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Faldorn

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Everything posted by Faldorn

  1. Hey everyone, not sure if this belongs here or rather in the technical support forums. Anyways, is it just me, or are potions and other consumables such as food a little glitchy? When prepping for a tough fight and using multiple food items in close succession, it often happens to me that clicking on the appropriate quick slot does nothing. Sometimes it works, sometimes not. I am aware that there is of course some kind of cooldown involved. But since I am out of combat, I do not see a recovery bar or anything. Has this happened to anyone else? I really think that a visible "action queue" (maybe above character portraits) would really help here... The icon showing the current action is often not really helpful on those occasions. The same goes when casting spells: Often, the icon still shows my character casting when I pause the game, although the corresponding spell has already taken effect. Makes things somewhat confusing at times. Also, during fights, I am frequently unable to use potions: The character sometimes even plays his "quaff potion" animation, but the number of potions in the quickslot remains the same, and there is no effect. As with food items, this does not happen all the time, though. Am I suspecting correctly that using potions or reading scrolls in a fight is an interruptable action? Maybe that has to do with it. The combat log didn't show me anyhting in that regard, however. All in all, that really discourages me from using potions and such more. What are your thoughts?
  2. Hey, it is not really a big issue, but I'd like to bring this to the devs' attention: Occasionally, the game will not detect any previously saved games on startup, i.e. the buttons "continue" and "load game" are greyed out. I have always been able to resolve this problem by restarting the game again. I am currently playing the newest version of the game (3.01), including White March I and II) via Steam, but had already noticed this behavior before installing The White March Part II. Is this a known issue? Have a nice weekend, Faldorn.
  3. I suppose you may be right. But sometimes, the most obvious things are the ones no one notices, right? Is there any way to bring this to the attention of the devs? Sure, it's not like it's particularily important, but it would be nice to know if what you suspect is true.
  4. I am quite asthonished that class-balancing is such a big issue for some players. Even after several months of not playing, I didn't feel the need to adjust my playstlye when I started my first PotD-game (I am currently some 30-40 hours in, in the middle of act II without having done anything in the White March, but most of the act II content). It may have to do with the fact, though, that I never felt the need to min-max any of my characters or to delve so deep into the game mechanics that I was able to squeeze out the very last inch in terms of combat strengh. Maybe I am just lacking the understanding of game mechanics or special builds that some people have here. Or I haven't gotten to some of the very hard parts of the game yet. I find it a lot more bothering that there is such a steep decline in difficulty after the first few levels. Sure, some boss fights are really quite difficult, but the overwhelming majority of the fights do not need perfectly crafted characters or super-special tactics to beat. That's my experience, at least. I do not want to step on anybody's toes hers, I just find it very fascinating. Do some people really build their entire party and playthrough around one or two abilities that are very strong at the time (patch) they start their game?
  5. If you are looking for a cast-oriented character, priest is the best choice (in my opinion). However, you need to activate every single buff manually, which of course helps in adapting to different combat situations. That means that in order to make best use of the priest, you have to micromanage him quite a lot. If you like a support character that doesn't need that much attention, the chanter of course does have some nice options for buffing. These are much more limited in terms of adaptability, though. I usually just set up one or two offensive and one or two defensive "chants", pick one in a fight, and that's that. Since I haven't used a chanter in quite a while, I am not even sure if they explicitly have a pure healing spell (well, spell is not actually the correct term here, but you know...). If I were you, I would definitly go for the priest.
  6. One thing that I found out the hard way was that most of the priests' (offensive) spells have an incredibly short range. On my first (incomplete) playthrough, I had a priest as my main character. Besides the fact that I didn't really know anything about the lore (especially concerning deities) apart from what you see in the description texts, which made me choose Eothas and didn't fit very well roleplay-wise, that was really something that I wish I had known earlier. Before starting, I was set on playing a rather offensive priest build, not the support-oriented type that fits this class best in the game. While it sure was great fun to spam offensive priest spells like pillar of faith with two priests at the same time (my main char and Durance, whom I kept on quite a while), that always led to my priests standing in front in the thick of the battle and taking quite a beating. Of course I could have figured that out earlier, as I am sure I read the low spell range issue (which I know is intentional) somewhere. That might have been on the forums though... On a side note: I am sure this will not really help you with what you're asking, but maybe some people might find it interesting...
  7. If his gear is on the ground and he is not part of your party anymore, it sounds a lot like he has died (permanently). Is it possible that you didn't notice that, saved the game and just discovered that he is missing after reloading today? You could of course check if it is possible to recruit him again through the screen where you manage your party composition.
  8. Hey folks, does anybody else feel it would be a nice feature to allow players to toggle fast mode by pressing the corresponding hotkey while the map is visible? Especially when traversing well-known maps such as in Defiance Bay, I often find myself going to the map screen while waiting for my characters to walk across one of the maps I have previously visited. On larger maps, I think it would be really convenient to be able to enable fast mode by pressing "S", watch your characters speed across the map, and shortly before they arrive, disable fast mode again. At the moment, you always have to minimize the map in order to change into or out of fast mode. Besides, I would't think this to be a very difficult feature to implement. What are your thoughts?
  9. Hey everyone, this is something that has really been bugging me since the get go: Say I want to cast a fireball with Aloth, which is a level 3 spell: If I do not have that spell bound to a hotkey, I need to click on the icon for level 3 spells. This makes the "spell bar" pop up which allows me to select any level 3 spell for casting. As I understand it, this "spell selection bar" is usually locked and will stay put until i select another spell level (e.g. 2) by clicking on its button, select a level 3 spell for casting or perform a completely different action. On some occasions, however, having openend the spell bar, when moving my mouse over to a spell on its left side, the level 2 spell bar will pop up. I think this issue can be avoided by making sure that the mouse does not move too low on the screen and preventing it from touching the icons for other spell levels. This feels very clunky to me. Furthermore, I am pretty sure that at times, the spell bar keeps locked to the level I selected, regardless of my mousing over another spell level. I am really not quite sure if the system behaves as intended and I am just too clumsy to use it appropriately, or whether this is a bug. Has anybody encountered the same issue? Have a nice day everybody!
  10. Hey everyone, I just noticed that since the latest patch (I guess), pressing "Tab" does not only highlight normal lootable objects like chests, but also displays (some?) hidden objects in purple. I am however not able to select or loot these objects until they are discovered by one of my party members in stealth mode. Since I hadn't noticed this kind of behavior during my last playthrough, I'm wondering if Is this some kind of change in one of the latest patches, or whether it has to do with the mechanics skill of my characters. I have to say that on the one hand I like it - since it is now unneccessary to constantly sneak around everywhere - but on the other hand it makes hidden objects somewhat pointless in my opinion. Does anyone know more about this issue? Does it concern all hidden objects or maybe just some, i.e. ones that need a low mechanics skill to discover in the first place? Looking forward to your answers!
  11. Hey guys, I just recently upgraded to The White March Part I and restarted the game from scrath using a new character (Druid, in case it matters). Just before exiting Cilant Lîs, I gained enough XP to level up to level 2. Am I supposed to be able to choose all multiclass talents (such as Enigma's Charm etc.) this early on? I was able to choose them both with my main druid character as well as Calisca. Just checking. Looking forward to your answers.
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