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Unreason

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Posts posted by Unreason

  1. Maybe you miss having to spam spell protection debuffs just to have the hopes of dealing damage to a wizard?

     

    Or Aerie's incredibly cringeworthy "oh no i'm having a baby okay hi here's the baby!!!"?

     

    Perhaps you miss the near hundred different ways instant death can reach out and touch you?

     

    How about class balance being so violently out of whack that there's literally no reason to use several classes and kits outside of roleplaying?

     

    Baldur's Gate 2 was a good game for its time, but it has many flaws. Whether or not it's a "better" game than POE or Deadfire is entirely subjective, but that doesn't mean that Deadfire isn't good.

     

    And Deadfire IS good, if you were wondering.

    • Like 10
  2. I set Ishiza to Passive and keep her away from combat. That's the only way to make her useful.

    I straight-up modified the character files so Maia never has the Bird Companion ability in the first place. It worked wonders.

     

     

    Would be good if the ranger pets had talents based on passive activity, so they don't have to always have to directly attack enemies.

     

    For example, lets say Ishiza is flanking an enemy and at range, Maia receives a perception bonus?

    I think overhauling the Ranger class is a bit outside of the scope of the discussion. While I also feel that Rangers need a little something, right now I'm focused on having a method to put away Ishiza so I don't have to use a mod to get rid of him.

  3. Things I like:

    • Rangers. They're good at ranged DPS and I like ranged DPS characters.
    • Maia. Her commentary is funny and her personal quest is interesting.
    • Ishiza as a character. Stinkfeathers is a good bird, despite only liking me for my meat.

     

    Things I do not like:

    • Microing Animal Companions. If I could take the option to have a Ranger with no Animal Compaion or force every Ranger to be a Ghost Heart, I would. Unfortunately, Maia is a Gunhawk.
    • Bonded Grief. I especially dislike Bonded Grief when my party gets AOE'd and there's very little I can do to stop an Animal Companion from dying and tanking my Ranger's effectiveness.
    • Ishiza as a combatant. His damage and durability are just not high enough to be useful, especially on POTD. He regularly gets shot to death or blown up with the rest of the party, and the only way to keep him alive consistently is to send him to the furthest corner away from enemies when the fighting starts.

     

    What I want:

    • The ability for Maia to pick up Ishiza to remove him from active play. Nothing extravagant, just a dialogue option that stores/retrieves Ishiza from Maia's pack like the Familiars from Baldur's Gate.

     

    I noticed how badly I wanted this when I was screwing around on Poko Kohara and Maia's mentioned putting Ishiza in her pack because of the poor weather conditions. I'm really tired of Ishiza getting dunked on by enemy ranged attacks and AOE and I'd like the ability to put the bird away so she's not such a pain to have along.

     

    I tried modifying the files to remove her Bird Companion ability as part of her progression and, surprisingly, it worked perfectly. Her dialogue doesn't experience any bugs without Ishiza there (except for a missing portrait), so such a feature wouldn't cause any major hiccups for her conversations. Hell, you wouldn't even need to record new dialogue - the bark line she uses for Poko Kohara would be perfect for the pick-up, and her line demonstrating her "come" command would be perfect for retrieval.

  4. The description of the ability is the one that is wrong. What the ability does is that it adds a fixed 10% of the base recovery speed. So for the recovery speed of heavy armor which is 0.645 (1/1.55) of the base recovery speed, armored grace will make it 0.745. For the recovery speed of a medium armor which is 0.74 (1/1.35) of the base recovery speed, armored grace will make it 0.84. Finally, for the recovery speed of light armor which is 0.83 (1/1.2) of the base recovery speed, armored grace will make it 0.93.

     

    To be honest it's kind of weird to word this ability. The good thing is that from an implementation perspective it's not bugged even though it's not really easy to understand what it does without having a very good grasp of the various mechanics.

    Properly clarifying its effects would be as simple as stating that it reduces the Recovery Penalty Value rather than the Recovery Penalty itself.

     

    Although I personally believe that the former solution (the flat 25% reduction) would be better - otherwise it's rather weak.

  5. Armored Grace lists that it reduces the Recovery Penalty from Armors by 25%, but the actual reduction is consistently less than that across all armor types. This means that either:

     

    • Armored Grace should reduce Recovery Penalty via Armor by a flat 25%.

    OR

    • The tooltip/description of Armored Grace should be amended to reflect that the reduction is based on the armor type.
  6. My only major complaint with Deadfire after sinking 76 hours into it is the presence of enemies with Immunity to Common Damage Types (Piercing/Slashing/Crushing) and its impact on the gameplay experience. Now, before I get into it, I want to say that I can understand and appreciate Elemental Immunities - typically the only sources of pure elemental damage are spells, and usually if you're running into enemies with elemental immunities you can just cast a different spell. But outright resistance to the Common Damage Types sets my teeth on edge because it produces particularly strange logic in several cases.

     

    For example, Skeletal Warriors (and other Skeletal [Class] enemies) are immune to Piercing damage. I can see the logic behind it: Skeletons are not known for having a lot of squishy parts. They're entirely bones and empty spaces, so it makes sense that weapons that rely on piercing fleshy parts to damage organs would have a tough time against them.

     

    j0T44xO.jpg

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    Figure A: Skeleton Lectures Peasant On Why Gut Stabs Aren't Great Without A Gut To Stab

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    However, just because a Piercing weapon primarily relies on touching things that shouldn't be touched to deal its damage doesn't mean that it would be useless: there's still significant force being exerted by the impact, even if effective impact locations are harder to come by. In this case, a high resistance to the damage type in question makes sense, but outright immunity doesn't - regardless of how wiggly and wily a Skeleton may be, a bullet or spear in the right place will still shatter bone.

     

    j0T44xO.jpg

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    Figure B: Skeleton Politely Requests Peasant Not Move Pitchfork To Avoid Snapping Spine

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    Things get even weirder when you factor in Bows. For some reason, War Bows and Hunting Bows were changed from Piercing to Best Of Slash/Pierce. As a result, Skeletons are immune to bullets and bolts, but still very much vulnerable to arrows (even though Slashing primarily relies on cutting, which... Skeletons don't have anything to cut!).

     

    j0T44xO.jpg

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    Figure C: Skeleton Loudly Disregards Local Constabulary's Firearms, But States Respect And Fear Of Bowmen

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    Nitpicking the logic behind it aside, the actual gameplay feel behind common damage immunities is just awful. There's no tactical depth to it: solving the problem is as easy as pulling out a backup - a Scepter or a Rod or a Sword or a Hammer - and it's just annoying. There's no huge additional challenge to dealing with enemies with these immunities, I'm just mildly inconvenienced while my characters use a slightly less optimal weapon so they can actually participate instead of complaining about how their weapon isn't working. Elemental or Spell immunities change the tactics you use because the majority of the spells in the game have unique effects and casting times and AOEs and what have you, but Common Damage Immunities just require you to use a different kind of stick.

     

    j0T44xO.jpg

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    Figure D: Bored Skeleton Suggests That Poster Find Better, Funnier Gimmick

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    Now, Skeletons are just an example of enemies with Common Damage Immunities, but they're probably the best indicator of why these immunities are simply annoying instead of challenging. Very rarely, if ever, do enemies with Common Damage Immunities pose a significant threat because of their immunities.

     

    I would much rather see enemies with Immunity to Common Damage Types be given high resistance instead (for example, 20 or 30 at least) so that they still retain their logical defenses against such damage types.

     

    This would encourage the player to switch damage types to better handle the situation but not require it. Continuing to use the resisted damage type would still be sub-optimal, but not so much that the experience becomes frustrating or immersion-breaking.

     

    j0T44xO.jpg

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    Figure E: Local Skeleton Seeks Flaming Sword To Cuddle, Direct Inquires To Old City Caves Under Neketaka

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    Overall, I've had a blast with Deadfire and have adored my time spent playing it. This whole Common Damage Immunity thing is literally the only thing I see as a flaw and I desperately want to see it changed, but I also understand if Obsidian chooses not to. If they don't, well... there's always modding, and it's not like I'm going to suddenly start hating Deadfire over something minor like this.

     

    Anyways, thank you for reading, and I hope you have a nice day.

    • Like 3
    • Haha 2
  7. I wish that the Animal Companion was optional for all Ranger types, not just Ghost Heart. Rangers make fantastic ranged DPSes (especially Ranger/Fighter and Ranger/Rogue), but I don't want to have to deal with microing the extra body (and for that matter, dealing with Bonded Grief). I would be extremely happy with an option that gave you no Animal Companion and instead gave you... I don't know, +1 to all Skills or something.

  8.  

    Turns out that altering ProgressionTables is what did the trick. I'll see about writing up a guide on how to alter companion classes here soonish.

    Ooh, can't wait. Is there any chance we could see more than 3 options in game, or is it just to change the default 3?

     

    I haven't gotten deep enough to figure out how to increase the amount of options you have, but you can definitely add/alter whatever 3 classes you want.

  9. I don't know if you need to edit unity prefabs, but you do need to create a new progressiontable for each variation

     

    it's not as easy as eder = wizard, but I think it's possible to a degree

    Okay, I'll see what I can do.

     

     

    Can't you just use console command SetClassLevel ? 

     

    There's also another command for SubClass.

    The point of mods is to have something permanent that you don't have to use console commands for, though.

  10. So after tooling around a bit in progressiontables, I'm reasonably certain that the only way to change a character's class is by editing their prefab bundles in characters.unity3d. Problem is that all of the prefab bundles are compressed and don't play nice with the Unity Assets Bundle Extractor like the POE files did. Has anyone had any luck with accessing/altering them?

  11. During the Supply and Demand quest after speaking to Aefre, Maea does not give the option to go speak to Bricanta about the prices of Bitter Squash. I tested both high and low reputations with Hose Doemenel and the option just doesn't appear. The attached save is after speaking to Aefre and doing a favor for Bricanta.

     

    Edit: Great, the save didn't actually attach. Have a screenshot instead.

    post-171288-0-96323400-1525137834_thumb.jpg

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