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Silvaren

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Everything posted by Silvaren

  1. I use Munacra Arret and Ring of Changing Heart. Maybe it's bad luck, but charm/domination are mostly missing. It usualy hits once or twice during fight (with resting bonuses accuracy II vs beast and beast slying chant + Steadfast for immunity fear). To be honest I didn't try the tanky way before. I did only kiting strategy, so maybe the tanky way will work with Black Sanctuary. I'm not even sure if With All Your Strenght Slay The Beast stacks with acc bonus from survival skill. I killed Alpine and Adra dragons without The Dragon Trashed, The Dragon Wailed. It seemed not very effective against dragons. At least vs Adra because of immunity to fire portion of damage. Thank you for your advice. I'll try with The Dragon Trashed... and Withdraw tactics.
  2. I'm struggling so far with alternative save (no trial of iron) and I can't figure out this fight. I saw 2 videos on youtube but I'm not confident it would work out for me in the same way. Any advice, ideas? There is no current build, I'm constantly reseting my char to try different ways.
  3. I'm playing similar build in my Ultimate run right now - without Scion of Flame. I'm using Drawn in Spring + Aila Braccia or Steadfast + Old Garun's Wall, Ryona's Breastplace, both Ring of Deflection and Protection, Gloves of Accuracy. Shimmering Cloak (probably bad choice), Belt of the Royal Deadfire Cannoneer and Munacra Arret. I did all of the bounties and get to the final area of WM 2 (inside Ionni Brathr). Only Kraken, dragons and Concelhaut & Llengrath left and ofcourse Thaos. I have a really hard time with eyless but I managed so far. Any advice about switching gear for something more useful? I use original Drake's Ambassador attributes but I should probably respec for dragon fights at least for more Constitution. I tried Alpine Dragon with my second save (wihtout ToI) and nothing works out (maybe I should try to chant beast slaying phrases along with fear or some defensive bonuses, tank adds and try to shoot the dragon with Persistence bow). Any hints for the dragons? Without any buffs I have (with Drawn in Spring and Aila Braccia): 951 health 250 Endurance 115 Deflection 122 Fortitude 113 Reflex 101 Will I still have few Eyless to kill. Is it worth to use St. Ydwen's Redeemer or Abydon's Hammer with this build? Just for the eyless? EDIT Ok, I killed the kraken. Now I will go for Concelhaut, then Sky Dragon, Adra and Alpine.
  4. Brynlod and Magran's Faithful scares me the most. I use mirror save without trial of iron for try and error some fights. I didn't use cheesy tactics so far. Combining figurines with Munacra Arret worked so far with all bounties, but as chanter it's good to keep oppnonents busy
  5. Thank you for clarification. Last month I replayed the game on PotD and all dragons seem to be nerfed. At least in comparison to state of the game in 2015 and 2016. WIth Deadfire just around the corner it's finaly time to get Ultimate Achievement.
  6. Just like Aerosmith sang. I aim at Ultimate Achievement right now and I don't want to miss a thing. Iirc I can skip Radiant Spore but what about the weakest dragon - the one in the cave in Searing Falls area? It still counts as one of the dragons for Ultimate?
  7. Abilities' points progression (the table below) is outdated for single-class characters atm. Single-class char get additional +1 point with new power level (just like multiclass char but single class advance in PL faster). I wonder how useful high PL abilities will be.
  8. My evoker was killed by her own Rey of Fire casted on the enemy. It occures after I moved evoker a little closer to the target and few steps to the side. Then the spell started affecting the caster.
  9. Do you think that the final game can be delayed once again? Another beta=new feedback.
  10. Story companions work well on PotD. Monks can use weapons instead of fists and they are very powerful. I finished PotD run few days ago with Pallegina, Eder, Kana, Sagani, Durance. Adra dragon and Alpine dragon were dead before they even touched my party.
  11. If the date changes simply while time passes, without travel to another area via world map or rest in current area, random loot isn't updated I guess but it will change to proper items after save and reload - it seems to work then. Or just be sure to arrive on the specific day for specific loot.
  12. The item order is either random, or changed from what they had listed before. None of the items are in the order they have on the wiki. And the fact that I managed to get an item three times in a row three days in a row speaks for itself. Check this post: https://forums.obsidian.net/topic/80015-all-poe-random-item-day-checklist/?p=1836413
  13. But if you don't want to waste empower you are mentally forced to use at least one spell from every level until you spend that one empower point. Casting spells is always partially tactic and partially situational based on the flow of encounter. You utilize some tools over and over in every battle but sometimes situation on battlefield requires to use the same tools one more time and right now you are limited to 2 attempts (without empower) and forced to use different tools after that. I prefer old per day limits - combined with passive talents and weapon there was no need to cast spell after spell. Resource management was better imho. Now it's only spellcasting and it's very limited.
  14. Few known spells and very limited number of casts at lower levels aren't much problem. It was designed like that since ages (vide Dungeons & Dragons). Real problem lies in limited cast at higher chararacter's level, when there are still only 2 cast per level during combat. It lacks flexibility. In longer fights I would like to cast more Curses of Blackened Sight, Combusting Wounds, Mirrored Images, Merciless Gazes... And now I'm limited to 2 cast each level and the new system forces me to use something else, not necessarily suited to a situation.
  15. 2 cast per level during combat it's hardly resource pool. Sometimes you just need use more spells from 2 level than 4 etc. In D&D caster can prepare lower level spell using hogher level slot and it has nothingto to do with metamagic. It's just better customisation to fit player's need. In Deadfire non-caster classes have options to recover resources thanks to upgrades of certain abilities, like upgraded paladin's sworn enemy which refund zeal cost after targeted enemy die. Casters just have 2 cast per level. I'm not sure how stealing spells from grimoires work in Deadfire but it still require at least one cast do its tradeoff.
  16. For now Black Jacket is more like quick drawing cowboy rather than versatile fighter proficient innie using multi-weapons. Since every class is "proficient" in using all weapons (they can't hurt themself while swinging), weapon focus and weapon mastery passives are more powerful than modals, modals themselves aren't much appealing. I vote for making modals better, more interesting in general, but I would give black jacket modals without penalties (I guess they won't be modals anymore because there won't be reasons to turn them off). Or at least black jacket could have lesser penatlies from modals.
  17. One more thing: Old health mechanic was better. In PoE1 droping health while maintaining endurance at higher level required more tactics and it was a punishment itself. Now there is rarely need to rest (after changes in wound system in latest build). I can beat group after group in countless fights. Old health/endurance system worked better as additional layer of strategy and simply as a challenge.
  18. When I first played PoE 1 I played in "Expert" mode and there was no recovery bar or icon displayed during recovery time. I new my character looked unresponsive because I cared to read about game mechanics and attack speed in manual section of in-game journal. Sorry for double post. The one above can be deleted.
  19. GOOD 1. Visuals, game looks gorgeous - detailed character's model - option to turn on and off helmets, cloaks, pets, draw and hide weapons at the inventory screen - dynmaic lights & shadows - clouds - wheater effects - spell effects (and fading out during the pause) - animated foliage and water look super cool - birds, birds, BIRDS, BIRDS!!! - idle animations 2. Sounds, so far much imrpoved - spell effects - weapon sounds - music (only few tracks but I already uploaded them on youtubbe, so I could listen music during work until OST will be released) 3. Multiclass system - player can fulfill fantasy by making character's cooncept which works mechanically in the game 4. polished gameplay - characters are better at finding clear path to the target and can spread out near the enemy to make room for brothers in arms - AI customisation on the same level as in Dragon Age II (or even better), while I don't need such system in the game which doesn't have cooldows, it's nice tool for people who don't like too much micromanagement - new stealth mechanic works really well - new skills like Sleight of hand and specialisation in different kind of lore - option to copy-paste items in quick slots, like shield it's great, it's literally the only one missing thing that prevents me from changing weapons set in first PoE, because I didn't want to lose benefits from certain shield or off-hand weapon - new map which allows player to quickly embark on a journey - huge amount of unique dialogs depeneding on class, race, background etc - C&C are great from moral standpoint, each choice has consequences so the outcome won't be 100% perfect, bad choices should be consider as valid MIXED 1. ship management - it's cool concept to own the ship as stronghold and use it to explore Deadfire Archipelago - ship combat seems to be confusing and repetetive, but it can be more interesting in final version with all the choices about crew members, upgrades and types of ship - I would like an option to confront enemy ship instantly through abordage at the begining of sea encounter, I coudn't get close enough in the beta so far - I would like an option to resolve sea encounters through quick combat (like in Hearoes of Might and Magic series) - resource management is interesting concept but it shouldn't force player to be constantly worrying about supplies, while it can put some reasonable limits to exploration and ship's operational range it seems that it will consume too much money. I know that in PoE money at some point wasn't a problem and some kind of "gold sink" mechanic is required for Deadfire. I guess the ship will be introduce after a while, some kind of prologue. 2. Magic system - I prefer old system because of habits from p&p RPG and Iinfinity Engine games - 2 spells of every power level per fight seems to make caster less flexible and limited in terms of tactical choices, I understand that it add another usage for Empower to regain spells and on higher levels characters will have greater repertoire to pick from - if currrent system stays I would like to have an option to cast lower level spells by using higher level spell's limit (without any benefits, just to have option for another cast of certain lower level spells, like in D&D 3 wizard could remember for example additional 1st level Magic Missile using second level spell's slot - or even much higher level slot - please, do not confuse it with metamagic feats) BAD 1. No general talents - I'm replaying PoE right now and it still feel fresh and deep in terms of character's build, there is so much to try, in Deadfire I have to multiclass my characters to make similar builds to those from the first game - wizards and priests without passive abilities are lacking in terms of customisation, domains and grimoires aren't sufficient to make them as much appealing as other classes - sequel should imrpove, provide evolution not revolution, right now it's imposible to mechanically recreate every Watcher from the first game (for example Blast Wizard) 2. Casting time - it's too damn long, yes, it makes Dextirity more important but it shoudn't punish players who aren't min-maxing attributes because in PoE every attribute can be important for character - in first beta build when spells didn't graze wizards were far behind other classes, too long to cast spells, too little damage or no debuffing effects8 - long casting times are easier to interrupt, long activation and recovery put them far behind martial classes 3. Confusing mechanics - there are no indicators how Empower boosts every abiliy - there is no clear info how much abilities gain from higher power level - outdated tooltips (for example Penetration displayes rules from first beta build, pen mechanic was changed - wasn't?) - even if player knows how certain formula are calculated it's hard to imagine how it will work without testing (action speed and recovery) and calcuation are complex, there is no clarity about stackings EDIT Few things I forgot to mention. TERRIBLE 1. Weapons modals - they are tradeoffs but in many cases penalties are much higher than benefits - all classes can use all weapons without hurting themselves so in analogy to D&D, all classes are proficient with all weapons, and modals doesn't seem to require more training (aka "proficiency") while using specific weapon, most of those tradeoffs seem natural and I don't think that they need special training to perform, it's not consistent with Weapon Focus talent (grants +6 accuracy - yeah, this is true weapon proficiency) - maybe it will be better if character could choose lesser number of modals, but designed not as harsh tradeoffs but as something like mastery in using certain weapon, purely benefit from proficient weapon in use (for example one proficiency at the strat of the game and second on higher level) it could impact Black Jacket subclass to be more interesting as master in different weapons rather than person who can basically quick draw pistols like some kind of cowboy (Black Jacke choosing more proficient weapons than other classes) 2. Wizard's subclasses (and little about priest's domain) - too much tradeoffs in all sublclasses, it should be restricted in terms of avaliable school of magic, but I'm not sure if +1 power level compensate it enough (what it does for all spells?). And the longer recovery for spells from different school is atrocious, isn't casting and recovery long enough already for casters? - I prefer sorcerer or general wizard in D&D, the only one specialized mage I could play in D&D was the Red Wizard from Thay. In D&D specialized mage was losing acces to few schools of magic but gained ONE ADDITIONAL SPELL per day. Something like that would be cool in Deadfire. Like now it's 2 spells from every level per encounter. Why specialized wizard can't get +1 additional spell per level (of chosen school) to use in every fight, a spell determined through leveling proces (like in first PoE one bonus spell per encounter), It could be similar for priest's domain - one additional spell over those 2 per level during the fight (just like in D&D spells from cleric's domain have different pool). - right now I would pick general wizard, subclasses aren't appealing for me in terms of unique ability. At the beginning of the beta I liked Evoker, but when proc for second cast dropped from 30% to 15% in latest update and scepter's modal Destructive Channeling won't grant additional 20% damge for spell anymore, there is no point in giving up other school of magic and take penalties in recovery time for rest of themm. - too long casting, it shoudn't be designed with Deleterious Alacrity of Motion in mind
  20. https://jesawyer.tumblr.com/post/170559585501/how-would-you-feel-about-having-a-customizable Yeah youtube, learn from Deadfire!
  21. Like I mentioned somewhere - it wasn't pure real time with pause. You could cast one spell, drink one potion, use one item or make certain number of attacks during 6 sec period in combat, 6 sec of individual round, where every character proceed through their rounds simultaneously. Dragon Age series is truly real time - you give order to character to perform specific task and that character is doing it right away - without waiting for next 6 seconds window to start (IE, NWN 1&2) or recovery time to pass before next action (PoE). Maybe I'm too pedantic about real time, just like Tim Cain about Fallout not beeing isometric :D
  22. Ah! That’s interesting. I was wondering how people find time to watch their characters wait through recovery, with all the craziness that is happening. In solo runs it makes so much more sense. It reminds me of NWN1. I got stuck in a fight with spider where we couldn’t hit each other, so I went to make some tea while my character was swinging at the enemy occasionally hitting him. They were still swinging when I came back.It looks the same in first BG and both ID. BG 2 is different in that matter because game shows more attack's animations than the characters are doing, just to make combat more flashy and dynamic. PoE is as transparent as BG, ID 1&2 and NWN are - every swing animation is an attempt to hit the target. It can be boring to watch with long recovery (you know it, Barik, even too well) but it's acurate and important from gameplay perspective. In Enhanced Edition all IE games have more swinging animation than actual attacks per round, but it can be turned off in game options.
  23. Rules of PoE 1&2 are simpler to understand (in comparison to Infinity Engine games), but much harder to calculate. They were designed for computer RPG only - lots of percentage values and numbers difficult to duplicate via dice rolls. Very high numbers or multipliers. For example casting times. In Infinity Engine games combat is quasi-real time. Truly it's turn based, but every character act simultaneously in individual rounds, which starting point is different on the timeline of combat, it depends on delay of a weapon or casting time (or initative in Icewind Dale 2 beacuse D&D 3). While playing IE games you know that each round last 6 sec and you know your character's attacks per round number, casting time of all spells etc. In PoE it's hard to calculate how long or how often you will cast spell with X Dex, X armor. Even if you know formula of actual attack speed and how modifiers aplly. Most power gamers from PoE community have been testing damage output in certain period of time etc. I don't need this knowledge to finish entire game even on PotD. We have tools we can do anything. I'm now replaying PoE 1 once again and for the first time I'm searching for builds,exploits, synergies (with The Ultimate challenge in mind) and it feels like I'm discovering deep mechanics of PoE for the first time. Game provides crazy tools. I finished all infinity engine games with solo char (except Planescape Torment) without a sweat, but PoE seems harder, trickier. To make mechanically more than average character I have to combine optimal attributes, skills, class abilities, general talent and gear (gear separately is more complex and has greater impact on gameplay than in infinity engine games). Crazy tools for power gamers. I can't find these tools in Deadfire - at least in current beta. Simple gear, no general talents pool, no passive abilities for priest and wizard. To scratch the surface of complex builds from first PoE I have to pick multiclass char and even then some subclasses are better than others and some abilities are too good, just no-brainer choices. Multiclassing is great for stricte RP concept of character too which can be build in the way it doesn't suck in combat and fulfil certain fantasy. I miss old tools. Maybe PoE is too complex mechanically, but player doesn't need to know everything to win the fight. Casuals will play once or twice through the game, mostly for the story or characters, lore. Hardcore players will master the game, playing it over and over. More tools, the old ones, won't hurt bigger selling target. Modals... as mastery skills with weapon of choice they seem to harsh, tradeoff with too little to gain, more like amateurs' endeavour. Only 1h spear has nice modal for tanks, scepter was awesome for evoker (boosting damage not only during autoattack but even with spells - I'm not sure if it works the same in current build, and range of scepter now ), maybe medium shield modal can be good or some penetration with huge penalties. /sorry for bad english
  24. I bought huge amount of supplies like water, rum, rice, fish (500 in every stack) but I'm getting constant information about dehydrated and starving crew because of no food/water supplies. All items are in stash, can't be split into lesser stacks. I didn't have this issue with other Watcher during exploration even with 500 items of all types.
  25. Why do you need so much RAM? Anyway, youtube definitely needs good channel with Pillars of Eternity stuff. There are only TCS or Ultimate playthroughs and Nerd Commando Game Studios channel, but the first are mostly boring to watch and I can't listen to Nerd Commando.
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