Jump to content

Wormerine

Members
  • Posts

    5581
  • Joined

  • Last visited

  • Days Won

    34

Everything posted by Wormerine

  1. I sometimes pause during enemy turn to immediately analyze roll result. Other than then, not much. If you end your turn after doing an action, there is a small toggle which will auto-end turn after taking an action (keep in mind to turn it off if you want to move after attacking).
  2. All Grimoires I opened after the recent patch has been this way. It’s been reported by multiple people.
  3. I am not certain. Hopefully someone with a better knowledge will contribute. They seem right to me.
  4. my calculation ends up being slightly higher, but they might simply round up numbers a bit differently. I think here it is how it works: 19.8 - 9.9 (50%) = 9.9 9.9 + 4.5 (45%) + 4.2 (42%) + 1 (10%) + 4.5 (45%) = 24.1 35% of original roll 19.8 = 6.9 24.1 - 6.9 = 18 Essencially all negative multiplayers come from the base roll, while all positive multiplayer come from roll reduced by graze.
  5. New big patch = new big bugs. Things get broken whenever big changes are made.
  6. It is a tough decision but I would disagree that it discourages swapping. As usual penetration is the biggest reason to switch, or defensive boost if needed. Either way, skipping a round to be more effective in following rounds is pretty valid. Free swapping would be bad. People keep mentioning the minor move - it could work - assign all free skills and weapon/grimoire swapping under it.
  7. I do agree that Initiative has some issues when it comes to being useful (outside of casters, were it is essencial). I am also quite confed by how it is calculated, as it tends to vary turn to turn. I don't like classing action point system - too often it ends up leading to doing the same action over and over again. I do like the "one attack per turn" rule. Unlike XCOM or Phoenix Point, positioning isn't that important in Deadfire, which means it's usually better to use your actions on attacks rather than movement. Overall, I do like the system, and there are abilities which could as "minor" which one can use for free - they are balanced by the resource cost. Maybe heavier equipment should limit movement range in addition to lower initiative? Ditching turn system in favour of continus turns allowing characters with higher initiative to act a bit more often might also work.
  8. There is a bit of push leftover from RTwP. Sometimes it happens, sometimes it doesn’t.
  9. I don’t really see the point of having the “two point” system from XCOM. The only relevance of movement is reaching enemy targets/moving out of the way. What if heavier armor would decrease the movement range?
  10. Every couple fights I notice a unit stuck in an endless loop of skipping a turn. I might be wrong, but I feel that AI gets really confused if it isn't able to attack someone this turn.
  11. I am really not deep enough into the system to say how important is initiative. It is absolutely useful for casts. Moving before enemies can be important as it allows you to disable key targets. However, overall there doesn't seem to be much loss in DPS for melee attackers, that much is true.
  12. You read: Unit with lowest initiation goes first = problem solved. It's really not a biggie.
  13. Well, yes. As everyone takes their turns they do take more time. If you mean, in terms of actual amount of swing? I don't think so. The opposite if anything, but I can't say if/how balance has changed. I do feel like succesful hits on both sides tend to do more noticable damage, though it might be just the effect of me actually seing every attack and not just noticing that one of the characters is suddenly low. are there fewer encounters? Deadfire didn't have that many trash encounters, but I could see some fights or areas on PotD being extremely grindy if they aren't shrunk down. So far they seem pretty similar, but they all felt good. I know Josh mentioned that some of the encounters were redesigned because they felt grindy in turn-based.
  14. This has been present for as long as I remember, but I see it as a potentially annoying mechanic, especially in the turn-based mode. During combat I targeted a Brine Imp with Jolting Touch when he was in the spot A. While the spell was being cast he teleported over to the spot B. Even though he move far out of range, the spell still reached him and killed him. It is quite disappointing that the only way to prevent the spell hitting is interupt.
  15. Six hundred hours in Deadfire and I never knew this. So Petrify is a quasi-4th level DEX affliction. Yup.
  16. Nope, so far it's pretty great. It doesn't feel like a patch-in 8 months after release mode at all.
  17. I don't think I have seen anyone being upset that Obsidian has added this option (few bitter posts about priorities, or doubts if it was a worthy investment, but nothing outrageus), those some people do seem to be worried that if PoE3 happened they might choose to go turn-based, which wouldn't appeal to them personally. Fair enough. I do like RTwP but as I expressed before I don't believe it is the most intuitive system: there is a reason most game which ask you to play in real time rely on simple math. Analyzing enemy's defences, armor ratings, chances to hit etc etc. isn't doable if you play in real time and that is the game, even though most difficulties are tuned low enough as to allow players to ignore half of the systems. As mentioned by other people, PoE did put a lot of work into making IE gameplay more managable and fit for real-time, but I don't think it is an intuitive system, or nor I believe that those are systems designers would come up with, if "real-time" combat was the starting point. Would I want series to become turn-based? I would defend developers decision if they choose to follow that route, but as we don't have many games which do real-time thing, I would say that it's a tradition worthy of exploring. In reply to one of the earlier post which I can't be bothered to look up: RTwP is not a more efficient system for people who can coprehend things happening at once. While Turn-Based system does make abstract mechanics even more abstract it adds different kind of depth.
  18. Did this patch receive some major optimization? The game runs so far shockingly well. I even tuned up some graphical option without a dip in the framerate.
  19. So far Obsidian hasn't released a single update which wouldn't allow you to load an old save. However, balance might change drastically breaking your builds. It all depends how much the system will change.
  20. Yup. Chacking your character sheet is the only way of checking what's in a grimoire right now.
  21. Both Grimoires I have found so far have been bugged: They seem to work just fine though (add proper spells when equipped) but it's impossible to preview what they contain.
  22. I like the idea of semi real time? This is what I did. Set auto pause every 6s. I still enjoy the real time benefits of attack speed, triggers chance and still managing the battle without space spam. What I see is that TB take away elements of attack speed and chance to trigger. I do think Turn-Based more naturally bring attention to game mechanics. Having to commit to every swing makes me pay much closer attention to what I do, and what other possibilities are, while in real-time it's easy to keep doing the wrong thing, either by not noticing something, or being just too lazy. A 5% chances to trigger should be fairly useless and less attacks will be performed. If items haven't been rebalanced for turn-based mode yet, I hope it is something Obsidian will look into once the data starts flowing. I also do like how dualwielding simply results in dual attack. It might be a bit too powerful (just calculating in head, how it was just slighly faster in RTwP - maybe a minus to accuracy on off hand?), but it's more natural I think than having reduced recovery.
×
×
  • Create New...