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sapientNode

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  1. If you are tanking with your Rogue your entire build has to adapt to the fact that he/she needs to take massive hits which means he/she will lose out on scoring the massive DPS they are capable of. I play on PoTD and admittedly early stage from 1-3 approximate my rogue was not very great because I had her sitting around a lot waiting for openings in combat and she did not have the best weapons or a lot of cool talents/abilities. Beyond that however she took over as highest dps in all my statistics. If you are solo playing a Rogue that is going to be a challenge without luring them away until you can get something like girdle of driving wave and perhaps multiple hobbles/stuns and blinds and a weapon that does that for you. However playing a Rogue solo is pretty much a challenge. I would at least duo play with a Rogue to have fun unless your going for the challenge of it. Fighter and Especially Paladin work well side by side with a Rogue. Rogue is in the top single target dps category. I would say they are in the top slot unless you build another class with some serious refinement to match the Rogue's awesomeness. Rogue is my favorite class. Early stage I got her the Stilettos Azureith and Oidhreacht right away. One of which has the ability to leech endurance. If you think Rogues suck you are definitely not playing them correctly because they are ridiculously powerful.
  2. I also liked the BG2 system. That could have worked well instead of this kind of crafting system they have. Of course in BG2 you did not have literally like 100+ weapons or some such thing. I have so many weapons that have +speed or can stun or can knock prone that they are trivial now. And this is outside the crafting system. I think there is just too much stuff in general. I like the lore of weaponry but with the restriction system we have and the enchant system the weapons just become a cosmetic dress up character thing. I definitely am not feeling like I am carrying an awesome sword when I find another weapon in like every 5th chest or in almost every boos fight. Crafting everything with limited resources and seriously limiting drops altogether could bring some epicness back imo. Enchants or no enchants the feeling of epic finds is gone by act 2 if than.
  3. I like the per encounter spells too, it allows my caster to do more than wand their way thru wave after wave of trash mobs. It grants flexibility on how I approach every encounter. Before my character reach the level where I could use per encounter I would save spells for the boss like encounters, so my character felt under utilized for most fights. I could rest after after several encounters but since their is a limit of camping supplies I would have to run back and restock and then have to wait thru all those reloading screens. My PC doesn't have a SSD drive so I would have to wait and wait for the loading screens. I don't know about you but waiting is not equal to fun. Honestly I wish they would have done way with the per rest spell system and made all spells per encounter and balance it by lowering the amount of spells available to cast. This way the caster still can utilize their abilities every encounter but with a limit number the player would have to think about tactics and how best to use those spells. Wanding thru encounters is not fun. Like you I am not happy with Obsidian nerfing this. If they were smart they would have a check box option in the menu system that enable/disable 'per encounter spells'. This would give the players the option to handicap their casters within their games while allowing those players ( like you and myself) who like per encounter spells to remain unaltered. I would understand if this were a multiplayer game. I would agree on the need to enforce class balance in a multiplayer game, but this is a single player game. You can pick and choose what class you want to play, and what class skills you want to use in any encounter. If you want to run a pure Melee based party with no casters nothing stops the player from doing so. You can play this game with a party and you can Solo it. This game has been out since March and most of the players have experience the per encounter rules, why pull the rug out from under them. I am not going to happy with the second part of the white marsh expansion if my character has been nerfed where I have to conserve my spells again now or have to constantly rest after each encounter just to experience the same level of game play I am now accustomed too. This change would not make me a happy camper one bit. My voice and the voices of others opposed to this change of the rules should matter too. Yah I think its a bad move and you touch upon the idea that this is indeed a single player game so it is not at all necessary to nerf things. The whole thing makes no sense since there is resting and as you also pointed out spending time going back to town to restock is not fun. With a finite set of camping supplies per encounters work well. PoE is the first IE style game I have seen that does not have infinite resting. There is too many MMO arguments for a single player game here. However we are lucky and blessed to have iemod which already has the option to disable per encounters completely or make them happen at even lower levels. So even if they whack it with the nerf bat we can still enable it. Since the option to enable disable or alter the settings of per encounter already exists they could quite easily implement it and perhaps work with the mod creators of iemod to share code. I am uncertain what type of reward people feel when they get something removed from a game especially when there are already solutions to fix this problem that some people have with per encounters. And again this is a bloody single player game. We do not need more nerf bats we need more complexity and creative designs. Nerf bats exist mainly for MMOs where you have to literally choke players from becoming powerful so they keep playing. I recognize some obscenely out of balance aspects of a game need to be tweaked but per encounter is definitely not the one that comes to mind in PoE for me.
  4. I definitely wanted this option quite a few times during my playthrough. Especially when dealing with Soulbound upgrades.
  5. I had an odd bug with White Forge. I do not have a save. Basically I chose to put them into the forge then reloaded it and chose to put them in the cannons. The refined Durgan Steel option was available as well as the regular one. As if the value that gets set for opening the refined option got saved over even after a reload.
  6. Crafting is awesome in most RPGs! I tend to like the ability to craft everything as well. (Such as finding sinew and leather strips and other magickal components and crafting a new set of armor) My most recent experience with a crafting system I liked was in Divinity Original Sin (I used a crafting extension mod however) It still lacked a lot of options even though it still had a great many. (I could craft lockpicks from nails) In PoE the crafting system feels gutted and it shows. It is more or less like certain things just commented out or the code removed to make it less robust. As I understand it early on the crafting system allowed for all or almost all abilities to be added to weapons/armor and that made it to good so they gutted it. Now I feel we have a system that just feels gutted instead of a refinement. The fact we can not overwrite enchantments is ridiculous. And the obvious forced block of the gold sink when crafting is also blah. Who am I paying to craft? Does my magic weapon now have gold smelted into it? It is an obvious design obstruction but that could of been done by refining drop rates and availability of items. As it is the drop rate on PoTD is so obscene its like I am the largest walking curio and alchemist shop in the world. How could it be fixed? Food: Make food useful. I know it is somewhat useful in getting dialog options but that is about it. Eating should be part of the game and its skill counterpart should be actually useful beyond a few scripted interactions and dialogs. There should be a food slot and food should buff continuously and if the character does not have food they run out of endurance faster and gain penalties. In addition survival enhances these buffs and how long food lasts. There is no urgency to the current system or necessity. It is more of a novelty than a integrated system. Scrolls/Potions: No more gold costs. Necessary usage of either crafting kits or visiting crafting stations. Standing in the middle of a dungeon throwing gold in the air while smashing a few components together to all of a sudden have a scroll in hand is just so immersion breaking and illogical. In addition reduce drop rates by a huge amount and in this case I seriously mean a huge amount. I do not want 200 xaurip tongues. Or if they are going to keep the drop rate add in a refinement or distillation process that could fail or succeed. Adding multiple steps and adding a fail/succeed mechanic would also alleviate the need to put in this arbitrary gold aspect that as far as I can tell is simply a method to somewhat balance the tons of drops. Scrolls and potion crafting should take time and effort as well as be more rare. As it is now on PoTD entering Twin Elms I could make all my characters nonstop high end potions and scrolls with my 200k gold and they could perma stun maelstorm and godmode all battles. It feels like cheating and it makes me ignore the entire system. Weapon/Armor upgrades This is where the most complaining occurs. Some say being able to even enchant as we do now breaks the feeling of being rewarding for finding magickal items. I do not agree myself. If your going to have enchant system than do it right. Again we should visit an anvil or a forge. There should be a distillation/refinement process with a fail/succeed mechanic. In addition all properties should be available for enchanting. For the rare and higher end recipes well they could be found or quested for. With the amount of drops as they are I see absolutely no reason to not allow all enchant properties to be accessible. If I want my Stiletto to have certain properties because it fits my character I want to be able to enchant it that way. Perhaps another way of gaining recipes is by cannibalizing the weapon or armor. We all have our favorite armor for cosmetic reasons but I end up trading out an awesome Star Robe for a crap leather look because it has more functional properties. Again the gold aspect need be removed. And as for those who do not want enchanting because they feel it trivializes their finding items if the system itself is robust enough it balances out just fine. If I have to go to a forge put multiple items together and distill/refine them and potentially fail at that and then apply it to a weapon/armor than both systems of finding ready made uniques and crafting them can stand strong on their own and do not have the problems we have now. All in all if they are going to do a crafting system than at least make it robust. The current system feels like a console hack where I just type addattribute or addproperty to the item because it has absolutely no time sink involved and no risk and components are absurdly abundant. Food should be made globally useful and in so doing survival becomes a real skill choice. All recipes should be found learned or quested for. Having a list simply appear to me with all recipes is lame and trivializes the system. Crafting stations or mobile cooking stations are needed. Gold usage removed. Potions and Scrolls need to be more rare and difficult to craft. Item drops reduced or refinement/distilling process added. Again stations are needed or mobile alchemy or scribe kits. Gold usage removed. Enchantments need all properties accessible. Recipes found or quested for. Gold removed. Forge and Anvil needed (all static no mobile for this) Refinement/distilling process. Cannibalizing armor/weapons for ingredients or recipes.
  7. Yes I see your point and the Doemenel progression does have some blocks. However you do at least know you are turning in the thieves and if you have been into house Doemenel it makes sense. I guess they assume certain paths the player will take. Yes there are console commands for pushing a quest ahead. The one to advance quests needs iemod The one to start a quest does not seem to need it installed. http://rien-ici.com/iemod/console You will have to find the quest name though. Perhaps that is as simple as typing list quests. Quest data and names are found: \PillarsOfEternity_Data\data\quests\ from there you can potentially restart two story job but you might have to use additem to add the letter again. I have no idea if this will break the game since you already did complete it one way.
  8. You gave the letter to Reymont which means you warned him of the theft. You have to go to Abrecan with the letter to get further into Doemenel. And if you do have the letter before even talking to Abrecan show him it do not ask him about the job because if you do and have the letter it will bug and get stuck because it is waiting for you to obtain the letter for it to trigger. Danna/Verzano quest has nothing to do with further Doemenel quests. If you kill her though you will be at terror level with D. Interestingly even at terror level they do not attack on sight and you can still 2 story job but I do not think you can get high enough to attend hearings. Also the sister upstairs gives you a quest but that also does not go towards the D quest line. It just opens her as a merchant.
  9. So basically I hear about this slicken chill fog amazing strategy that can lock down enemies indefinitely. this is potentially true if they are weak and trash mobs which all my party can destroy. In White March do you know how many Lagufaeth I missed or outright resisted slicken? Almost every single one. So much so I dropped it out of my book. For all the enemies that I really wanted slicken to land on (casters rangers crazy maniac fish men) it failed quite a bit. I am playing PoTD so potentially the stats are higher and that is why the resist are as well. Without slicken constant chill fog is useless unless your in a choke point and enemies are doing to AI dance. So yah for trash mobs which is what I think its supposed to be used for slicken chill fog works well. That I think is just a convenience for late game play and the arduous act of clearing yet another round of Darguls or Xaurips. I get way more hits when I use the level 4 prone wizard spell which is not per encounter.
  10. I am curious which companions to take with me for the final part of the game so I get the most story content? I know Aloth has a link to the Leaden Key so I know I will take him along but what of the other companions? Including the new ones. I know Pallegina also has some link to the Leaden Key and Kana is being hunted by them too. So are those 2 good choices as well? Do they give more story or banter or contribution? I also think the cipher wants to be part of the situation. Is this true?
  11. Its a new ability so its not in the list. I have not tested it yet so I was just checking. My Pally has been using all her abilities just fine but its one of the post 12 abilities I think.
  12. Does the party AI settings use the new abilities when in combat automatically? For example: Does a Paladin use sacred immolation if I am on aggressive setting?
  13. I am curious which companions to take with me for the final part of the game so I get the most story content? I know Aloth has a link to the Leaden Key so I know I will take him along but what of the other companions? Including the new ones. I know Pallegina also has some link to the Leaden Key and Kana is being hunted by them too. So are those 2 good choices as well? Do they give more story or banter or contribution? I also think the cipher wants to be part of the situation. Is this true?
  14. i figured this had to do with backers because I think quite a bit of the game was stuffed full of backers stuff. Which I am definitely not against at all. I like that they added so much content based on backer feedback and lore directly from them. However I think it could have been handled a lot better. I hope they did learn from it. They should of had an A team on backer content in my opinion. The static backer characters should have been tied into over arching quests. Memorials should have had some standardization in both writing and grammar at the very least. And itemization like the weapons should have been merged across the board to have less weapons and more impact from finding them. Rather than 100 weapons just because they were asked to do it that way. At least stagger the weapons over time or do a pre generated seed on game start to only drop X amount during that play through. So I do not end up with like 5 different rapiers which largely become cosmetic items. Even with half of the weapons you can still pretty much tailor your character without too much overthinking every time a new weapon drops. As far as enchanting goes it is a gutted system. It feels reverse engineered as though it was once robust and now it is limited. Like they just commented out certain code lines. In the end it takes numerous play throughs to dial in how you will customize your character and by that time the story and the game is really old and it is too cumbersome to keep trying. I think it just ended up that so much was put into the game to make sure the backers were respected and honored for their contributions. However in doing so it feels like 2 or 3 layers of a game that did not communicate and figure out how to work together. I think there were likely a lot of difficult decisions when it came to merging the content of the designed game core and the backer content.
  15. Absolutely agree. I am unsure why they chose this direction and I do not know how they can reverse it at this point without a lot of general flack from players. However if they made modding more accessible or if the iemod folk come through with something miraculous we can go in and gut the overall drop rates. I hope so... Because it is very demotivating for me when I get so much stuff I actually start getting annoyed when I see yellow objects. They shouldn't have this much stuff in the game until at least the second expansion when you can get to a incredibly powerful state as a character. I honestly feel like I am playing in cheat mode.
  16. Yes, that should be doable. You would either want to override the BindableClasses property in EquipmentSoulbind, or do something similar to what AlterResourceMod does where it catches the data as it's loaded from the Unity files and transforms it. The biggest problem I see is that the level 2 unlock is always class specific, so you'd have to make new unlocks for each class that you added. Should be doable with some persistence. Awesome Awesome Awesome... Is that available now or is that still in the process of release? No rush at all. Yah I saw the equipmentSoulBind when I opened the file in the old editor you have up on iemod site but I could not see the script. Which I assume is because they do not have those scripts in there because that was for 1.02 version. And I wouldnt mind at all doing unlocks for all the classes. That would be fun and I want to tweak those weapons anyway on the level of what is needed to unlock them and the abilities they give. Thanks for the reply and all the work you have put into this.
  17. My suggestion is expand your strategy. Because it does get cumbersome using the same abilities so use other ones and see how that works. In a real time system like this we have to micro manage. I personally like the way Divinity did it with everything in real time except combat where you could choose your strategy in a turn based mode. Because in PoE the only way you are going to make full use of your abilities and spells is to first know them by memory so you do not have to scroll over each to see what it does and second to pause and give instructions very often. Which in some ways is really great. In other ways it can be really difficult to get in a rhythm around it. If you are using Durance with only 2 spells as a tank you are under-using the single best buffer in the game. He also has a seriously awesome AoE fire tick for all the spirits which is fantastic for weakening the second line as they are stuck trying to get at you. In addition some of his end buffs are just soooooo good at what they do for you in combat its pretty amazing. Someone already posted a really good description of how awesome their buffs are above so I will not add to that. Suffice to say his prayers are the difference between having your party CCed and stupid and owning the battlefield when you face creatures that do a lot of CC. As for the Alpine Dragon. That is the most legit fight in the game... imo and I HOPE they never nerf it. You can complete it without violence and I do not think unless you are really up for the challenge they intended a lot of people to go toe to toe with that thing and live to tell about it. Until perhaps WM2. And after fighting Sky Dragon which just made me want to smash things how easy it was I was very much impressed that they actually made a true Dragon. This is an immortal creature thousands of years old with serious power in it and Alpine actually feels that way. When I fought Sky Dragon I think I stared at the screen for a good 3 minutes after it died basically shocked that I just killed a Dragon in no time at all and no one even died or even got knocked out. Of course I felt the same way when I fought the first Drakes I encountered. I mean Wurms sure but Drakes they also should be a good challenge. Felt like swatting flies with a low level and not too equipped party.
  18. I have to agree with the itemization issue. I am at a point now with my 20th magic weapon that I dread seeing them. Each time I stop and look at my weapons and calculate if they could be more useful or if my character wants to RP a change in her strategy or best weapon choice. They drop so bloody often however I am stopping a lot to think about this stuff instead of just playing the game. There is just too too too too much stuff in general in this game. I only have 6 characters I can play at a time not an army. Let me switch to playing all companions at once and perhaps this amount of weaponry makes sense. Then of course the game would be ultra easy. Then there is enchanting. I have so many ingredients and gems and materials it is a daunting task just to think about what to enchant. And since I cant overwrite certain enchants (especially attributes) I just do not bother because its again way too much time thinking and not enough time being immersed. The amount of drops in this game feels like I am pressing a cheat button. And they had to add radius looting to deal with the cumbersome aspect of even looting. In addition I have a magick chest of holding that is pretty much carrying more stuff than any merchant in the entire world... This aspect of the game is hands down the worst part of it for me because nothing feels rewarding when I get it. I just feel like I am sitting under a candy dispenser that doesn't stop dropping candy. Add in SoulBound weapons and whatever they are going to add to WM2 and it just really aggravating. At least for me. Perhaps in this age of gaming endless amounts of stuff being given to players is a standard but I spend an inordinate amount of time just dealing with organization and weapon swapping. I totally appreciate the art of the objects and especially the Lore which is thankfully a redeeming quality since I can read a short story about the weapon. I do not think we need so many though. I think the old saying less is more was lost on this aspect of PoE.
  19. Really well done art!! Thanks for this. There are so few Godlike portraits. And it is consistent with the overall style of the others.
  20. Multiple options exist; Go to Tavern and remove them. Execute them and they will no longer take roster space. Bring up console and use: ManageParty (same as tavern use) You can also bump up the max adventurer slots to 128 with iemod
  21. It is interesting that PoTD is actually easier because the amount of enemies and loot drops equal cash you can buy some significant early stage gear that lasts for a good amount of time. It would have been better to have the same amount or potentially a few more but they actually hit harder and have better stats. I have not noticed much difference on PoTD than the original difficulty setting as far as heavier hitting enemies. Its likely my logs would show a difference but PoTD and Normal have me doing the same strategies as I did before. I am not using potions or eating food. I do use my buffs often from my Priest.
  22. yep i know this, but i wanne to open poe unity3d files and try to mod some skills, just dont know how to use this assest editor i have some outdated mod from nexus, which aren't compatible with current version of the game, everythign works except animation i red that it can done do via hex editor, just need to know what to change and what is responsible for animation that's why it need to open and see skill file in unity If you follow the directions on the asset editor page you can open the files. Even though they are not supporting it you can still look at files. I think there are just some missing scripts and such from current patches. You need a pro version of Unity 4.X then download the update from the site. Then open Test2 as a project. You will then have the Pillars Editor Menu option.
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