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Everything posted by Wormerine
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I am wrapping the quest. Actually, I don't think Anaharu is really the cause of the storms. While he claims it to be so, some of the dialogue suggests it is the Engwithian machinery which causes it and the recent souls (Anaharu and Valians) are only the most recent addition to the prison who didn't "rot" as of yet. The question is: What was this place built for? We know Huana were sacrificed to fill Adra with essence. Is the system here broken, or was it an early test for what became the storm inducing machine in Ukaizo?
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Something has been bothering me about "The Storms of Poko Kohara" for some time. I ignored it during the beta, and didn't give it much though as I was blazing through it once the game released due to over exposure, but replaying now I see a fairly glaring plothole. When nearing the end of the quest we learn that the Storms are caused by Anaharu, who after loosing (and dying?) doing the Trial of the Waves corrupted the adra pillar via which he was to travel to In-Between. The condensation of essence created unnatural storm around the island and Anaharu hoped that this will keep foreign powers away from Tikiwara. However, the rest of the narrative doesn't seem to align the death of Anaharu with the apperance of storms. We knew that the Trial of the Waves happened sometime during the visit of Valian explorers - Vektor mentions seeing Anaharu and Tikiwara chief leaving the village late at night and only chief returning. At the same time, the chief doesn't speak of storms as it is a new phenomenon - mentions they never sail near Poko Kohara for a reason etc. This journal also fits: Storms should begin during the Valian visit or even after they have left. I would expect something more alligned with: Valians went there are unleashed something unnatural.
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I didn't touch any of the major AAA releases in a while. Speaking of Mass Effect I am still pissed I can't pick up Mass Effect2 DLCs like a a normal person through steam. I sort of want to give it another playthrough, but everytime I try to figure out how to buy DLC I get really annoyed. Between worrying about microtransaction and lootboxes interfering with my enjoyment of the game and the exploitative pricing even if something looks promising there is just too much for me to break through. I am worried though - those games clearly sell. Either this madhouse will collapse, or it will be rarer and rarer to see... well, games.
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If Deadfire didn't have so many shallow systems and insane bugs I'd agree with you. Imagine a game like Mass Effect 2 being released and the import completely not working and the final boss becoming invisible and unfightable. Chill out, the game still hasn't come out from early access I am even warming up toward the romances in my recent playthrough, when companions don't try to bed me a minute after being recruited. So far only one of them triggered and am deep into the game and have been conciosuly workign toward it... to the point of abusing infinite rep gain with Xoti to trigger it earlier. Clean up the bugs, and hopefuly patch ship2ship combat (please, let this new UI thing be an indication of things to come) and we are in a pretty darn good place now.
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KnockDown Skills Currently Useless
Wormerine replied to Gmeiser's topic in Beta Feedback for Turn-Based Mode
What are immediate stuns? At least in my current party available interupts and stuns from chanter and cipher, both which take resources which are more likely than not to be available and are pretty expensive (aka. won't be able to cast something more useful for the next couple turns). My main source of ranged interupt is ranger or Thrust of Tattered Veils scrolls. Having an immediate, reliable melee interupt for one discipline is something I find quite desirable. Ok, prone should apply flanked. -
KnockDown Skills Currently Useless
Wormerine replied to Gmeiser's topic in Beta Feedback for Turn-Based Mode
A 50% debuff to defence stats would be insane. A debuff would certainly make sense but I am more in favour of gameplay, rather than adherence to “but-in-real-life” (though the tighter the mechanics and theme are tied together, the better. If theming is a problem I would rather rename an ability, rather than gameplay). As it is now, knockdown is a very useful 1st level ability. There are a debuff which makes enemies skip turn (stun and stronger) but they are usually higher level abilities that consume more resource/can be easier to dodge and have a chance to being interrupted. As it is now, knockdown is a reliable and cheap source of interupt and disabling an engagement. Someone keeping your squishy in check? Run up with fighter, knock his ass down, and move your squishy to safety. Doesn’t knockdown consume the movement points when getting up? I thought that that’s how it works, though with little information regarding enemy movement I might have misunderstood. As it is I think the ability is fine. If buffed, only a minor buff or raise the ability cost/move it up the skill tree (not actually recommended). -
There is a new project that is being worked on: https://forums.obsidian.net/topic/107090-new-new-obsidian-game-what-is-it/ According to gamespot the lead programer was pulled of Outer Worlds to go and work on that project. What this project is we will have to wait and see. Did Microsoft acquisition finalise enough to make it first official project under them? If yes, then even if it is a Eora project I think he will see some changes. Maybe the addition of turn-based mode for Deadfire was something to test and prepare for PoE3? Something that would allow for multiplayer and smoother console release? Or maybe it’s a completely new project? New IP? RPG in Microsoft owned IP? If it’s a bigger project we might have to wait longer.
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For the most part Steward is pretty much irrelevant, except for the quest which kicks of Seeker, Slayer, Survivor. However, if I remember well Steward starts conversation with you, which means it might works just fine - I can't interact with her either, but her "tutorial" when boarding the ship for the first time works just fine. Seeker, Slayer, Survivor won't start until you finish the mission in Ashen Maw, so you pretty much have majority of the game you can do before tackling that one.
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To the excellent list of suggestion I would like to add my own concern - so far this is the biggest issue I have with current iteration of the turn based gameplay: I feel that Dexterity and Inteligence don't really make for useful stats. It is possible that currect obfuscation of how those stats interact with individual skills (I still don't quite understand how initiative works and why would I care about it, except for spellcasting and tooltips for how many turns spells last still show information in real-time terms (duration in seconds). Inteligence's effect of AoE spells is useful as always, but the duration is unclear. Even if high/low inteligence can influence spell's duration by a turn those points are really extreme. I have characters with varied inteligence spread and I can't say I see any difference when it comes to spell duration. Similarly, Dexterity's boost to Initiative seems like a very nieche benefit. I cant' say I see a big advantage to moving before enemies as they do a poor job disabling my team. Even further, having a higher initative gives better chanes to interupt enemies as if they cast after my characters move, they tend to finish casting before the next turn begins. I must say, I don't really have a suggestions that would help fix those issues. Some ideas has been thrown around the forums which like liked - Dexterity influencing how many attacks can be done with a weapon ala. D&D 2nd edition, or moving away from strick one turn for everyone systen, in favour of initiative based turn order (character with higher initiative take turns more often), but I don't know how feasible those are to implement design and engine wise, nor if they would break more than they would fix. In addition current attack system really disfavours weapons which benefit was shorter recovery time, as it is lost in turn-based system.
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I found one more way to infinitely gain reputation with a companion. After completing Xoti's vision quest, and convincing her to release gathered souls into a luminous adra pillar Watcher can ask Xoti how her is she sleeping now. Her answer is positive and she states she will remember who helped her (minor reputation gain). This conversation can be repeated indefinitely. Save: https://drive.google.com/file/d/1nS_v6m3fwSgg9mBPsb03__fQQEW9miJm/view?usp=sharing
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Urgent request (DLC turn base option)!
Wormerine replied to Pillars of fan's topic in Beta Feedback for Turn-Based Mode
Nothing is impossible. -
It's still called fortepian in Polish. The table-like instrument at any rate.It does those in English it’s simply called piano, or Grand Piano (to distinguish from compact square piano). As it is usually the case history of the instrument is long and complicated and I am not versed well enough in it to provide any meaningful information. I just remember during my education in Poland term “pianoforte” was used to describe an older type of piano, while in US I usually heard “fortepiano”. Whenever it was conscious reference to specific models, or different general term used to describe the same thing I do know know. All I do know, is that piano we have today is a fairly late invention and a big chunk of music traditionally performed on a grand piano wasn’t written with characteristics of that instrument in mind. There are some really interesting things coming out, in terms of phrasing and colour of the sound, when such piece is performed on an instrument which more faithfully conveys the original intent. This look about right, though I do not have knowledge necessary to review the information:
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I have this happning as well. The debuff is active even though Re-Hand isn't currently equipped: It doesn't work the other way around - the buff only works when used with Red-Hand... however, when testing I noticed another oddity - Red-Hand get a buff from Cutthroad Cosmo which I equipped at the start of the game, even though I didn't use Cosmo for a while now and Red-Hand and Cosmo didn't even see each other (didn't use both at the same time). save: https://drive.google.com/file/d/1Lu2JJB3MZ3o-_0UL4GIony7ZxUHWEOpr/view?usp=sharing
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Monk and turn based...huh?
Wormerine replied to umie214's topic in Beta Feedback for Turn-Based Mode
I didn't create a monk (Poor Xoti - pure priest once again) for that very reason. I also noticed enemy monks being far less effective. Two hits with fists with the same frequency as everyone else just isn't very frightening. On the similar note - I got my hands on the Red Hand yesterday: you know, the best arquebus in the game, due to allowing to fire twice before reloading. In turn based it amounts to: nothing really. One gets super good initiative for the second shot (which playing as ranger/wizard can be used to do some really effective casting) but other then that doesn't provide much advantage over other weapons. It's good in a way, as I might finally use something different, but various weapons/items/skills which were boosting recovery just aren't appealing in turn-basd. -
It's fun but takes too long.
Wormerine replied to Gniel's topic in Beta Feedback for Turn-Based Mode
I don't see misses to occur that often. The thing is: PoE combat is about rolls, hits and misses. The difficulty of encounters is figuring out how to best avoid damage and how to effectively disable enemies. Analysing stats is gameplay. Not that I would oppose an RPG designed differently - things like Invisible Inc. or Into the Breach make for excellent turn based games while providing reliable results. But entire system of PoE would be broken if hits were guaranteed - make attacks more likely to hit, and the main aspect of decision making is gone. However, I do think that fights can go one forever if one lands in the spot of fighting with wrong equipement or just makes wrong decisions. Just yesterday, I was making my way through the Old city and on my first attempt on the "ambush" encounter I found it a slog. I also lost. For a second attempt I switched my equippemend and things went much more smoothly - in terms of success and in how many hits enemies would die. EDIT: I feel maybe a bit of HP could be cut from both my party and enemies. It might not work as I would hope, but Pallegina herself is able to talk turns worth of damage. Similarly some of the boss fights (fought grub yesterday) comes down to waiting for HP to end. It is an issue the RTwP suffered from as well, but its much more noticable when player confirms each attack manually. -
Gorecci street is one of the hardest encounters in the game on PotD if attempted before leaving the Isle - the powercreep doesn't kick in at this point yet. I didn't try it in Turn-Based but I never managed to beat it before recruiting Aloth and finding animancers. As above I do feel Turn-Based to be easier than RTwP as it's easier to play efficiently.
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Violinist in an orchestra.
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Urgent request (DLC turn base option)!
Wormerine replied to Pillars of fan's topic in Beta Feedback for Turn-Based Mode
xD. If you can do it once you can do it whenever you want. That's a silly suggestion. It's no that they don't allow you to switch between mods to forbid players abusing the system or something - it's probably just completely another thing to create a single system which can switch between the two.