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Manveru123

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Everything posted by Manveru123

  1. But that's the point of cooldowns. They improve the pace of the fight, because you have something to do all the time. I feel like having more abilities to use in combat adds depth too, because you build your character to be very universal, while in Deadfire you pretty much have to be a caster to achieve that effect. To each his own I guess. I've spent years playing MMORPG games so for me "cooldowns" feel natural.
  2. This is actually a very fair point now. Look at what happened to Dragon Age. Origins was a fantastic cRPG, next two were just some dumbed-down console garbage. I do hope Obsidian never goes that way with PoE, which at this point is probably the only true successor to old real-time with active pause games.. One good thing about Fallout 4 dialogues was that "dumbing down" this system allowed them to use voiceovers, which I immensly enjoyed.
  3. That just sounds like you were using your spells and abilities randomly when playing Tyranny. I'm guessing what you mean is, if you blow all of your cooldowns at the start, you then just use whatever comes off cooldown first, that counts as spamming? Well in Deadfire, I don't really see any point in saving spells or abilities during combat. I just blow everything as soon as possible to end the fight quickly. If I don't manage to do that, it drags on, and I end up at a point where I have little to do because I'm out of resources. I really don't see the reason to manage resources at all, I mean what is the mechanical point of waiting eg. 5 seconds between each FoD instead of just spamming them? So it pretty much ends up being the same; difference is, in Tyranny you never really had a situation where you have nothing to cast. I don't think either combat feels like button-smashing. In my case, both games it was the same: cast self buffs, then just start throwing the strongest spells. Difference was, in Deadfire I had to resort to auto attacking at some points because of that, while in Tyranny I never (or rarely) did. One thing I can give to Deadfire is that Tyranny was WAYYY more repetitive because every class had access to the same basic spells. In my opinion the biggest selling point of Deadfire's combat are AI scripts. Even if I want to micro everything, being able to cast self buffs on auto is a huge, huge improvement and I'm pretty damn sure that having scripts would also make my Tyranny experience better.
  4. Can someone please change this into usable Deadfire portraits? Much appreciated.
  5. My Witch rarely uses Cipher spells other than Borrowed Instinct and Secret Horrors. There's just no need to
  6. I'd love it if every class had a way to regenerate resources. What you described sounds good, but it's probably too much work to implement
  7. Some 2h weapons are very good and worth using, a global buff to 2h would be too much.
  8. Having cooldowns prevents a situation where you run out of resources in the middle of a fight and have to spend the rest of the battle just auto-attacking. You always have something to do. Makes the gameplay smooth, instead of "blow your load at the beginning then right click and wait". In my opinion, combat based on cooldowns was one of the best features of Tyranny.
  9. And it is influenced! Which is why we can hide hats
  10. You could use Brand Enemy and then flee I guess. It has no hit roll (always hits) and will be active until the enemy is dead. You just have to be able to run fast. Maybe that would be an option, didn't try though. Would you like some wine with that cheese? :D I jest, this is a clever use of game mechanics, but kinda funny.
  11. Is the bonus from One Handed Style really worth losing a weapon in the offhand? I mean, I could understand if you used pistols, because with their modal single-wield is probably better, but mortars?
  12. Wizard. Power peak when you unlock Noxious Burst. Empower that **** and you blow up everything that is not poison immune. And it gets even better later on. You do a ton of damage and it's AoE. The only drawback is, you can't really put a Wizard on autopilot, because the AI can't aim properly and you probably don't want to blow up your own team :>
  13. If all you want is support, go for Paladin/Priest multi. Mine used ranged weapons and light armor for low recovery. Basically only did heals and some buffs, with very little damage, but made my team practically impossible to kill. Paladin/Chanter is a better option if you want to combine support with tanking.
  14. This exactly. Both Serafen and Ydwin are very good if you multiclass them and build properly. Although to be fair that makes them more "usable" than "very good"..
  15. It's called testing, not actual translating for a reason. Like I said, the actual translating was done by different company than QLOC on Pillars 1. QLOC also did some normal Q&A for both games and did the translations for Polish, Russian and Chinese on Deadfire. Paradox uses that same company on pretty much every game they publish. Obsidian went with multiple different companies this time. You honestly think anyone would pay a bunch of Polish people to translate games into Italian, German or French? I seriously ****ing doubt it when there are so many translators on those said languages to hire at a relatively cheap price. It's called "testing" because it isn't done from scratch, as I've explained. This isn't conjecture, I'm literally telling you how it went. Original translation might've been created by someone else, but everything you see in-game is the result of Localization QA work. They weren't "polish people". Each language had a native translator. Usually recruited through a Facebook ad by the type of "does anyone know of any guy from country XXX who likes games?" or from a pre-defined pool of freelancers, used previously on different projects. Feel free to believe whatever you want to I guess.
  16. Is that really how it works, or do you exaggerate it a bit? Do I understand you correctly that the localization testers get chunks of ****ty text, have to correct them somehow and that's what they call a translation? Basically yes. But you all have to understand something. The translators often don't have context because of one important thing - TIME. They have goals that have to be met on schedule. In a big game like PoE, there is often no time to properly play the game to see the text "in action". There is nothing Obsidian can provide (I think) that could help them visualize the whole game, they would have to just play it. Often they cooperate with functionality QA testers, ask them about stuff they are unsure about etc (the fun we had when trying to translate "Cipher" to Polish :D Oh dear god) but this is not really required of them, because actually playing the game is what functionality QA is for. Often, the best they can do in limited time they have is to try to make every sentence have sense. The reason why some translations are better than others purely depends on the person who did the translation. I don't really blame Obsidian. Like I said, Polish version is more or less fine. I heard Russian is ok too?
  17. Dunno about GameScribes but I can assure you that QLOC has all of their workers on-site. I happen to be an ex-employee, so I kinda have first hand knowledge. Do you know what "localization testing" is? It's that thing where you get raw text, done with Google Translate or on a knee, and you have to translate it into coherent sentences. You then send your work to the developers, they put it into the game, then send it back to you for a re-test. So yeah, the company who did the Google Translate is not really important here: the actual translators are.
  18. Waitwaitwait. The italian, spanish and german translation were done in Poland? Is that a fact or just a claim? Come on. A game like Deadfire can only be translated well by natives. There are dialects and stuff in there. No foreign speaker has the sensibility to get that right. Not that they even tried. Even for a native it would be very hard and should be done by real professionals. It's a fact for POE1. Here's proof if you need it. https://www.giantbomb.com/pillars-of-eternity/3030-39775/credits/ QLOC is based in Warsaw. They did Deadfire too, but only Chinese, Polish and Russian. For other languages, blame GameScribes, who are based in the US. Oh, and Red Cerberus (who are based in Brazil and I have no idea which part they did). And they DID use natives. Read my post earlier in this thread. They basically recruit people off the streets and sit them in front of an Excel spreadsheet.
  19. Outsourcing to Poland is cheap. In a project like this one, money counts I guess. I also remember the days when Baldur's Gate 2 was translated by professionals in Poland. We got an incredibly good translation, some very popular actors lent their voices (the narrator is remembered fondly to this day, the polish version of "you must gather your party to venture forth" is like a mantra), the quality was immense. I don't think anyone does that for these kind of games anymore
  20. At the moment, you don't need to be an Evoker or even a single-class Wizard to do great damage with spells. However, after Empower and every good Wizard spell gets nerfed, you will need every PL you can get. Consider building your character with this in mind
  21. I don't think anyone complained that PotD is now too hard. Well, maybe the first island for some, I dunno. PotD difficulty was not even the topic of discussion, well not before we got two threads about completely different stuff ninja merged. The point was that these nerfs (not balance changes to PotD, direct nerfs to classes) made some characters bad or at the very least not enjoyable, in the middle of a playthrough. I really wouldn't care that my game suddenly got super hard because the enemies were buffed to Hel and beyond. I would feel less powerful, but because enemies are stronger, not because my character is suddenly weaker! And that would be fine. I literally resolved my own problems. I restarted with a completely different character, by level 10+ I already blow **** up as hard as I did previously. If enemies get stronger again, it will mean that fights take longer and that's it. Not a big problem, I've spent 70 hours on this game and will probably double this before I get bored. But if I get forced to restart because of character nerfs again, I'm just going to drop the game and buy the DLC in 2 years or so in a -75% bundle just to check them out. This guy gets it.
  22. Attached screenshot shows what happens when you try to set AI behavior when you have a lot of spells. This does not occur on English language, and I haven't checked any others. When this happens, it stays permanently, but I don't know any exact numbers needed for this to appear. The screenshot is from a level 10 Monk/Wizard but I got the same issue on a single class Wizard too. Both times it was the Main Character who got affected, although I didn't use any other Wizards so I don't know if it only happens to him. Current workaround: change language to English, set AI script, change back
  23. ^ what he said. I didn't even notice that weakness though, so it's always good to have it on quickbar imo.
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