-
Posts
2712 -
Joined
-
Last visited
-
Days Won
18
Content Type
Profiles
Forums
Blogs
Everything posted by MaxQuest
-
Of course I test everything I post here. That's why I know you didn't test it. If you want proof, here u go I use two set here, scepter in main/pistol in offhand. And pistol in main/scepter in offhand. Ha, nice find Have just tested it, and can confirm) You need a ranged_weapon_with_recovery in mainhand, and ranged_weapon_with_reload in offhand. It's definitely a new bug. I remember I was checking this after release or during v1.1, and behaviour was different. Btw, chaining full-attacks with 1h_reload weapons in both hands has also changed: > it was before: [mh_attack -> oh_attack] -> {oh_reload -> [mh_attack -> oh_attack]} * n > but now it is: [mh_attack -> oh_attack] -> {mh_reload -> [mh_attack -> oh_attack]} * n For example I was putting blunderbuss in main hand, and pistol (with rushed reload) in offhand. Because after testing 3 months ago, I knew that only reload of offhand will be used. I had a feeling recently, that my MC became slower, and here's the reason. Will need to swap the hands now. Another thing that was stealthily changed is: we didn't need to reload MH weapon after quick switching. For example you had 3 pistols A, B, C: mainset: A, B offset: A, C And spammed Full-Attack->Quick Switch in a cycle: full-attack (A_attack, B_attack) -> Quick Switch -> full_attack (A_attack, C_attack) -> Quick Switch -> full-attack (B_reload, A_attack, B_attack) -> Quick Switch -> full-attack (C_reload, A_attack, C_attack) -> and so on i.e. pistol A could fire without reloading at all because it was in mainhand. But, have just tested, and it's vice-versa now: weapon in offhand can fire without reloading. I presume that this change is the one that indirectly led to the bug discovered by dunehunter.
-
v2.1.0 is now available on the Beta Branch
MaxQuest replied to David Benefield's question in Patch Beta Bugs and Support
Thanks for a great patch. Lots of good changes imo, except for DW Full-Attacks. The changes that strike the most in a good way: having more unique items and spells: is always great, since it potentially increases the number of character builds we can come with. fps degradation fix: thumbs-up! better enchanting UI: that's a nice QoL improvement. It will help avoid the scenario when player enchants with property A1, and has to reload the save because property B2 became unavailable. ability tree preview: nice! I no longer have to type OpenCharacterCreationNewCompanion 1 1 every time I want to check that tree. And that was often zeal cost reduction for Reviving and Zealous Exhortation: that's great and definitely a move in right direction. Personally I will probably still be skipping them, because opportunity cost is still high, despite of zeal cost being kinda ok. The main thing I don't like in this patch. Don't like it for the following reasons: psychologically dislike nerfs it widens the total dps gap between evoker and phys damage dealers even further; it also decreases the total damage potential before martial classes run out of resources it indirectly nerfs crowd-control, since the time-to-kill the enemy is increased, and you can do less damage in those 6s time window of paralyze. And it shifts the parties to sturdy tank-and-spank style which already was in favor. it is not transparent/clear enough, i.e. players already ask if it's multiplicative or additive. And both variants are... underwhelming. The first one would be inconsistent, because all damage coefficients are now taken in additive steps, so why make exception? And the additive route would be weird because of double inversion; especially if character is affected by more than 2 damage-affecting effects. many full attack abilities already have a bonus damage coefficient attached. If you want the "why my Power Strike deals less damage than expected" threads... that's how you get them ^^ there was another solution suggested: full attacks deal damage with both weapons when dual-wielding, or roll max damage otherwise. -
1. Wood Elf (Scholar from Ixamitl Plains) 2. Wood Elf (Colonist or Merchant? from Old Vailia) 3. Pale Elf.. or was it Human? (Colonist from Old Vailia) 4. Wood Elf (Explorer from Deadfire) Guess, it's easy to spot when my MC cipher was ranged, and when melee... ^^
-
Do they hit for 1 shock damage? Or was the formula changed? Iirc, Elebhra (author of "Lightning Rod" build) was mentioning that "receiving x lightning damage will add x% lash damage for 30s." (or "for 10s" after v1.1)
- 19 replies
-
- Harbinger
- Troubadour
-
(and 4 more)
Tagged with:
-
Someone had to..
MaxQuest replied to TheisEjsing's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
That review is kinda snarky. But, he makes a few points with which I do agree, like: main quest length/interaction, bickering and not so competent behavior from the gods, and Plucked Fruit quest. -
Have waited a few days to gauge the reactions. And I think we can summarize the following for each suggestion group now: 1. pretty much everyone agrees that Silver Tide and Battle Forged racials need scaling. 2. majority does agree that having two racials for godlikes is a good idea. And there is a more or less unanimity regarding avian and marine godlikes. But there are different visions for 2nd racial for moon and nature. Atm we have the following variants: Btw, if you have an idea, feel free to post it. And also: do you want a poll for this? 3. The optional tweaks to Fighting Spirit, Elemental Endurance and Minor Threat are unnecessary. It's a bit unclear what to do with Ashen Skin: leave as is? or buff it +2 Burn AR -> +4 Burn AR, but let Battle Forged provide +1 AR only vs slash/pierce/crush? As for group #4: I am not even suggesting it) as it would require quite a revamp ^^ But am interested on what you think of it, just as of abstract idea: - godlikes get 1 pre-defined racial (corresponding to their type) - after selecting their race, class and attributes during character creation, players are navigated to a new screen, where they can select 1 racial trait which have different requirements. E.g: The reasons for this are simple:
-
I would like if there was: - some dagger with a slight or conditional bonus to overall accuracy. - one more club, with defensive properties and 1 onCrit (but relatively reliable) cc effect. - perhaps an arbalest or crossbow that fires two bolts at the same time. Not one after another; but simultaneously. - there is only 1 wand atm, no? If so, there is a need for 1 more, in case someone wants to dual-wield wands. - 1 more battle axe, with which we could build around battle axe proficiency - and finally 2 more hunting bows. One with longer recovery but hard hitting. And another one for steady dps. Edit: and also 1-2 small shields for casters)
-
Yes - and that would need a button to activate. Those are the things that make it less likely to get implemented by mods or developer I think. A passive without UI element might be easier? Yes, I understood that) I think actives won't be a problem for Obsidian. In the end in class abilities screen there are both actives and passives. And they all are AbilityGameData, StatusEffects, i.e. same principle. The only problem can be for them some complex condition, like that "while in wilderness area". I.e. if they don't track this like let's say in NWN during scene loading, some kind of if (is_above_ground and zone_is_natural), developer can't really make such check. While for json modders, even passives (if unique) can be a problem. As for icon art, some existing could be reused with hue shifted. E.g: Definitely useful. Actually even looks strong enough to me, such that Silver Tide could get tuned down to compensate. I also like Dr<3 "Moon Blessed" variant, if going for a simple passive. If I understood correctly, initially godlikes didn't get hedgear because of the horns&stuff clipping through it, so character artists would have to manually adjust all head items for all godlike models. So they turned it into a feature. Now that they made it possible to show the hair while wearing hats, perhaps it became possible to put hats on godlikes without clipping too? But here's the catch: - one thing is a hood or headband, that could theoretically be put on those godlike heads; and another thing is something like frog helmet, where the horns would clearly be a problem. And if we allow one, but not the other, there would be balancing issues. - some players, me included, are a bit used with the fact that godlikes cannot wear helmets. It's almost like an established thing by now. Actually not bad) Looking at Acina's Tricorn we can easily say that a racial can be worth 5+ attribute points, and more if there is a condition to meet. Btw, was also thinking how to intertwine the second racial with Galawain Here's few variants, yours included:
-
Regarding Nature Godlikes and wilderness check: fair point Also regarding healing. Atm all my healers are pale elves. Wanted to give them some competition) Minor threat change is indeed unnecessary. At least if that's your main or if you micro. But looking at my wayfarer/skald on AI,.. she rarely attacks enemies that are threatened by somebody else. And I couldn't blame her. It's often indeed better to hold the line than to send her to attack a threatened enemy and leave a gap. Also there are a sort of assassin builds that specialize on dealing solo with enemy backline. At the moment I make such hirelings as humans or pale elves; even through would benefit more from Minor Threat (if it had decent uptime). Regarding second racial for Moon Godlikes: it's an active ability. You target an ally, and if he has any Might or Resolve afflictions, it transfers them (with their remaining durations) to the godlike. So if Moon uses Lifted Burden on stunned team member, Moon becomes stunned instead. That is, unless he had a Might inspiration.
-
Here's the list of all current racials: Also here's the list with descriptions included. As you can see some are more useful than the other; be it because some are more useful due to encounters we have to face, or as in case of moon and fire godlikes: lack of scaling. I have assembled a few suggestions in this regard, grouped in 4 sections (from important to optional): Suggestion Group 1: Scaling Silver Tide:currently restores only 10 hp per proc, and doesn't scale. This makes it a really weak racial. in PoE1 it was restoring 10 + 3 * (CL - 1). average health pool in Deadfire is 40 + 10 * CL. thus proposing the following scalling: 6 + 2 * CL. This way it will heal for 8 at level 1, and for 46 at level 20 Battle Forged:currently deals only 2-4 burn damage per proc, and doesn't scale. in PoE1 it was dealing ~ 2 * CL. proposing the following scalling: 1..3 + CL. On average it will take ~11 hits for a 240 hp enemy to kill himself against Battle Forged. Suggestion Group 2: Double racials for godlikes During Q&A #7 Josh told that godlikes will have two racials. One on par with the rest of the races. And a second one that will be on the same power-level with headgear we'll be able to find: I do find this to be a nice idea and would like to see it implemented. Out of playable races, Moon and Nature godlikes are the ones who lack a second racial. Here's my suggestion for them: As for Avian and Marine, their current racials are already quite strong, so they could be just split in two. For consistency. Suggestion Group 3: Optional minor tweaks Some racials could get a few minor changes to make them either more appropriate or a bit more comfortable to capitalize on. For example I do find it strange that Fire Godlikes have lower +AR bonus vs burn than Pale Elves. Thus proposing: Elemental Endurance: +4 Burn AR, + 4 Freeze AR -> +2 Burn AR, +2 Shock AR, + 4 Freeze AR Ashen Skin: +2 Burn AR -> +3 Burn AR The next thing is human's racial. In PoE1 it had a duration. In Deadfire it is active indefinitely while you are below 50% hp. I understand that this one is a matter of taste, but I liked more the PoE1 version. Plus, if I want to make use of Barring Death's Door and akin effects, human choice kinda clashes with Death Godlike. So:Fighting Spirit (Before): +7 Accuracy and +15% Damage Done, while Bloodied or near Death Fighting Spirit (After): +7 Accuracy and +15% Damage Done for 10s upon reaching Bloodied. Can trigger twice per encounter. And lastly the Hearth Orlan's racial:Minor Threat (Before): +10% hit-to-crit while attacking same target as an ally Minor Threat (After): +5% hit-to-crit. While attacking same target as an ally get +5% more. Suggestion Group 4: Feat-alike, selectable racials that are partially decoupled from races .. in progress.. So these are the suggested changes to current racials so far. Thoughts?
- 20 replies
-
- 10
-
Yes, do encounter fps-drops and micro-stuttering quite often. Not to mention that Deadfire heats my laptop the most out of my game collection. Also it looks there is a memory leak or something. After 2 hours of playing during last weekend, launched Fraps (just for fps tracking) and noticed that I had 22-23 fps during sailing. Disabling ambient occlusion, ocean quality, or lowering msaa had zero effect. It was still 22-23 fps. And after game restart: voila 84 fps at the exact same place. Btw have tried that CPU-spoofing by Kaldaien. After limiting core numbers from 8 to 4 on i7-4720HQ, gained ~5fps and the drops became slightly less severe.
-
Regarding 1st: I had such a thought. But decided that it would be too strong, and a kinda cheap way to get out from afflictions. Additionally hard-cc is already much weaker than in PoE1, if enemy priests do have / would get access to this stuff, it would weaken the crowd-control even further. Plus there was no such a precedent that a stunned/paralyzed/dominated character could get out of hard-cc without external help? As for point 2: you do make a point. I went in the direction of buffing what I was considered a point forte; plus was approaching deities just like a subclass. Eothas for buffs, Berath for DoTs, Wael for afflictions and defenses; like a trickster for cc, streetfighter for consistent dps, assassin for burst. But have to agree, there indeed might be some player who would like to deal damage with Eothas. Because different ways to play with a priest, favor different attribute spreads, I have taken a look at current priest spells and sorted them in the following way: Now it became easier to plan, which spells to fit into deity selections, if lets say I want a priest of Berath focused on DoTs, or priest of Berath focused on debuffing. I've also took a look at the related thread started by Stardusk78. And here's the updated suggestion for spell selections: Priest of Berath: 1. Touch of Rot 2. Autumn's Decay 3. Spreading Plague 4. Divine Terror 5. Plague of Insects 6. Rot Skulls 7. Rusted Armor 8. Symbol of Berath 9. Hand Of Berath Changes made:2. Holy Meditation -> Autumn's Decay (priest already has enough buffs available at rank 2; he needs a good DoT, heal or debuff) 5. Rot Skulls -> Plague of Insects (druid gets Rot Skulls at rank 6; at the same time priest doesn't have good DoTs for rank 5) 6. Salvation of Time -> Rot Skulls ---------------- Priest of Eothas: 1. Sunbeam 2. Lay on Hands 3. Watchful Presence 4. Devotions for the Faithful 5. Enduring Beacon 6. Sunlance (but it would require a slight buff) 7. Ressurrection 8. Symbol of Eothas 9. Light Of Eothas Changes made:2. Withdraw -> Lay on Hands (if a priest wants Withdraw he'll be able to learn it anyway; but what a priest lacks at rank 2 is a decent heal or debuff; and the first is more appropriate with Eothas) 5. Revive the Fallen -> Enduring Beacon (although both thematically fit, the beacon is one of the spells that will also allow to build a debuffer) 4. Circle of Protection -> Devotions for the Faithful (because defenses bonus from circle and beacon will not stack) 6. Minnor Intercession -> Sunlance (there was a point about some players going for Eothas subclass because they like it from RP point of view, but making a build for dps. And current Eothas spell selection doesn't have enough dps spells. Sunlance feels appropriate. But it would require a slight buff, in order to compete with Pillar of Holy Fire. For example Sunlance could hit everyone in a line. ---------------- Priest of Magran: 1. Fan of Flames 2. Combusting Wounds 3. Rolling Flame 4. Shinning Beacon 5. Torrent of Flame 6. Pillar of Holy Fire 7. Cleansing Flames 8. Symbol Of Magran 9. Magran's Might Changes made:2. Spiritual Weapon -> Combusting Wounds 3. Ray of Fire -> Rolling Flame (Rolling Flame just looks more fun and useful atm; btw was also thinking of Fireball, but it feels to be a too signature wizard spell; plus, Fireball is strong enough and we don't want magran priests to trump completely evoker wizards at fire damage, at least not before they get enough missiles spells) 5. Flame Shield -> Torrent of Flame 7. Torrent of Flame -> Cleansing Flames (players will be learning and casting Cleansing Flames anyway, because of it's total damage and synergy with Shining Beacons) ---------------- Priest of Wael: 1. Spirit Shield or Arkemyr's Dazzling Lights 2. Arcane Veil 3. Curse of Blackened Sight 4. Llengrath's Displaced Image 5. Ryngrim's Enervating Terror 6. Arkemyr's Wondrous Torment 7. Gaze of Adragan 8. Symbol Of Wael 9. Blessings Of Wael Changes made:1. Arcane Veil -> Spirit Shield (Veil is a rank 2 wizard spell; imho priest should not get it before a wizard can) 2. Iconic Projection -> Arcane Veil (there are not enough damaging wizard spells that can be associated with Wael in order to reinforce a damage dealing archetype; plus Wael is more about defenses and debuffing anyway) 3. Mirrored Image -> Curse of Blackened Sight (the deflection bonus clashes with that from Arcane Veil and Llengrath's Displaced Image; better reinforce the debuffing departments) 5. Confusion -> Ryngrim's Enervating Terror (there is currently not enough use for Confusion; While Enervaring Terror plays nicely with priest's Divine Terror from rank 4) ---------------- And lastly there is priest of Skaen, which is a different beast entirely. This is the main subclass that will use weapons the most. Having only 2 full-attacks was very underwhelming. And giving 6 - as in the first suggestion - I do think now was a bit too much, if we take into account how much guile it would cost for a rogue. So here are the following 2 variants: Priest of Skaen v1: 0. Gains a light version of Sneak Attack; loses Holy Radiance 1. Escape 2. Spiritual Weapon 3. Divine Mark 4. Confounding Blind 5. Shadowing Beyond 6. Eliminating Blow 7. Minor Avatar 8. Symbol Of Skaen 9. Revenge of Skaen Priest of Skaen v2:1. Escape 2. Spiritual Weapon 3. Confounding Blind 4. Shadowing Beyond 5. Eliminating Blow 6. Deep Wounds 7. Minor Avatar 8. Symbol Of Skaen 9. Revenge of Skaen v1: Skaen gets 4 full-attack usages; baby sneak attack, but majority of abilities are delayed in comparisson to rogue. v2: Skaen gets 4 full-attack usages; no sneak attack, and he gets special abilities at the same rank as a rogue would. v3: Also there can be a variant like v2, but with baby sneak attack, but wouldn't it be too strong? ---------------- TL.DR: Berath: gets a slight bonus to DoTing. Eothas: slight buff to damage dealing and debuffing departments Magran: streamlined damage dealing across the ranks (especially rank 5) Wael: removed redundant Mirrored Image. Added Spirit Shield, and buffed his debuffing capability. Skaen: buffed into a more apt combatant - one who at least can attempt to compete with other martial classes
-
Indeed) Btw, was curious if someone will try a party of human or death-godlikes shieldbearers going for Divine Immolation that could cross-heal / lay-on-hands; or check how feasible it is with Barring Deaths Door. But it seems immolation just doesn't deal enough damage? (not to mention smaller aoe and shorter duration than in PoE1)
-
- Neketaka - Character models and animations - Music, shanties and audio effects (really a solid improvement vs PoE1 where some tracks started to become unpleasant over time) - The way the game engages you in the beginning and makes it personal (it's Obsidian's strong point really) - Enchantment mutually-exclusive paths for unique weapons And would also answer the same question, but without the "really" word, i.e: Same as above, plus: - Multiclassing - Subclasses - Factions (aside from final quests) - Exploration
-
Do agree. I like squeezing any advantages I can, and facing memorable foes that were made stronger. At least more than giving up some of these advantages and facing foes as they are. As for mods: - there are quite a few utility mods that are difficulty-unrelated. E.g. Enhanced User Interface or Panther Animal Companion doesn't affect Magran Fires nor do make a ToI run easier. - if a player wants, he can still edit the gamedatabundles directly. So forbidding mods is a... questionable defense. Because if he wants to lower enemy defenses/hp/ar/pen/etc on PotD, he can still do it unless you also check gamedatabundles hash/crc.
-
To answer the question in the thread title: yeap, would like to see PotD made harder on the late levels. Because I like character-building and testing the party composition vs hard bosses and bounties. But do agree that Obsidian investing time in something that would affect only 5-10% of players might be not as efficient as putting time into something that would benefit all players. So a question arises: if the late game is easy on PotD for PotD players, is it also easy for non-PotD players on lower difficulties? If yes: - then this difficulty curve thing affects a larger playerbase; and it would be nice to see it tuned. If not: - then leave the majority of enemies as they are. And only tune-up 2-3 "bosses", such that there will be no need for these quotation marks. P.S. Btw, KaineParker made a nice remark about grazing. Increasing all defenses/AR by a fixed amount only leads to a longer time-to-kill and mostly adds tedium rather than a tactical challenge. Imo, strong enemies require asymetric defenses/AR bonuses, different offenses/behaviour and smarter AI in order to feel unique and fun.
-
Lifegivers get +2 PL with rejuvenation spells. They get an additional +5 PL (with rejuvenation spells) bonus when shifted. But they lose this bonus, and get -5 PL malus instead, once spiritshift has ended. So after the shift end they are at -3 PL with rejuvenation spells. This means that during the spiritshift you would like to finish 2 Moon Lights and 2 Moonwells, since these being Heals-over-Time do benefit most from bonus PL. These HoTs get +5% healing amount and +5% duration per PL: 1.35 x 1.35 = 1.825. So a shifted lifegiver can potentially heal up to 82% more than an animist would. At the same time Nature's Vigor and Nature's Balm which are also rejuvenation spells only get longer duration from PL and thus are not affected that much. So they get lower priority. Also would notice that they are great to use even post-shift, if your party members are affected by CON-afflictions since it allows them to benefit from full healing again. Also there is: - Nature's Bounty - which is marked as Restoration spell - and thus is not affected by post-shift malus at all. - Cleansing Wind - which is marked as Wind, Elements - and thus is also not affected. - Garden of Life - which is marked as Plant - and is also not affected. Btw, Xoti's shield only gives +2 PL to Restoration and Inspiration spells. It does not affect Rejuvenation stuff. P.S. As for builds: I love my Goldpact/Lifegiver (18/18/17/3/19/3). At the start of combat: shift to cat, enable cat flurry, toss gilded enmity, and start HoTing around. He's unkillable, nearby teammates do permanently spring back to full hp. And besides druid heals, there is also Greater Lay on Hands, Exalted Endurance and Liberating Exhortation. Party is happy)
-
Your questions have already been answered, but I'll add 2c: 4). You might want to check the interaction between spiritshift and weapons/armors that place a buff at start of combat. Iirc you retain the Drawing Parry (+20 def for 15s) buff from Duskfall when shift; and Veteran's Maneuver from Eder's armor. But better re-check it. 5). Maybe because the build is pretty straighforward, or maybe because there are some multi-class combinations that do the same thing, but better. E.g: unbroken/lifegiver is nice, but a wayfarer/lifegiver or goldpact/lifegiver is even more useful. I would definitely try a watershaper hireling though. Some affliction-focused combination with unbroken, wizard/illusionist or trickster.