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Everything posted by Phenomenum
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At least, why all abilities duration don't corresponding with charachers Int attribute, like it was in PoE1? P.S. Another example: "+N% of targets Health lost" - what does it mean? I don't get it. Why just write a "+N% Damage for every percent of target's Health lost below 50%" - this is how ability actually works??? Is this so difficult? Is this will break down roleplay IMMERSION for someone? I don't understand this...
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Thank you for answer! Yes i'm familiar with Requiem - it seems fine at first sight but it not solves all Skyrim problems + adds some new. In case of Deadfire, even in Normal difficulty, i'd like to know full info of abilities. When i playin' a tabletop games, like D'n'D, Pathfinder and so on, all abilities have very presice descriptions - so why we not deserves it for PC games?
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This is my longest post ever, but i can't just hold it in myself Imagine, i'm a newbee or just want to play uncharted class, and i want to choose abilities for my characher. And i will see this: Yeah, in first case the choise is obvious (as it seems), but abilities scales with Power Level. Ok, i will dig up to cyclopedy but all i can learn from it is: "Power Level is a measure of the overall power of your character. All active spells and abilities are modified by Power Level and become more powerful as you gain levels. Some items, spells, and abilities, may also influence your Power Level (positively or negatively)." - wow, someone has written forks on the water. I mean, it says nothing about how this ability will progress. Another specific example: Now i know: it scales from 30% to 70% But how will do i know it, when i see all of it first time? How can i measure ability efficiency for my build? There is no options to do it. Come on, guys, on the game launch, you bosted of "how many variations of classes might be in game" (i remembered Josh face and many numbers flying around). So, it's difficult to build charachers without knowing how exactly all abilities scales. PROPOSITION: update abilities text descriptions with such information (e.g. Damage/Duration/Penetration increasing by +N% with each Power Level) Second one: when we choose abilities (and this is true for abilities granting from various items), we able to see only base duration. In Pillars of Eternity 1 we able to see reliance of charachers Attributes to duration of abilities: in Deadfire we can see only base duration: So i must check character's screen for his Int attribute and then calculate in my mund total duration of ability to deside it efficiency? Well, i'm not too lazy for this, but PoE 1 was never forcing to do it. Why the second one desided to keep my mind in check?)) "That's downgrade, i say" PROPOSITION: Return, in effect decriptions, abilities duration scaling, according charachers Intellect attribute - like it was in PoE 1. Fuf...)
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"every combat is just about who CC who first, which is lame to me." - can't agree with that. I've managed to win many PoE 1 encounters with half of my party members Dominated (included Priest) or Paralized/Prone for long duration - it was quite challenging but very fun encounters. "lvl3 affliction with lvl1 inspiration is a lame setting. I was expecting it to be substraction, so when lvl 3 affliction meet lvl 1 inspiration, it becomes lvl2 affliction, and vice versa. " - agreed. When i realized this "cheap counters" system, it was a hell of a surprise.
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One of the reasons of low difficulty is the "soft" afflictions, which don't affect much on your (and enemies) combat efficiency, and conters relatively easy. I'll explain: A Blinded affliction, for example. In PoE 1 it gives -29 Acc, -20 Reflex and Deflection - if you were Blinded, you literally can't hit anyone and anyone can easy hit you, and you can't counter that just applying Perseption Indpiration. Same for others - if you're was prone on the ground you can't do anything, if you're was paralized or petrified it was serious danger becose of 100% incoming crits. In Deadfire... -5 of Perseption or any other attribute, which i can cancel with cheap inspirations - pfff... Even paralize looks like a joke, compared to PoE 1 paralyze (not mention petrification). The only real danger in Deadfire is to be focused with firearms attacks from multiple enemies (i hate it, it looks dumb everytime) and some high-level spells (most of which enemies don't use).
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Portraits IV
Phenomenum replied to Amentep's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
**** happens) -
Portraits IV
Phenomenum replied to Amentep's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
I'm surprised nobody attempted this little gem here. Serious-looking Aumaua shaman-lady? Gorgeous stuff and not many like this one too! Relax man -
Yes. Maybe i'm the only one, but i definitely wish to listen full compositions during game process (exploring) - becose it's make a real difference. For me anyway. Maybe music reactivity should be less "reactive" - one track during the day and some variarion during the night. But it must be full songs, without repeating cuts.
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v2.1.0 is now available on the Beta Branch
Phenomenum replied to David Benefield's question in Patch Beta Bugs and Support
Make a screen. Maybe devs, finally, take care? -
v2.1.0 is now available on the Beta Branch
Phenomenum replied to David Benefield's question in Patch Beta Bugs and Support
All and all, there is a much space for UI improvements - and i hope devs take it. -
v2.1.0 is now available on the Beta Branch
Phenomenum replied to David Benefield's question in Patch Beta Bugs and Support
Another thing in my screenshot - wtf with curse? According info panel it applies 2 times, each x11. What is this? -
v2.1.0 is now available on the Beta Branch
Phenomenum replied to David Benefield's question in Patch Beta Bugs and Support
Today game reminds me another unpleasant thing. It's not a bug, but devs, cmon, can you do something with that?! This THING is very often takes about 1/3 of screenspace. Tell me, sincerely - a you REALLY feel it comfortable and fine fo yourself? I believe this popup can be safely reduced to 75% of present size: -
I think, i understand at least one issue. As Justin Bell said, music have some reactivity - so basically we don't able to hear full song, instead of this we hear some various "cuts", depending of situation. That's why i was amazed when listen full OST. Becose each song have own melodic structure and when you hear just random cuts from it, you can't cath up rhytm and mood from music, even from great composition. Try to listen Mozart in form of few random repeating cuts - you don't understand anything and probably don't remember melody. If we able to listen full compositions during the game, the Deadfire's music can be more memorable.
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Deadfire Community Pet Poll
Phenomenum replied to SChin's topic in Pillars of Eternity II: Deadfire Announcements & News
I want a small monkey and a talking parrot. -
Strange thing: when i playing the game, music just flows and don't memorable, exept 2 or 3 tracks. But today i had a free time and desided to listen OST - and i was amazed how magnificient and charming all of Justin's work - every song has own temper, brilliant instruments arrange, interesting structure. All and all, it's state of art. Now i wonder why all this beauty don't recognized during the game process..? Anyway, if someone feels ingame music mediocre try to sit, relax, and carefully listen OST - maybe you change your mind like i did.
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v2.1.0 is now available on the Beta Branch
Phenomenum replied to David Benefield's question in Patch Beta Bugs and Support
I'm tired of all this things - half of descriptions is unclear and necessitate community members to test, test, test... It's not our work, eventually. It's yours oversight! About new Full Attack DW penalty - can someone of Devs clear this up? If Rogue Strike ability have +25% Damage, with new -35% penalty the resulting damage output will be -10%? Right? Right?! Devs, please, confirm it. Or explain how it's works. -
[2.1] Missing strings in a couple of liquors
Phenomenum replied to Visenya's question in Patch Beta Bugs and Support
Interesting. This is from Rum Runners pack and the strings numbers itself is correct.- 2 replies
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- missing string
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v2.1.0 is now available on the Beta Branch
Phenomenum replied to David Benefield's question in Patch Beta Bugs and Support
Little premise : Don't take this as a personal attack, it isn't case i wanna be clear on that cuz in a lot of threads you've misunderstood or misread what people said After that what i wanna said is just: Please stop to ask unwanted nerfs , how you can see if you ask to balance they just nerf (cuz probably is the best way to beta- test and also their main routine) Any nerf require to me or to other modders a lot of work cuz in the most of the cases people ask to revert that You've opened many threads about 2H vs DW and this is the result.. you not seem yet happy. You wanna that they also nerf rogue, while people are asking to improve the rogue class. If you want something tailored for you, please fill this mod request and i will be happy to satisfy any of your request that is in my chords w/o have to fight with game nerfs. Please listen me. Regards Brilliant words. As for me, with every nerf and mechanic/subclass changes i need to rewrite a bunch of abilities descriptions over and over again. It will be nice, if Obsidian settle down on some state and finally close this nerf-parade once and for all. If people will continue yelling about "too overpowered" or "too weak" and so on, this - nerfs and balance changes - will never gonna ends. Trough, i admire that game does need some surgical tweaks. -
v2.1.0 is now available on the Beta Branch
Phenomenum replied to David Benefield's question in Patch Beta Bugs and Support
"Full Attacks made while dual wielding will now receive a -35% penalty to the damage they deal." - hahahahahaha haha.