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Posts posted by Phenomenum
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I don't know why Obsidian have engage in this nonsense - tweaking items and so on. Looks like there no any other problems in game, exept poor sabres and Unlabored blade - no trash abilities, no bugs... Every time, when community ask them to pay attention on сertain issues in game balance or bugs, they listen just what they want listen and skipping past huge amount of useful information, and tweaking things when nobody asked for.
Seems they live in somewhat parallel universe. I don't know how to explain their behavior line. -
First patch that i don't want to install.
What's next item you planning to nerf? Share your plans)
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Hi jgreeen.
On some configurations (mine included) there are serious problems with framerate. On I5-2500 & GTX1060 I get measly 17 FPS even in first area (Encampment).
Anyway, for Pillars you should try -force-d3d11 argument from command line (i.e. PillarsOfEternity.exe -force-d3d11). That should give you over 30-40FPS even in crowded areas.
Unfortunately Tyranny was built without DX11 support, and the trick with forcing d3d11 renderer won't work and there are no other known workarounds. Shame on you Obsidian.
God bless you, man! And thank you - i've suffer from similar framerate issues about a year and now, finally, game runs silky smooth, even in crowded areas like Copperlane. It's nearly doubled my FPS.
Thank you, again!
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I don't know, how you jokin' about this, but there is a meme called "indian code" in Russia - It means bad and twisted code.
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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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"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...
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I agree the bug is a problem if confirmed on saves other than the OP's, and I hope there will be a fix. What I take issue with is people with access to the beta doing no testing at all, then coming here and bashing the devs because a bug was found. It's a matter of attitude, rather than of content.
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 hope they'll release a hot fix but I doubt being bashed for releasing one more patch is going to make them particularly willing.
I hope they release, at least one patch, that fixes all existing bugs and produce no another.
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"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.
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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? -
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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.
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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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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...
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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 spellsEothas priest focusing on defensive spells and buffs
And so on.-
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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.Ugh, I cant do it, the mobility just doesnt work like it should and I go splat so easily.
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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.Ugh, I cant do it, the mobility just doesnt work like it should and I go splat so easily.
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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
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All of that, i'll write about this bugs with Backstab in properly branch of forums, with saves. Maybe anyone there could support me?
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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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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.
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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)
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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?
3.05 Live on Steam
in Pillars of Eternity: Announcements & News
Posted
What about this, freakin' balance tweakers?

Maybe, you should spent your time fixing bugs?