Everything posted by Wormerine
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Concelhaut's Staff disappointing health gain and double item windows.
I created Barbarian/Wizard with an intend of focusing on defence/summoned weapons spells. Concelhault's Staff didn't seem to do much healing. Checked discription and: Wooping +0 health restored. Amazing. In addition items when inspected have a tendency of opening two seperate windows. Edit: upon further inspection the healing from the staff is working. It is just a tooltip that is broken.
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Let’s make Deadfire UI the bestest it can be
Ah! I see. It didn't bother me at the slightest.
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Path through the beta?
I didn't play this beta in its entirety. I heard Titan got some buff. In past playthroughs I went: fruit thief>least experienced ship>storm>cannibals>ship near city>Leng Fruit thief is a quest you can get in the city. On path between beach and upper level there is a man tied to a pole being sentenced. Cannibals can be found on an island to the north.
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Let’s make Deadfire UI the bestest it can be
This. It's the most annoying feature ever. I really dont understand why the devs insist on this. I don't get it. You want to equip armor in quick items slot? Why?
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Combat Speed up&down swapped in control settings
I wanted to tie S&D as slowdown&accelerate combat speed (as it worked in PoE1). To my surprise I had to set it up as seen here: Combat Speed Up in fact means: Combat Speed Down while Combat Speed Down in fact means: Combat Speed Up
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Let’s make Deadfire UI the bestest it can be
WHY DO YOU HAVE IT AND I DON"T. You use steam or gog?
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My big hope for thiis game is that the soundtrack won't...put me to sleep
Wormerine replied to waltc's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Deadfire isn’t really more modern. In a way it is an “older” setting than Dyrwood was. Dyrwood was already colonised with the conflict being for the most part resolved. Deadfire is in active colonisation.
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Beta IV - General Feedback [The Good // The Bad]
Nope, you just get more stuff to choose from (or spend extra points on passives)
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[Beta4] New Passives are Scams
From what I remember the complain was about lack of generic passives, not request for unique ones (“I want my rogue to use two daggers, why is there no perk for it? What? He can use them and be effective? But I want a perk!”). So that’s what they did. I agree they are not terribly interesting, but so they were in PoE1 too. I am sure some will find a use for a passive +10 boost to defence, but probably not me. But hey, with 2 extra points per power level I will grab some of them, if I know I won’t be using active abilities. As far as unique passives wizards had ones giving a penetration boost to certain type of spells.
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Let’s make Deadfire UI the bestest it can be
I could swear tutorial tab was empty for me yesterday! I will have to check it again.
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New Features Trailer and Preview
Wormerine replied to Infinitron's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Yen is not terrible. She can be a bit unempathetic but she acts on pretty solid logic. She has good reasons for doing things she does.
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POE to POE2 Transmission, Saves and Characters...
Wormerine replied to Stardusk78's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Yup, importing save imports decisions but not the character. If you want to recreate the same character it’s cool, but you can import save and go with completely different race/background/class. Hitch makes me wonder if they just gave up and said: “we ain’t care what you do!” or if they kill you in intro ala. Mass Effect2 and you get reborn as potentially different incarnation.
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Do most people really play the hardest difficulty level?
Wormerine replied to Tattyblue's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Haha. I must say, it really was. I would have lynched you for that couple years ago, but after replaying BGs... well, they can be endearing but It can get really awkward.
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I really dislike ship-to-ship combat
Silly people. I did only one battle yesterday late night, but my initial impressions are very positive. Addition of “advantage result” should make things more clear and making forward movement available at any time seems more natural. “Brace for impact” is a nice addition to minimise damage when hit - hopefully AI will use it well: in previous beta builds I found it too easy to cripple enemy ship by massacring enemy crew with raking hits. A chance for manouvers to take multiple turns is an interesting one and I like a feel of it. My biggest complaint would be tooltips. Some of them are completely immaculate, but even so I would like to be able to know exactly what benefit/downside to the move is. Yes I know “STOP” gives +20 to aim, but only after I have done it. If a turn or jibe has a chance to take two turns, what are the odds of that happening? It seems it is still tricky to figure out what chances enemy has to hit me. Any difference between full sail & halfsail beyond speed? If I remember well both granted +5 evasion.
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Beta IV - General Feedback [The Good // The Bad]
Wait.. you click those? That’s a dedicated for skill based gameplay I am not sure I should admire or pity:-). “Space” is your best friend. I found slider a bit tricky to precisely operate but I am sure there are shortcuts for it. I like the speed of those extra 4 settings.
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First Hour Beta 4 - Bug Report/Suggestions
I can explain ship stuff: 1) the tooltip is a leftover - you indeed can use move forward as much as you want. To compensate its effectiveness got nerfed. 2) Manoeuvres can fail now - it seems that inexperienced deckhand crew can extend length of turning/jibing. It is expressed 8n “flavour text” and is represented by the arrow conecting the two “turn” boxes.
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Let’s make Deadfire UI the bestest it can be
New beta brought some much needed improvements to interface - some expected and some surprising. As such I wanted to make a list of stuff, which I think would enhance it even further. 1) Access to skill tree view from character screen. Why, oh why Obsidian have you put so much work into a clearer way of presenting skill trees and yet you insist on keeping it hidden behind levelling up? A button on character screen that would allow us to see the full skill tree would be very handy. 2) Bonus information before one gives an order in ship combat ok, stop move gives +20accuracy, move -5evasion. How about giving access to information before making a move. Adding that to tool tips is a must. In addition do turns now always take two moves? Is there a chance to fail and prolong the manoeuvre? What is this chance? 3) Hold to move in smart camera I adore the smart camera - it’s something I thought would be cool to add but didn’t expect to see. To make exploring even smoother would it be possible to add “hold to move” option like in ship view? Naturally there is a bit of a conflict as both mouse buttons already fill and important role with LMB being used for boxing and RMB for setting a direction your formation is facing. However, a toggle to replace the RMB with “hold to move” would be great for city movement over longer distances. EDIT: 4) Ability to disable quest/enemy difficulty markers in “expert” options EDIT2: 5) Greyout unusable spells in equipped Grimoire you pick spells on lvlup, you pick subclasses. That means some Grimoires are more useful than others. It would be handy if when viewed its content the Grimoire would gripes out spells which aren’t of interest to me due to being already learned or me not being able to cast them. Right now it’s a pain to figure out which Grim offfers exactly. 6) 7) Highlight craftable items - I like how UI has dedicated crafting button which shows how many recipies are craftable. It would be great if once the crafting menu is opened it would also highlight in what "folders" those craftable items are located. A need to clicking through every category to find 2 craftable items makes me less likely to bother. 8 Item sorting in stash PoE had a very handy feature of sorting items in stash according to type, value, enchantments etc. Without it sorting through items can be difficult.
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New Features Trailer and Preview
Wormerine replied to Infinitron's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Scripted interaction with party based skill checks.
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Beta update?
It's on GOG as well. I really miss my old 10mb/s internet right now.
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New Features Trailer and Preview
Wormerine replied to Infinitron's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Ha! And I disliked her before Witcher3. But in my case it is mostly due to my expectations. Before Witcher3 Triss was pretty much filling Yennefer's role. I was wondering what they will do in W3 as they would have essencially two same characters. As it happens they nailed Yen and cleverly turned Triss into manipulative bitch, who used Geralt amnesia for her own gain. Delightful. Oh my, I feel like replaying W3 now, for Yen alone.
- Backer Beta Update 3: Patch Notes
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Phoenix Point, the next game from X-COM creator Julian Gollop, now on Fig
It doesn’t seem like anyone posted it yet, so here is the newest demo presentation of PP: Just as a heads up, it is a demo prepared for a PC Gamer weekend. While it is gameplay, it is not representative of an actual ingame mission, with much smaller squad, lacking many integral mechanics and a not playable faction being played as here. However, it does showcase some cool cor mechanics of PP.
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New Features Trailer and Preview
Wormerine replied to Infinitron's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)I so wish that was remotely true...
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Does Obsidian plan to address the underpowering of mage weapons such as Concelhaut's Parasitic Staff, etc?
Wormerine replied to Stardusk78's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)There is this weird situation now with multiclassing. Summoned weapons can be ridiculous in PoE1 as mages aren’t as survivable in close engagements. However, mix wizard with fighter and some of its perks and he gets much better. Give him summoned weapon from PoE1 and he is ridiculous. Yet, for a pure wizard and new summoned weapon might not be worth it (or more importantly fun). That’s a issue of stretching a system designed for single classes into multiclassing. Having those “situational” or “multiclassing oriented” abilities wouldn’t be an issue in itself, however, single class wizard might have an even smaller selection of spells if we count those “multiclass skills” out on account of not bringing enough to the table. Still, how many single class wizard builds needs there to be, if we can also shake things up by mixing spellcasters with other classes on subsequent playthroughs?
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New Features Trailer and Preview
Wormerine replied to Infinitron's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Still not sure if those are the worst sex scenes ever or the *BEST* sex scenes ever.best sex scene i would said it goes to witcher 2 of geralt and triss in the elven ruins.I’ll second thisI would have to go with Shani from Heart of Stone.