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Phenomenum

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Everything posted by Phenomenum

  1. "I'm definitely going to give this some more love, but as it stands I can't see us taking an immediate action (hot fix). Going to bring it up to the decision makers though, and see what they think" - i imagine that whole programmers went to do Tyranny or PoE2, and leave few of mans patching this old game, and you do as your best. I respect you, sinserelly, but...if i saw enormous stats in one scene, how can i be sure about other mobs? Should i check all scenes, to be sure?
  2. "that *some* Ogres get debuffed" - and some buffed. First ogres pack have acc 77-78, second pack (to the west) have 86-87 acc. How so? It's the same ogres...
  3. TS has upload his saves. https://www.dropbox.com/sh/lma6iju9g1cmj8s/AAD9S992cLJmnMwRm3OhrcJha?dl=0 Anyone might try. I'm not sure - is this only for Stalwart or any other area in the game, but it's not right. Whatever, if you can beat first pack of ogres (accuracy 77-78) without save, next pack have 86 accuracy. How so?! It's the same ogres. WTF, Obsidian?
  4. I hope they release, at least one patch, that fixes all existing bugs and produce no another.
  5. "That's an insane debuff. Is it switching to Story Time mode?" - i don't know yet...becose if i beat those ogres, and load next autosave, next pack of ogres have acc 87... It's strange, but it's definitely not right. Needs more testing, from all of us.
  6. When you stop releasing patches aka "we've deal with several bugs, but create another bunch of it"? When you stop this ****in vicious circle?
  7. https://forums.obsidian.net/topic/90072-304-enemies-becoming-weaker-upon-a-reload/?do=findComment&comment=1857351
  8. I'm on beta 3.04 and i can confirm this bug. I've tried your save - initial acc for first pack of ogres was 78. After reload, ogres have 28 acc.
  9. i'm lazy to write some big post there - too many wishes and thoughts for all classes and english is not my first language...but now i have some time, cut off lyrics) Let's start from wisards. Wizards in PoE is nearly OK, someway overpowered but it's not crusial for game expirience. Despite of that, we have several spells (everyone know it, so i not want to write a list of spells) which separate our game expirience into "before and after", which is no good for me, becose i think our progress should be smooth and silky trough levels - not stair-step-like. So, one way - is to put spells in proper levels. Ok, but it the only one side. Other side is spellcrafting, which'll be in Tyranny somehow, e.g. It will be good if we might craft own spells, combining effects from known spells - e.g. fireball and confusing etc. Considering that opportunity might do our wizard overhelming, i offer at least 2 restictions: 1. Ability to combine spells provided for us with mid-high levels 2. RP element - If we craft our own new spell, we cant't be sure it's work as intended (remember Aloth discussion with Pallegina about unlucky used spell), so our crafted spell have significant chance to miss or do damage to allies, at first times. But we might reduce this mistakes to zero percent, by continuing to use our spell often (like training for our mage in combat conditions). Which is conditions being is player's decide - you might encouter some trash mobs to try your crafted spell, or if you risky, you might take a chance with serious enemy - it's up to you. I dont't want to delve in mathematics, becose it's a general concept - anyway it requres testing and bla-bla-bla. But i sure it will be interesting way to improve wizard's gameplay. I'm sorry sorry in advance for mistakes in text
  10. And about bug with swords and beetles? Each time when i hit them with sword, game calculate my attack as slashing damage, despite of those beetles have 22 slashing DR and 10 pierse DR. Roughly speaking about numbers, but there it is...
  11. It's will be great if priests gather some spells each level (2 or 3 spells maybe), which allow focus them on differerent tactics, depending of chosen god. E.g.: Magrans priest focusing on attack buffs and fire damage Vael priest focusing on distracting enemies spells Scaen priest focusing on domination and confusion spells Eothas priest focusing on defensive spells and buffs And so on.
  12. I don't know, maybe this bug already have been corresponding by someone, but i just want repeat my post: From stealth at battle start and from shadowing beyond. 1. Simple auto attack - Backstab triggers for two hits if Dual Wield (Full attack) and two hits for 2Handed. Works identically from stealth and Shadowing Beyond 2. Ability (Crippling strike or something else) - for Dual Wield, triggers Backstab only on SECOND hit (for stealth and shadowing) and for 2Handed weapon triggers only one Backstab hit from stealth, and from Shadowing...no BS at all, just ability.
  13. I told you about that from the beginning - you will die often without micro and proper positioning, about all flashy abilities that can do nothing without microing. About rogues in this game work differently. Its maybe hardest class for playing, need a lot of care, need party to work for them. And i warned you about this.
  14. I told you about that from the beginning - you will die often without micro and proper positioning, about all flashy abilities that can do nothing without microing. About rogues in this game work differently. Its maybe hardest class for playing, need a lot of care, need party to work for them. And i had warned you about this.
  15. Ok, i ready do this tomorrow. Ups... time is relative for all of us. I start topic, describe problem, attach saves, and then you all should see it. Anyway, that's not prevent him to ignore all reports...like they did a while before
  16. All of that, i'll write about this bugs with Backstab in properly branch of forums, with saves. Maybe anyone there could support me?
  17. As for stealth, is very strange system for me. It very depend of enemies level - for example, with stealth 7 you can walkin' around troll, even hit him and he don't detecting you. Other foes, higher level, detect you early, in distance about 3-4 meters away. It's my own opinion, based on game experience, but i think you can walk closely to enemy, even hit him and still undetected, if your stealth level = enemy level + 2. But it's opinion, not fact.
  18. Also i recall Niri, the visitor in Caed Nua, at early levels usually - if we consider helping, she gave cape with Escape spell holding 1 per encounter. Then get Escape ability and we have 2 Escapes per fight. It's very powerful, since in 3.03 Escape grants additional +25 deflection.
  19. Nice topic) Seems some people got new ideas about using rogue. Me too. And some interesting and kindly people around - i like it. Sorry for offtop, but i new in this forums and glad to see how conversations going on. Grazie ragazzi)
  20. Thank you both, i know) I already beat whole game two times. Phantom Foes always been my favorite to trigger Deathblows - it's cheap, big AoE and long-lasting. And i never pick any of strike abilities exept first. I have one question about Deep Wounds - is this true good? I never pick it up, becouse 3 damage over 10 sec, even it raw, always seemed weak for me. They stack somehow? Or works with Sneek attack/Deadblows?
  21. I tried all variants a couple minutes ago, from stealth at battle start and from shadowing beyond. 1. Simple auto attack - you're right, BS triggers for two hits for DW and two hits for 2H, so 2H deals more damage. Works identically for stealth and Shadowing. 2. Ability (Crippling strike) - for DW triggers BS only on SECOND hit (for steath and shadowing) and for 2H triggers only one BS hit from stealth, and from Shadowing...no BS at all, just ability. So i presume, best way is to land saimple attack with BS and then active ability - anyway rogues attack very fast and nothing figures out whats goin' on)) If we want deadblow+BS, someone shall debuff enemy with two afflictions, as i wrote previously. It can be cipher or someone else, doesn't matter. Looks simple. I'll try to make my Backstab rogue and, maybe, post whole build after all.
  22. Thanks. Always many good info from you (i was reading forums some time, before started write something there). It may be a classic DnD assassin. Mostly) About backstab+abilities. I tested this moment a while ago - with duals+ability backstab triggers only on first hit, not full attack. Don't know about 2h - seems like only first hit triggers too. I need to try it, before i can be 100% sure. When i played first time, before WM, i landed crit on Sky Dragon with blunderbuss, its was about 210 or 230 dmg. Other my playtroughts for rogue i didn't take backstab, becose were very few possibilities to use it. But now, with all this staff...)
  23. Quite interesting build. Not sure those be viable for our dear TS, but very handy for me. Thanks. Also i think about backstab for melee - ability is bad first half of game, but then: 1.Shadowing beyond - 2 per rest 2. + 1 Shadowing from soulbound mace - per rest 3. Feign death - 1 per rest 4. Cape of master mystic - on crit per enc 5. Opening from steals 1 per enc So, on high levels we have 4 invicibility per rest + 2 per encounter. It's worth enough for spare a point into Backstab. With cipher's Fractured Volition, which gives 2 afflictions for Deathblows, and simple dual attack its appears oneshot any target ( might +30, RA + 20, SA +50, DB + 100, BS + 150, enchants +30 = at least 380 percent of bonus damage!). I should definitely try to go this way.
  24. Its the base, i told you. Just choose slightly different abilities. I don't understand you, honestly) Your demands include a lot of abilities usage and, at the same time, don't much micro - its incompatible things. Anyway, hope you find suitable bild and have fun with that. Cheers.
  25. Just for example - lvl9-10 rogue lands crits with sabres about 50-70 dmg for each hit, it means 100-140 for each attack. And with proper stats and gear he hits fast. No one 2h cant't be compared with this.
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