Everything posted by Wormerine
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Very strange-looking grimoire (Bipara's), surely this is a bug?
Wormerine replied to xzar_monty's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Oddly enough, when I played tonight all Grimoires worked fine. Either there was a hot fix I missed, or the issue is a bit more elusive then it seemed.
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Regular Computer Crashes after latest Deadfire patch
After the most recent patch I have been encountering Driver Power State Failure on regular basis. In couple hours of play I encountered it about 5 times, when reloading and closing the game. I am pretty confident that Deadfire and the crashes are connected as it did happen before, not does it happen when I run other games or do other things. Question 1: Does anyone encountered similar issue? Question 2: If it’s an isolated problem does anyone has any advice on how to go about fixing it? I followed some basic guides already, but if a driver is at fault I have no idea how to identify which one it is.
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Remove -35% full-attack penalty
Not so long a penalty of -35% was added to full-attacks to make spamming abilities with full-attack less potent. Not an ideal solution, but what can you do. However, in turn based mode using dual-weapons means doing a full-attack. Maybe mathematically it is still advantage to swing two weapons, but I just feel it sucks to get -35% penalty with every attack you make. How about going a more traditional route and for the turn-based mode giving the off hand aim penalty? I feel that would be more intuitive and rewarding.
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Only allow 1 "free action" per round, also action economy a bit unbalanced!
Maybe. At the same time, buffing does eat up resources which you can't easily get back - buffs usually don't last too long, and if you use multiple ones you will be out of points to use skills. Something to be concerned about though.
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[BUG 4.1] Damage roll bugged?
Wormerine replied to Archaven's topic in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)If you haven't played in a while, remember that they added dual-wielding penalty of -35% for full-attacks with two weapons. That might be a reason while damage is much lower than you are used to. Not a great solution, but it is what it is.
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What purpose does pause serve?
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).
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Very strange-looking grimoire (Bipara's), surely this is a bug?
Wormerine replied to xzar_monty's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)All Grimoires I opened after the recent patch has been this way. It’s been reported by multiple people.
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[BUG 4.1] Damage roll bugged?
Wormerine replied to Archaven's topic in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)I am not certain. Hopefully someone with a better knowledge will contribute. They seem right to me.
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Xoti
Swearing. Vulgar words. Darn it.
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[BUG 4.1] Damage roll bugged?
Wormerine replied to Archaven's topic in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)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.
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Grimoires bugged
Wormerine replied to Wormerine's topic in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)New big patch = new big bugs. Things get broken whenever big changes are made.
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Turn actions and weapon swaps feedback
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.
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Action system vs action points system - which would work best for PoE2?
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.
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Creatures push other creatures of the way
There is a bit of push leftover from RTwP. Sometimes it happens, sometimes it doesn’t.
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The turn order is COMPLETELY broken. Needs total overhaul
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?
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AI can't handle turn based
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.
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The turn order is COMPLETELY broken. Needs total overhaul
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.
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Initiative should be renamed, its current state is rather confusing
You read: Unit with lowest initiation goes first = problem solved. It's really not a biggie.
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TURN BASED combat in Deadfire?!
Wormerine replied to Silvaren's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)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.
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Option for camera to not zoom to units
Like disable smart camera in options?
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Combat is so laggy!
Wormerine replied to drithius's topic in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)You can turn on/off floating numbers in graphic options.
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Characters getting hit by a spell when moving out of range
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.
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I have no idea how to beat [Forgotten Sanctum spoilers]
Six hundred hours in Deadfire and I never knew this. So Petrify is a quasi-4th level DEX affliction. Yup.
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TURN BASED combat in Deadfire?!
Wormerine replied to Silvaren's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Nope, so far it's pretty great. It doesn't feel like a patch-in 8 months after release mode at all.
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TURN BASED combat in Deadfire?!
Wormerine replied to Silvaren's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)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.