Everything posted by Wormerine
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Patch Notes for 5.0.0
It’s been unlikely to happen when TB announced, and it will not happen now when development has been halted. Sorry. I personally would like to switch into RTwP, because some of the fights can just drag forever in TB. Alas, the system doesn’t support switching between one and another.
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[Bug 4.0] Arcane Archer not scaling as expected
Wormerine replied to TheWeaver's topic in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)This in particular (as my current character is Arcane Archer with TB), though the whole community patch would be welcome. I have no idea how much overlap between both modes there is.
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[Bug 4.0] Arcane Archer not scaling as expected
Wormerine replied to TheWeaver's topic in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)Awesome. Thank you for your work guys. Will it also work for Turn Based mode or are you focusing purely on RTwP?
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If you didn't look it up, how are you supposed to know where to find evidence of Furrante's slaver involvement?
Private space is considered sacred among Príncipi sen Patrena. yeah, this is one of those quest moments that felt way too easy, like the should be some kind of hurdle on your way.
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how is TB mode after patc 5?
Wormerine replied to Ancelor's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)I liked TB mode even in beta. I didn't play too much of 5.0, but I feel a bit disappointed by how little it has changed. It's been polished (some abilities rebalanced, tooltips work properly etc.) but underlying issues with the system haven't been addressed. I would say, it is good enough for a playthrough, if you prefer TB, over RTwP, or like me, don't want to deal with stutter during RTwP combat. Depending on how deep you engage with mechanics one might not even be bothered by issues TB combat has. I do consider it, to be inferior however, as it breaks some of the core principles of PoE system.
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How to find out which choices you made from an active playthrough?
Wormerine replied to AeonsLegend's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)I think he means the import choices.
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Xoti permanently dies during ship combat
Wormerine replied to Manveru123's topic in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)Please, add her to the party and check first. Resting only clears injuries accumulated by characters currently in your party, whenever you rest and year, or sleep in an inn.
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[Bug 4.0] Arcane Archer not scaling as expected
Wormerine replied to TheWeaver's topic in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)Would it be possible to give Arcane Archer a passive which adds Pen to keyword “imbue”?
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[Bug 4.0] Arcane Archer not scaling as expected
Wormerine replied to TheWeaver's topic in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)Yeah, I was about to post that it might not be as simple, as Imbued Spells are attached to the main attack, which has its own calculation. I would imagine there is an engine limitation which makes it tricky to do a thing like that properly.
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[Bug 4.0] Arcane Archer not scaling as expected
Wormerine replied to TheWeaver's topic in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)Arcane archers imbue spells, so their penetration scales the same as spells to keep,the, useful. Imbue: Missles/Fireball/Death.
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4.2 Spellshaping influences only one aspect of AoE
Wormerine replied to Wormerine's topic in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)Still present in 5.0
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Which combat style do you prefer in PoEII?
I think I would prefer TB, if it was done with it from the get go. As it is, system is originally designed with RTwP in mind and as such some mechanics simply work better in the original enviroment. In addition, many fights in Deadfire come down to swinging at enemies and waiting till they die. When I play a good, balanced, challenging encounter, I think I would prefer it in TB. The only real benefit of TB combat is that it is unaffected by performance issues (framerate dipping, and stutters whenever a creature is summonned) which I am experiencing regularly.
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[Bug 4.0] Arcane Archer not scaling as expected
Wormerine replied to TheWeaver's topic in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)I don't knowww. I can't believe it is intentional, as it makes imbuing spells fairly useless later in the game. Saaaad
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[Bug 4.0] Arcane Archer not scaling as expected
Wormerine replied to TheWeaver's topic in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)😭 5.0 and spells from imbue effects still don’t gain pen with power level. Booooo.
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Update #61 - Patch Update 5.0 - The Return of the Ultimate
I really wanna that patch. There is little hope I will be ever good enough for it. Story content! The dilemma I have to face now, is whenever I should abandon my current play through and start another, or soldier forward. I do like my character so I might stick with it, and do new play through later on, this time, finally with some challenges. I was hoping for revised finale, though I am looking forward to what you guys cooked up. It seems like a smart idea to incorporate exploration into faction-less path. It remedy at least a bit people from complaining about little story content, while ignoring majority of quality content the game.
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Wow, such FAQ
Specifically? Formula itself.
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Wow, such FAQ
I like it, Really well written. But I still don't understand how debuffs are calculated 😂
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Which did you enjoy more, Poe or Poe2?
Wormerine replied to rjshae's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Yeah, I have no idea how one might get 260 of mostly gameplay on one playthrough. My total PoE1 count (and it's fairly reliable as I never leave the game running in the background and I always playd it with access to the internet so every single hour is accounted for) is 284hours, which consists of two full playthroughs (base game + expansions) one on veteran, other on PotD, reading everything, aside of the backer content. Deadfire is on 291h but it includes about 50h of beta, one full playthrough plus DLC, 75% of a playthrough without DLCs and 50% of turn based playthrough (and no DLCs). Deadfire might be more compact experience, which is interesting, as in my mind it is a much more expansive game. It is probably the lack of books - I spend a lot of PoE1 time reading, Not to mention 10 min+ wall-texts of companion introduction.
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Favorite and least favorite companions + sidekicks
Wormerine replied to Heijoushin's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Yeah, lots of people dislike her. She ended as my personal favourite of PoE2 companions. "That was about as useless as a bump on a pickle". Manm to confusion of people around, that line made it into my everyday vocabulary. Or maybe that's because I attempt to say it with really bad southern accent. Considering, how flattened out companions felt when transfered from PoE1 to PoE2, I would rather have PoE2 companions have a small cameo, but with interactivity intact, than be flattened out into something which can cover for multiple endings. I for one would love to fight the evil psycho Xoti 😈 Who says monks can't be passionate? PoE doesn't always adhere to traditions.
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Considering getting D:OS 2
There is slight attempt to address both “issues” but not by much. 1) story and characters of DoS2 are still absurd and inconsistent. The overwhelming amount of puns from DoS1 is toned down, but due to open nature of DoS2 I found it actually less compelling, and it felt to me like a bag full of short skits with such a loose (or flexible) quest design that punchlines didn’t get proper buildup. Still, due to its nature, I found it difficult to care about anything that happens and in DoS2 I truly dreaded seeing a new city with tons of NPCs to talk to. Now, to its credit, DoS2 has bits of brilliance, both in its humour, quest design, and consistent use of mechanics, but I just found too much crap between these enjoyable moments to be able to soldier forward. For example - elves have ability to eat flesh and see glimpses of memories of the person they eat. That opens come cool alternative ways of continuing quests, some of which are quite clever and funny. However, to not make it too easy to find those valuable pieces of meat, the game is littered with pieces of meat - so if you don’t want to miss those cool ones you spend a decent amount of time stuffing meat down your elves throat, and mostly reading useless garbage. Same with seeing ghosts, same with talking to animals. I feel it might work better if one plays in coop (every one takes on himself a piece of exploration) but managing the full team and going through all those chores to find couple cool bits is exhausting and boring. And the story is absurd, inconsistent, sometimes funny. 2) the only major change to combat, that I can remember is the armor system - characters have physical and magical armor which, gets decreased with every physical/magical attack (pretty much extra health bar) before enemy can chip on your health. As long as a character has physical or magical armor, status effects won’t work in him (so for example you can’t knock down someone with physical armor, or stun with lighting if they have magical armor). So the game isn’t anymore about stunning enemies before they stun you, it’s about taking down their armor as quick as possible, before they can take down yours, and then stunning them. Granted variations in enemy armor composition, might force a slight change of strategy, but it pretty much works, as it did before. Gave up on it somewhere halfway through, and I sort of plan to return to it, now when the enhanced edition is out, but I don’t really want to play it anymore. I actually liked DoS1 better, it felt more focused. DoS2 seems like a pretty darn good toy box, if one is into creating custom adventures.
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The Problem With Turn-Based: Not in POE
Wormerine replied to Stardusk78's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Somewhat yes - but the thing is, for the most part PoE design doesn't take advantage of being a real time game - a vast majority of mechanics aren't affected by move from RTwP to TB. It's not lets say Starcraft, which all gameplay revolves about being done in real time. There are some mechanics which are causing major problems. The question is, will Obsidian come up with solution and if they do, is it a solution which consumes a lot of tinkering with individual system. We will find out next week :-).
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The Problem With Turn-Based: Not in POE
Wormerine replied to Stardusk78's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Perhaps. For me turn-based was a reason to return to the game, I was pretty much done with it, so while it introduced problems, it also made game interesting again to me. I got a taste of it, gave my feedback and voice my concerns and froze my play through waiting for a patch. I became active on forums once again, as news of incoming patch spread.
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What is your most and least favorite locations in Deadfire?
Wormerine replied to Phenomenum's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Feedback from you perhaps. I for one love this stuff. I wish Deadfire had a bit more of "Storm of Zehir" in there. That overworld map just begs for a wee bit of simulation.
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The Problem With Turn-Based: Not in POE
Wormerine replied to Stardusk78's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)I don't think it turned out nearly as bad as you suggest. Frankly, I never found Deadfire turn based combat to be as tedious as Divinity's can get in come cases. The biggest issue turn-based had that mechanics tied to real time (ability duration, recovery etc.) didn't translate well. We will see if they came up with a fix next week. As far as tedious encounters - yes, there are some of them. Boarding ships in TB is just tedious affair, and there were some encounters which really, really dragged on - an ambush in sunken city for example. On the other hand, I felt quite a few encounters got enhanced, showcasing enemy composition, that I didn't notice in my two previous playthroughs. I don't think it is the case of how many enemies and how many characters you control, but if an act of giving an order to your unit is an interesting decision to make, or not.
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The Problem With Turn-Based: Not in POE
Wormerine replied to Stardusk78's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)That is not what I have been suggesting (I think I clarified it further in my later post, that I don’t think ditching RTwP would be good). Rather, the turned based system well amplifies the best and worst elements of the design. Ideally I would like to see both modes at launch for PoE3, considering they both seem to rely more or less on similar ruleset. There is some things to figure out, but hopefully, if Obsidian figures how to translate PoE combat system into turn based system now, it might be much easier and cheaper to launch with both for PoE3. What I meant was, that in RTwP it is easier to ignore problems - speeding through dull encounters, completely ignoring key mechanics, playing improperly due to inability to properly manage the party and taking it for difficulty. Turned based, encourages to properly engage with mechanics but at the same time it showcases how repetitive or shallow some encounters can be, as player input is necessary. When player hasto make a move and realises there is no real decision to make, it sticks out far more in turn based mode, then in RTwP, where fast forward and auto AI will do the job. Therefore, my suggestion that designing with turn based in mind and testing from the get go, might result in better experience overall for both modes.