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Everything posted by Wormerine
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KnockDown Skills Currently Useless
Wormerine replied to Gmeiser's topic in Beta Feedback for Turn-Based Mode
I am pretty sure that knockdown doesn't give any penalties to movement or anything of that sort. I think giving a flanked status to a knocked down enemy would be logical, but upgraded knockdown (mulekick) does that, so what would mulekick do? While unintuitive I do use base knockdown quite a lot. Interupt is a very useful ability and with as a cheap ability it is super desirable. And yes, it does break engagement. I personally think it is fine gameplay wise, though the fact that one doesn't have any bonus to kicking a lying target is unintuitive. -
Fyonlegc Beams Do Not Work
Wormerine replied to akaillogical's topic in Beta Feedback for Turn-Based Mode
XD I am not from Obsidian support. Just another user. But don't worry, someone will see your post if they haven't already. -
Fyonlegc Beams Do Not Work
Wormerine replied to akaillogical's topic in Beta Feedback for Turn-Based Mode
Iwatcheda bit of a stream you attatched and I can't even see the next attack indication. In real time every attack was clearly telegraphed. What would make sense the most is: first thing each round: the weapon telegraphs were it will shoot; at the end of the round: the attack happens. -
Evasive Fire out of balance
Wormerine replied to Quasxen's topic in Beta Feedback for Turn-Based Mode
Overall, free abilities being unlimited per round is a questionable design. That's a very offensive way of abusing this feature.- 9 replies
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xD People commiting suicide on your sword because they didn't like something you did is realism? Reactivity: yes, realism: nope. It could be a simple fix (kill enough enemies of your allies faction and they become hostile) to some reactivity gaps, though preferably I would just have them leave with a note when you are not looking as they do on other occasions.
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1st Exposure to Deadfire: Turn-Based
Wormerine replied to mzum's topic in Beta Feedback for Turn-Based Mode
Pretty much every abilitity tied originally to recovery (time between swings) is currently useless in turn-based, as instead of increasing the frequency of attacks it is just movemyou up the que. -
There multiple instances in the story were characters can leave your party depending on your choices. There are still some missed opportunities (you can do a quest against Rauatai and keep Maia, but it’s fine to provoke them to attack you and then kill everyone without her saying anything). Would be nice to have instances like that fixed somehow. A character turning on your party is pretty rudimentary and silly as he/she has no chances of winning against a party of companions.
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A more nuanced TB survey
Wormerine replied to countblah2's topic in Beta Feedback for Turn-Based Mode
Yeah, turn-based might become my default way of playing Deadfire, if it won't be mechanically inferior to real-time, as it currently is, as framerate drops aren't a gameplay breaking issue in turnbased. Overall, the brief survey seemed to me to be more interested if the addition of turn-based worked in bringing attention to it (did you know about it/gave it a go) rather that acting as a technical feedback. -
Whoever wrote Ydwin...
Wormerine replied to Verde's topic in Pillars of Eternity II: Deadfire Stories (Spoiler Warning!)
Ydwin is the most cool of the companions. Overall, due to uncomplicated nature sidekicks are much more likable. Companions are more like real people - more nuanced and somewhat facinating but I prefer to watch them from afar and not get involved. Except for Eder. I would hang out with Eder and try to pet all the animals we can find. -
I rarely remember my dreams but when I do they are the most mundane things: slogging through making breakfast, a boring day at work, doing chores. I suppose, that every day monotony is my biggest nightmare.
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They acnowledge the presence of the animal quite frequently which I appreciate: helps in bringing the animal into the story and ties it to the main character. @Ophiuchus Looking at your pets name I make a guess that you too made an attept to name it to fit White that Wends background. ha! I constantly struggle to remember how my rangers name is pronaunced.
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...introducing my wolf to random creatures of Eora. Well done Obs. On a side note, anyone tried trapping the Dragon? For me it ends up in a fight and I am not able to protect the wards. At best I can kill two tentacles saving just one ward from getting destroyed but by then the dragon has so much concentration that I am not able to stunlock him before he waves the final ward to death. I dont want to crew over Huana by killing him, as the current playthrough is in support of "traditionalists", but I also don't want to let him go, so he won't kill the Guardian for me.
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Doing Bounty in Town - all guards attack me?
Wormerine replied to tedmann12's topic in Beta Feedback for Turn-Based Mode
Yeah, annoying bug. Essentially every time I attempt city bounty guards stare for a while before getting agreasive. -
Bug in turn-based with enemies weak to intellect afflictions
Wormerine replied to Cherudek's question in Patch Beta Bugs and Support
Noticed stuff like that happening but didn't manage to pinpoint the problem. -
BS skeleton fight
Wormerine replied to Kilburn's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
This - after everyone complained, they did another POTD pass - most of the game got way better (esp with scaling on), but there's a bunch of broken ass fights on the first island that are just incredibly dumb unfortunately Stuff that I found so far that is completely out of whack with the recommended level on POTD: - grocery street - street fight after luminous bathhouse messenger bag - the skeletons at the digsite from this post - some of the mobs and the boss (if you fight him) of the Berath temple dungeon thing in Nekataka. There were some skeletons there that were 3 red skulls and remained 3 red skulls after I got 2 more levels. Most of it is really well done with scaling on and remains very challenging. To be honest, the difficulty level offered in the opening isle, is something I would expect from PotD. I don't think it's too difficult - it's what the name and discription suggests: for people who played through Deadfire, know what's coming and will abuse the systems to push through impossible odds.