it would still not be overpowered, but just viable. And why these numbers? 0.8??? 0.4??? How about 1 and 0.5. I mean who decided that 0.8 is a good numer?
-
I'm happy that your party composition works. You've put a lot of planning into it and it would have been a shame if you would have died early. The Lagufaeth and Banshees always were the most annoying enemies for me because of their paralyzing abilities. The bounties in WM are pretty tough, too. If you survived that I'm pretty confident that you can do the rest, too. Watch out for Crägholt - and I don't mean the Torn Bannermen outside. The hardest fights in the game (Alpine Dragon aside) I had against these stupid animated weapons inside Crägholt. I tend to use special synergies between my party members - if the enemy is immune to nearly all afflictions (like this hovering weapons) this tactic falls apart. So watch out! Always risky to go into areas that you are to weak for. Lvl 5 in Dyford Ruins is very ambitious for example, hehe. Ok, keep going - long life and prosper!