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MaxQuest

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Everything posted by MaxQuest

  1. I do not really expect it either It's rather an indirect note to lurking devs, that this is something to keep an eye on. Because it's unclear from Q&A if this is evident or not.
  2. I liked the exploration music. But still feel that combat music needs more variety. I probably heard it too often. You know how it happens with the song you have listened to much.
  3. Zero-recovery, zero-reloading, here we come! (hope it will be balanced enough through)
  4. This was the first thing I was thinking that should be taken into consideration, when they announced that per-rest spells become per-encounter. And also the reason I wrote "exactly what is needed" in the previous post, as it seems to me that Josh has found a nice middle-ground, because: - there will still be the 'big nuke'. - you will have not 4, but 2 usages of that nuke. - they will have a longer cast time compared to PoE1, but are usable on per-encounter basis. - yes you wan't be able to Gaze of Adragan a dragon 4 times in a row. Or use 4 Shinning Beacons in a single fight. You will have only 2 usages. But you will be able to Empower one of them for high damage bonus (want already to say hi to damage coefficient stacking; this has potential to be broken in earlier version), or use Empower to get a 3rd usage. Plus talents like "Bonus xth Level Spell" might also make it into Deadfire. - in PoE1 a priest can already solo Alpine Dragon with 3 base spell usages per-rank. That's for sure. Maybe he can even with just 2. - if Elemental and Racial Slayer talents would affect all spells as per description, it would be even easier. - a max level ex-vancian caster in Deadfire will also have access to 2 spells of rank 9 and 2 of rank 10. With at least 20 spells to cast, they will have enough stuff to do. All in all, in my last run I carried the priest around who contributed with the Painful Interdiction + auto attacks for the most of the time. It probably looked like a 5-man group, but with a bonus of having easy-time during boss and bounty fights. And Deadfire attempts to balance that a bit.
  5. Black Jacket has the drawback of lower accuracy. Devoted could have drawback of: - losing the unique bonuses he has (until resting), once he equips any other weapon; or - simply getting a damage penalty with other weapons; or - inability to use/profit from specializations with other weapons and related modals
  6. Wow, around minute 40-41 Josh talks about reloading weapons. In essence reload will get affected by recovery coefficient. I.e. it will start benefiting from stuff like speed enchant, but will also take longer in heavier armor.
  7. That sounds great. Most of the time, builds are tinkered around specific weapon anyway. I'd like to know through, if we'll be able to choose a different weapon on respec... or the game will prevent such 'multi-devotion'. It was also mentioned that there will be a 'shadow pillar' monk (if I heard it right, around ~35:20), who will get wounds when dealing damage (not when taking it). It has the trade-off of lower wounds-max, and lower wounds threshold. Edit: it's Shattered Pillar.
  8. Haven't watched the full stream yet. Twitch seems to lag for me atm. But have cached a few things: - It was confirmed that Serafen has a unique weapon - a hand mortar - and it's an AoE weapon. But Josh has omitted the most important thing: does the full AoE damage count towards the focus generation, or only the damage inflicted to the main target. - When importing a save into Deadfire, we will re-create the character's appearance. Well that's a no-brainer) provided how different the character models/ragdolls look) - There will be "systemic level scaling". In PoE1 for example there was a problem that a player could go to different locations in different order: like you arrive to Defiance Bay, and can go to Copperlane, Ondra's Gift or other district. And it was hard to balance the enemies level because of that. Interesting, does this new system mean that enemies will scale with our level? - Clothing/outfit variety will go up (from like 8 in PoE1 to 32-40 in Deadfire) There was also one thing mentioned that I find quite important: the crowd-control spells scaling. We already knew that damaging spells will have their damage scale with power_level. Spells that fire several missiles, will have the projectiles count tied to power_level. Now we also know that cc duration will scale with power_level as well. And this is a big change. In PoE1 a level 1 and level 16 ciphers would both have the same base duration on their cc powers: 10s for Whispers of Treason for example. And in Deadfire it will scale, meaning that debilitators will be weaker at the start of the game. But hopefully cc will still be relevant in the early-mid game. Arghh, can't wait to put my hand on the actual numbers
  9. That's indeed a nice change to vancian classes. They were very strong during boss fights (because of their ability to unload the full arsenal of spells); but were at times feeling supbar duing easy and medium encounters where you would save their per-rest spells for later. And the change does exactly what is needed: - tones-up their usefulness during exploration - tones-down their level of power during 'the big fights'
  10. So the stream is over and here's the link. Strange, the video doesn't start in Chrome, and loads like on dial-up in Firefox. Have informed Fereed; fingers-crossed that he'll deliver Edit: transcript #6 by Fereed.
  11. By reading the tooltips I would expect Reaping Knives generating: - dealt_dmg * 0.35 (base focus gain) * 1.33 (draining whip) * 1.25 (Talisman of the Unconquerable) = dealt_dmg * 0.58 + - dealt_dmg * 0.30 (reaping knives) * 1.25 (Talisman of the Unconquerable) = dealt_dmg * 0.375 = dealt_dmg * 0.955 (or a 64% increase) But we know how inexact tooltips can be. Regarding Defensive Mindweb: depending on how it is coded (i.e. if it does affect all friendly targets and not only party members), you could dominate/confuse a dragon, and then via Mindweb get the same defenses. But then again, with 80 focus, you could just cast WoT + Disintegrate. P.S. Imho, the most important power (in easy-medium encounters) that should be castable on yourself (for a solo cipher, who economizes scrolls) is Amplified Wave, as you could just keep majority disabled and slowly wear them down via auto-attacks.
  12. It could, but dunno, it feels closer to rogue than to fighter in my opinion. Plus there are few names left suiting wizard/fighter. Battlemage, Eldritch Knight, Fizard.. (jk)
  13. https://blogs.unity3d.com/2017/07/11/introducing-unity-2017/ It's nice to see the development tools getting sharpened. Unity 5 brought: - Real-time Global Illumination and HDR Reflections - Performance improvements and faster asset loading - Pathfinding AI (Unity 5.6) - and more While Unity 2017 seems to come with new cutscene-creation tools.
  14. It's not hard, but may take 2-5 minutes per power. 1. Check this partially-related guide 2. Do the same with cipher's .unity3d powers you want to modify, but instead of attributes look for ValidTargets field. You will want to change it from 10 (TargetAlliesExceptSelf) to 9 (TargetAllies).
  15. You can take Sagani's Massuk Hunting Bow. It deals pierce/crush damage. But has lowered range (11 instead of 12), and lower base damage (10-14 instead of 10-15).
  16. You can't imagine how many save-reloads I've done, on my first play-through, when trying to kill Warchief Iklak with a level 4 party... (yeah I've built Warden's Lodge one of the first) Killed him on lvl 5 through. I would say go for Iklak and Sly Cyrdel on level 7 because you get hefty items. And than come at level 9 (or 11 if you were busy in WM) and storm all Fyrgen's bounties. It's also a good idea, to check what items you need apriori. Let's say your MC would make great use of The Rain of Godagh Field. Then you go for Foemyna earier, because getting a superb warbow before level 12 is a good boost.
  17. Yeah looks like Atris. But the art is pretty unique. Haven't found it neither on pinterest, nor on deviantart.
  18. It's also interesting what actual skills there will be For Diplomacy, skill pool makes sense. But for something like Stealth, Athletics or imagine for the sake of example Run Speed, already not that sure.
  19. No problem) I am interested in how will it go as well Or if there are any problems I could send the patched Assembly-CSharp.dll, provided that the originals do match on Windows and Linux. If it ain't hard could you tell me it's md5? I am not quite familiar with terminal, but something like that should work: cd <Installation folder>/PillarsOfEternity_Data/Managed/ md5sum Assembly-CSharp.dll
  20. If you can use IEMod - then yes, definitely. I have found a mini-guide by Ineth how to use the Patchwork on Linux here. As for UPMod, you just drop UPMod.pw.dll in the same /Mods folder where you would drop IEMod.pw.dll. Launch Patchwork and then tick it in the list of available mods. (more detailed info can be found here)
  21. That's interesting. Atm I am just putting 1 point in athletics, and rest in lore (6, 8 or 10) and survival (4, 8, 10 or 14) on everyone except the mech guy. And the new system has potential to lead to more unique spreads. Although, what if a character plays solo?
  22. Yeap Radiance is great. Especially on MC priest. It's especially nice that damage coefficients stack multiplicatively with intellect bonus when calculating total damage. Btw, Sanctifier (and Scion of Flame) should work with Radiance, if you install UPMod
  23. Would be nice, if Llengrath would make a cameo appearance. Deadfire Explorer it is then
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