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Everything posted by Phenomenum
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"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?
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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?
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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
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3.04? Update on our next patch
Phenomenum replied to Sking's topic in Pillars of Eternity: Announcements & News
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... -
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.
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3.04? Update on our next patch
Phenomenum replied to Sking's topic in Pillars of Eternity: Announcements & News
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. -
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.
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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.
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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.
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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?
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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.
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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...)
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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.