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Lamppost in Winter

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Posts posted by Lamppost in Winter

  1. 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? 

  2.  

    Are you using a hotkey like Q or K and do you have cheats turned on?

     

    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.

    • Like 1
  3. 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?

    • Like 1
  4.  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.

    • Like 4
  5.  

     

     

    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.

    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.

    • Like 1
  6. 9XMnrfS.jpg

     

    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.

     

    • Like 3
  7. It's not fun.  Your choices are basically miss 50 times until you die, or charge forward until you die.  If someone knows how to win I'd like to know....

     

    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.

  8.  

    Darren Korb and Ashley Barret is so ahead of the curve when it comes to rpg ost that I don't even think of their material as video game soundtrack but as actual artist soundtrack. There's nothing in the industry that's on that level, maybe that's because rpg's are mainly orcestra and Supergiant's stuff is written, composed and sang all by the artists themselves.

    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.

    • Like 1
  9.  

     

    Yeah, that's a large part of the issue. It's especially weird if you have pause-on-combat set because then it get's all hype while nothing is happening, then finally chills out by the time you've issued up all your attacks. I don't hate the themes, but they are sometimes too frantic for a game where I'm pausing and taking my time. With the especially the beginning being jarring.

     

     

     

    Transistor did something really neat with this where while exploring, the percussion track is muted, and fades in when combat starts. Then when you enter the pause mode, the instrumentals become muted and distant, while the main character's humming comes in.

    • Like 4
  10. Positive depiction of heterosexual relationships, that's what I'm truly scared of.

     

    I mean what if little kids play Deadfire and they get brainwashed into becoming heterosexual and start acting out on it?

    The heterosexual agenda has found it's way into so many novels, stories, video games and movies already.

     

    What if Deadfire is the next target of the heterosexual agenda?

     

    I'm scared ;(

     

    this but unironically

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