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Everything posted by Lamppost in Winter
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"Swift" inspiration needs buffs.
Lamppost in Winter replied to MadDemiurg's topic in Backer Beta Discussion
I like both the incoming Crit>Hit or Hit>Graze conversion or Recovery reduction for Swift. If it came down to it I'd choose Recovery reduction for Swift and maybe give the Crit>Hit>Graze conversion to the Corageous (the tier 3 immunity to Interrupt bonus is of questionable usefulness and it would be nice to have a nice defensive buff for Resolve). -
I was coming at this more from what was intended by the devs to be scaling, since they say everything should be, but I see your points. Deathblows is definitely still in, from the patch notes. Before release Josh said something along the lines that Sneak Attack would be weaker at lower levels and scale. I think something like 30% at PL1 scaling to 75% at PL9 wouldn't be so bad? From what the more experienced players say (my experience is somewhat different), PoE Sneak Attack is great at low levels but at late game it's not as good, even with Deathblows. If they're right, I think scaling Sneak Attack might work. It does raise the question of what other class passives should (i.e., are intended to) get PL scaling. Backstab? Ascendant mode duration? Assassinate?
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Oh yeah I'm using Q for my offensive ability, does it matter? Yeah, I opened a thread with the same topic. Turns out that when cheats are enabled, Q, K and I believe P? act as "instant damage/kill" hotkeys, so you can just get through an encounter by hovering your mouse over a target and either instantly killing it or taking chunks of its health away.
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In the latest stream Josh answered a question "Why doesn't Sneak Attack and Carnage scale with Power Level?" with "Those things and everything should, let us know if that isn't the case." So Sneak Attack and Carnage don't scale with Power Level, or if it does there's nothing in the UI that indicates it. What else is there currently that doesn't scale with PL, or isn't clear whether it does or not?
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Yeah, I think the change was reeally excessive. I do get it's hard to make these big boss fights in these sorts of games challenging for a full party without making them health sponges or dropping a lot of adds, but spawning halfway through the fight with no warning is just not fun for me. My preference would be to give it more abilities, maybe with some way to regain its Concentration so it's not just getting stunlocked. For the record though, I'm of the opinion the Adra Dragon fight could have been improved by dropping most/all of the Adragans and giving the dragon some Cipher abilities or something. Also this might be a symptom of me not being great at this game and running a fairly unoptimized party, but until the Blights spawned, I thought the tune-up to the Titan's difficulty was OK; not too health spongey but felt more like a significant challenge.
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Let’s make Deadfire UI the bestest it can be
Lamppost in Winter replied to Wormerine's topic in Backer Beta Discussion
WHY DO YOU HAVE IT AND I DON"T. You use steam or gog? The Tutorials tab is empty for me as well; just press Tab when you're in the quest journal and it should take you to the Cyclopedia. -
Let’s make Deadfire UI the bestest it can be
Lamppost in Winter replied to Wormerine's topic in Backer Beta Discussion
Both in the Bestiary and on the combat tooltips, I'd like to be able to see a description of unique creature abilities, like we get for player abilities. I do understand that there's a lot of abilities and maybe not time to write descriptions for all of them, though. Failing that, I think it would be helpful if we could at least right click on abilities in the Bestiary to get a popup description, for example, if you go to the entry for Delemgans and want to see what, say, Nature's Balm, does without exiting the Bestiary. -
I really dislike ship-to-ship combat
Lamppost in Winter replied to katie's topic in Backer Beta Discussion
Just go far enough so that you're within ideal cannon range. Then it's mostly shoot, jive, hold position for accuracy, sometimes shuffle your crew around. I didn't love ship combat, but was never down on it like a lot of people seem to be. It's fine, but not great. I do have to say it feels much better in the current beta, probably something to do with the revised turn system and the more polished animations. -
Beta IV - General Feedback [The Good // The Bad]
Lamppost in Winter replied to DexGames's topic in Backer Beta Discussion
This may be just because I got owned, but the Engwithan Titan fight getting a bunch of Sand Blights spawning halfway through is...not great. In general I find wave combat to be unenjoyable. Seconding most of the praise others have offered. -
With Supergiant it’s quite clear that music is part of the game (especially with transistor were its tied directly to protagonist). It is not only that game designers design the game and composer fills it with soundtrack, but there are systems build to interact with soundtrack, and I be that as game gets developed it goes together with thinking about how OST will work. Regarding battle music: it’s a direct reference to BG series who did the same thing. I got quite a nostalgia kick out of battle music and how it was implimented. Industry developed some neat tricks throughout the 20 years though, and I wouldn’t mind one bit if Deadfire would modernise it’s music a bit. Very true that Supergiant build their games with the music already in mind. Other games do some adaptive soundtrack tricks, though; for example, Dragon Age II (dare I mention it) changes battle music to a different, tenser track when you're doing badly in a fight.
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Killing enemies in pause with hotkeyed abilites
Lamppost in Winter replied to Lamppost in Winter's question in Backer Beta Bugs and Support
I had no idea what this meant when I first read it and forgot about this topic. Then I came back to the beta and realised hovering over and hitting "Q" applies damage regardless of hotkeys or pause and "U" and "K" automatically kills them. I guess this is a dev cheat codey thing to get through fights quickly?