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Posts
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Everything posted by Eliteseraph
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Sorry if this is posted in the wrong area. But here's something I've noticed about the rogue ability "Persistent Distraction": The description makes it sound as though ANY time a rogue is part of a flank that the target will gain the Distracted condition. However, from what I've seen over the course of a few combats is that the distracted condition will only apply when it is the rogue that specifically initiates the flanked condition. Which is to say, the rogue has to be the one to create the flanking. If a target is already flanked, no amount of positoning by the rogue will result in the Distracted condition. Maybe I'm doing it wrong, but it seems like you have to do a LOT of micro-managing of your party just in order to get this talent to activate. I've had enemies be completely surrounded by 4+ allies, all attacking the same thing. But when the rogue rolls up to the dog-pile, no Distracted status gets applied to the enemy. It seems like the Rogue specifically has to be the one that actually runs around the far side of the target. If anyone else hits the target and applies Flanked to the target, the rogues talent will not activate. Has anyone had a different experience with this?
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I haven't yet moved into WM content. It's one of the main reasons I'm giving PoE another shot, since it seems like a different game from when I first tried it. It will be interesting to see how long the style holds up. The bears act as a meat shield, giving the chanters time to build chants, and the cipher time to build power. By the time the bears drop, there's summons and plenty of CC to go around.
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What I'm seeing with the AI is that any time more than 3 player units are next to each other, any units behind them attempt to run THROUGH the front line and get stuck. They'll wiggle back and forth for a few seconds, then just give up and stand there doing nothing. I've tried messing around with the AI settings, and nothing seems to work. Even when I turn the AI off and manually command units where to go, they often take bizarre, circuitous paths that don't make sense. For example, if a target is just out of melee range and I command my character to attack it, instead of just moving the few feet to get in range it will run the long way around any nearby units to attack. If I had any idea how to make videos I'd put one on youtube to show what I mean. I'll try to describe with a picture. So if I took the character circled in pink and told it to melee the target, instead of just stepping the 2 feet to the right to attack, it will almost always run ALLLLLL the way around the outside as I've indicated. And the rest of the time it will just run somewhere behind the line and stop moving or acting entirely. Personally, I don't get it at all. Obviously not every spot on the map has enough room for everyone to get into position, but this stuff happens in OPEN FIELDS with no obstacles at all. It's bizarre.
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eh...I don't find it at all interesting having to click each individual step the character takes to keep him from stopping and dancing in a random spot between him and the target. Even when you disable the AI, the pathing is still garbage. I'll just scrap the all melee idea and go with a normal mixed group. It was an experiment, anyway, and a failed one at that. Learn something new every day, I guess.
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I've actually decided to swap out my fighter for something else after I discovered how tiny the radius on guardian stance is. Maybe drop in another paladin for more aura. Could use Pella that way, which is an added bonus. On a side note, does anyone know if the Rogue ability Dirty Fighting(10% of hits converted to crits) stacks with paladin Zealous Focus(5% of hits converted to crits) and the Hearth Orlan bonus of the same nature(10% of hits converted to crits when targetting the same as an ally)?
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I'm using my main PC as the paladin for the better role-play bonuses from reputation. Otherwise I'd use Pella for her attack speed buff on improved flames of devotion, and I absolutely LOVE her voice. The other problem I have is that some of them are a real pain in the ass to get to early enough. For monks, wouldn't it be better to use them as the main tanky character to draw more wounds? Seems like that might detract from the rogue, although it's a good backup if I don't like how rogue tanking works.
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I'm not really a fan of using the NPCs for the party, so I'm using all custom characters. I'm thinking of using a rogue tank for retaliation, a paladin and fighter for auras, a barb for general mayhem, and two chanters as support. I'm at work so I haven't had time to do anything but run the idea through my head. I've never used a rogue as a tank, so that should be interesting. I like the overlapping auras and passive buffs, but I suppose the two chanters could be replaced with just about anything. Figured I'd run it past the forums to see what you guys think, and maybe get some suggestions on specific talents and such.
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The only thing I can think of is if your game files are installed in another path somehow. Again, are you using the steam version, or something else? Even if you're not, I would HIGHLY recommend checking the steam directory for additional file paths. You might also try turning off cloud synch. If you're not using steam, you could try a complete re-install. Without sitting down at your computer, I can't really say for certain why it wouldn't work. It seems like a simple swap to me, so I can only assume there's something fishy going on with your file paths.
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It doesn't necessarily need to be super complex adaptive. It just needs to be a little better than "Move to where target is in sight/range, then attack until death." Creatures which behave in different ways depending on their intelligence, or their current hitpoint levels are a start. I guess I just get tired of how every time you fight something it's a duel to the death with very little variation. Even fighting different types of enemies, from humans to animals to mindless undead, they always act the same way. They either cast their spells til they die, or melee til they die, or shoot something til they die. Ad nauseam. I get that it's a trope of the genre, and in a LOT of ways that's actually part of the attraction of the game for various reasons. But sometimes I also wish games would push the genre forward in this regard.
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I just tested my own game, and I was able to change durance and Eder back and forth on an existing game with no problems. I can't think of why it wouldn't work unless the game is using another path somehow. I'm guessing you don't use steam to load the game? Also, you should be doing all this while the game isn't open. You'll have to quit the game, change the picture, then reload. Are you using the newest version of the game? It should end up looking like this:
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Just change the portrait file in the correct folder. Usually it's: Program Files(x86)/Steam/Steamapps/common/Pillars of Eternity/PillarsOfEternity_Data/data/art/gui/portraits/companion Make sure you don't change the file name. Just open it up with MSpaint or something and change the picture, making sure to keep the large version 210x330, and the smaller 76x96