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You've been quiiite of the loop then as it was mentioned quite often. As smjjames mentioned, injuries are going to remain. You can get them when your hp reaches zero, or via scripted interactions. They are the soft reason to rest now, instead of the 'hard' reason which was the limited health pool. And empower is the 'soft' replacement for per-rest spells.
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There are no per-rest spells/abilities in Deadfire, plus there is no "long-term health bar", so the only incentive for resting is: - getting rid of injuries, if any, plus - getting empower charges back And it is counter-weighted by: - wanting to keep current food bonuses active (if you consumed some good and rare stuff) So... dunno if there is a need to have some food carry limit.
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Yes. This replaces camping supplies. Source Yes, you can burn through good stuff, as food bonuses last only until next rest. Source Seems like you will need to have food for everyone. But basic food (water and hardrack) is really cheap and plentiful, so it's not really an issue. Source Adam's Tweet Fingers crossed that they will fix that pesky UI flickering.
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This. This thing always happens during the first playthrough. Hoarding consumables (including food) as you don't know when you'll need it most. On the subsequent runs it's not really an issue though. This is more immersive a bit. But am curious: #1. can a character consume several types of food during one rest? E.g.: meet with bear, fish with rice, etc. #2. are there any "feeling full" bonuses or "overeaten" maluses? Edit: #1 is answered here. Ok, but can a character consume several meals? (during one rest ofc)
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Tbh, I am fine with buffs radius as it currently is. But for auras I agree. Actually radius limit is the main reason I didn't take Zealous Focus on my paladin (during 2nd run), because often (and especially during boss fights) he is quite away from the party. Still I don't think it should be global (as it partially would nerf the INT impact), rather x1.5 as it is now.
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Surprise! You get the same number of swings with a staff as you do with a wand in a given span of time, in PoE1. Well if not taking into account running to the target.
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DLC survey
MaxQuest replied to PangaeaACDC's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Or are less likely to check reddit... Am from EU, and it's the Pillar's subreddit were I have found about survey. P.S. If I would be only checking this forum, I would probably miss it. -
The implementation is the thing I care about It is clear to me what this proficency does. It's a bit unclear how it does) If it acts like Blast from PoE1 - it's useless for ciphers from focus generation point of view. But if it "gains AOE around target" (which imho is closer to Kalakots Minor Blights' description) then suddenly it becomes overly-great for ciphers, one could say that ciphers have a Blast with it
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Regarding Weapon Focus talents, yes it was said that they are replaced by proficiencies: On the other hand, proficiences also serve as replacement to: Penetrating Shot, Savage Attack, Vulnerable Attack, Swift Aim, Vicious Aim, Cautious Attack, Defender, Dangerous Implement and Powder Burns. The rod proficiency is a bit unclear. Does it add Blast effect or AoE effect (like Kalakoth's Minor Blights). P.S. Also we don't know yet if: Twinned Arrows, Reckless Assault, Guardian Stance, Take the Hit and Duality of Mortal Presence modals are still in the game / transformed into proficiences / removed altogether. P.P.S. I hope Twinned Arrows modal is still in the game though.
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Or it could add a negative damage coefficient to damage calculation. Like -0.5 on grazes. We'll have to see how it's implemented: - movement speed set to zero - movement speed set to have a -4 penalty. With base ms being 4 that's zero; but you could still move with something like Boots of Speed - literally disabled movement, so all relocation like charge and push effects would fail Black Jacket/Hellwalker gonna love this. Could be quite interesting on an interrupt barb/wizard, built as control freak offtank with Eldritch Aim and dumped MIG. Also, riposte rogue, provided the shield is a bashing one.
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That is an interesting change. I wonder if wizards will no longer have this ability. This should open up build opportunities for other classes using Blast. Indeed it is. Previously rods had Blasts associated with them. And for example in PoE1: - blast damage: doesn't scale with main weapon's damage; doesn't generate focus. - weapon aoe damage: does scale with weapon's damage; does generate focus. From the wording I don't quite understand: - does it reduce Ranged Deflection, or - does it reduce damage that was targeting Ranged Deflection? Edit: missed the word 'incoming' before 'ranged deflection'. It's clear now. Love that. Can have few offtanks whose melee output is irrelevant, equip them with maces, and make it that real damage-dealers are above the [Pen minus AR] threshold.
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The Results of our Recent DLC Survey
MaxQuest commented on emoney's blog entry in Obsidian Marketing and Market Research Blog
Thank you for posting this! Transparency and openess is much appreciated) Can relate to those commenters. And yeah, this is puzzling indeed. P.S. Amazed how few respondents there are from EU compared to US. -
They did a good job. Still, I was asking myself when giving fencing lessons, taking a contract or investigating murders in Novigrad: what am I doing?, I need to find Ciri first. It also reminds me of Oblivion: you have to find Brother Martin, he can be in danger! Well... the grandmaster of fighter, mage and thief guilds is finnaly ready to look up for him) I did it after the main story) Absolutely. That should become a standard in quest-giving.
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I generally like having "freedom" in a game, as in "free to choose the order of doing things". But yes, too much freedom can be bad, if it's implemented without taking player's inner state in account. The minor problem I had in Oblivion, Skyrim and Witcher 3 is the sense of urgency. You have to find Ciri asap, but hey, here's a game of gwent! And doing sidequests makes you feel sorry. It be great if games with free world had 3 stages: - early game: main quest #1; feeling of urgency; getting hooked; but somewhat short (2-4 hours). - mid game: free world; no urgency; sidequest; do what you want. - late game: main quest #2; pursuing the main antagonist; final, hard and multi-staged battle. Ending slides or scene. If it's completely irrelevant - it should not be in the game, imho. Or at least there should be a chance to catch a rumor, pointer to some "treasure/bounty" or an interesting piece of lore. I.e. it needs to have a real purpose. 1. Opaque character creation. - When first time creating a character, I don't know do I want more of stat1 or of stat2, as I don't know the nature of encounters I have to face - Nor do I know if the game is another "bump everything into one stat" or "go with a balanced approach" - Do I want a skill that inflicts "a short term" "burn" or a "short term" "bleed"? How more vague can it get? Especially if there are no detailed tooltips, nor a link to status effects. - Oh, there are tooltips! Ok, what do I want?: a melee attack that hits everyone in arc in front of me for 44 damage, or a fireball that hits for 15? Wait, they have same cooldown? Hmm, this game seems to favor melee. What about heals? There is a restoration spell that heals for 11. Well, this game seems all about phys damage. - Going with a melee phys damager. Knight. Oh, the tooltips on character creation lied. - Ok, screw it. For the first run, I will go not for the seeming optimal class/role/spread; but with an archetype in mind! I want a very sturdy battlemage that is able to drain the life essense of his foes. No such archetype? Disappointment. Ok, I'll pick another. The problem is that if I am going for archetype the stats should be somewhat realistic, and often they aren't. 2. Discrepancy in stats. Paladins with weapons that have higher intellect that themselves. Rogues with 30 str and 9000 agi. 3. Broken mechanics. In Skyrim it's too easy to build an OP character. While another extremity being: it doesn't even really matter what weapon do you pick (AC4) 4. Lying tooltips. Missing tooltips. Vague tooltips. 5. Final Boss being too weak. It's like the whole game was big and long preparation for this calamitous encounter... and then you face a xaurip. 6. Limited combat archetypes. Lack of variety. 7. Lack of balance. +/- 20% in general impact is ok. But when you don't want to take a class at all, is not good. 8. Lack of even higher difficulty that gets unlocked after first playthrough. 9. Lack of conversation choices. The game asks you: A, B or C. And none of them is what you or your character would answer. You are getting blocked. 10. Lack of NPC reactivity. Hey, that's a high level dragonborn! Let's rob him. 11. The sense of artificial urgency in a free world. And thus feeling sorry for doing sidequests. 12. Overly big swords. Childish graphic style. /rant off The most important? Not sure. Just important? In RPGs sure it is. The story doesn't have to be super detailed through. But it has to get me engaged, and never ever induce the sense of disbelief. Additionally I really need to like at least some of main characters, in order to feel attached and really invested.
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I second the limaxophobiacq's suggestion. - Having an MC priest will make it easy vs vessels. Plus priest has great synergy with barb and party disables. I would recommend going for a moon godlike equiped with Raiment of Wael's Eyes + Kana's Arquebus (for early game) / Gyrd (for mid game) / and Abydon's Hammer (in late game) (because of the +4 mig and of the superb per-encounter aoe stun). Also, up the CON to 8 or 9, since this party doesn't have much single-target per-encounter cc. - Kana will help on the total damage department. Will require investment in survival and perhaps Wound Binding. Forgotten Tear/Whispers of Yenwood + Little Saviour. Shame or Glory can work as well, if Sagani will be hitting his target. Btw, don't forget to give him Hermit's Hat once he is past lvl 9. - And Hiravias has both decent aoe cc's and great single target damage. - Sagani ain't stellar by herself, but together with Ituumak they have enough impact (combined damage, offtanking and cc via stormcaller procs) to get a spot in the party. - I don't really like Aloth's stats. He's a mediocre blaster, nor is sturdy enough for frontline. But imho MC Priest + Aloth is better than MC Wizard + Durance anyway. In the end even if Aloth could only cast Slicken, Shadowflame and Call to Slumber he would still be useful as hell. - As for barb, I haven't tried The Golden Dragon build. But I liked a dw-bittercut 18/10/12/14/18/6 boreal dwarf with Shod-in-Faith boots in my last run, so would recommend a compromise stat spread 18/9/8/19/18/6 with Purgatory + Dragon Maw. So overall formation: frontline: Kana, Barb, Hiravias midline : ____, Priest, Itumaak backline : Aloth,Sagani (with Aloth being rdy to switch to 1h+shield and use Arcane Veil if needed)