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Farsha

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Everything posted by Farsha

  1. Good way to deal with the Greater Blights is the wizard spell that terrifies. They can't cast sicoros when terrified. But still together with the Titan those 3 Greater Blights with sicoro are rather difficult to deal with. Then again maybe on Veteran you are supposed to pull the Titan away from the spawn by design, who knows, what devs had in mind.
  2. There were more class neutral talents in POE1 you are right. I'd like to see more of them come back and be available to all classes same as you. Maybe more will come, maybe with patch or expansion. BUT! Those talents you named, you'd take anyways cause they are really good, so not sure that is valid argument. Though I like rogue/Fighter with high perception so I would drop disciplined strikes and go for knock down, also because I like knock down, strikes are very strong but bit boring. In POE1 even on POTD there was no real need to min/max at all cost, so I guess here it will be the same. Anyways I like the new lvling system, but they should add even more netural talents, even then you'd still be disapointed cause most will be weaker than those obvious choises we already have. Still bit more options would be better. Obsidian tries to balance things and dual class means more balance issues. I think that is the reason they a afraid to add more. Compared to other cRPGs, Obsidian ones are really quite well balanced, most stuff more or less works. It's hard to create completely useless char. You can create overpowered ones, but usually they perform only bit better than your average joes, and if you don't want to solo run you don't need to do it to play the game. Oposite example Divinity Original Sin, where the philosophy is **** balance, go crazy. Not saying it's bad it's just different approach to game design. Josh explaining Obsidian approach: https://www.youtube.com/watch?v=fvyrEhAMUPo
  3. Did the fight twice with 2 different parties on veteran now. I pulled titan away, so the Blight spawn won't kill me. Titan itself is quite easy he's slow, can be kited or interupted (but player need to micro a bit, which is good) Blights are really bad though, Best thing so far was to nuke them with Fury Druid, they seem to be weak to ligtning (not sure why lore wise, what issue has sand with ligthning? ) But they can insta-wipe you if they cast 3+ sicoros on your party at the same time, that ability is really nasty. It's definitelly harder tham most fights i did in POE1:POTD, and I did only veteran in the beta. (due to sicoro) I kinda liked it honestly, but not sure what general players would say (those who don't like to micro and repeat failed fights), was kinda dark souly experience, wiped quite a few times, before getting it right.
  4. Cosmetic bug - Hiding orlans helmet (hood) makes their ears dissapear. Also on inventry screen the change (hiding) helmet happens only after re-equiping the helmet. (in actual game screen it works fine -> though the ears are gone there too)
  5. Saw this issue yesterday. Somehow enemy was pushed into one of my my characters, they occupied same space, graphicaly overlaping, both were stuck couldn't move nor attack. My character was on top it seemed, cause I could not attack the enemy even with other toons. I solved the issue by attacking my own character killing him and then killing the stuck enemy.
  6. Hello, Having some issues with current combat mechanics in current beta build A) In some cases enemies decide that they want engage my back line and they seem to be able to push through or push aside my frontline roadblock characters and just get where ever they want. Enemies should not be able to push around your characters they should always get stuck on them when enter their melee range when your char has free engagements slots. And if you don't have free engagement slots they'll have to go around not push out out of position. B) Push aside mechanic is nice for friendlies but must be acompanied by smart pathfinding, there are cases where you don't want your squishy character to go through and push tank aside or get in between tank and enemy. Pathfinding should kick in if spot is free next to tank and char should go stand there, no push your tank aside and put him out of position. I know this can be avoided by carefull micro. But honestly from what I've seen so far even POE1 with no pass through push was better mechanic than what is in game now. Maybe add toggle button to make specific char immovable or to turn the mechanic off. C) there are cases where enemies ignore engagement or engagement cannot be established for some reason (even though it should) this is part of why A is happening. There also seem to be abilites that seem to sometimes cancel engagement (mule kick). For example on quite a few ocasions I had enemy caster all of suden ignore my rogue get from his engagement and run forward to cast some close range spell to the front line. I catch up with him (sometimes even with differen melee char) but I cannot engage him, all attack and skills against him miss and he runs off and casts his spell. Egagement and movement in combat in general is far from perfect and should be seriouslly polished before launch.
  7. Loading saved game during combat ends in game crash that usually needs to be resolved by computer restart. Error files attached ( could not attach all 3 files seems I do not have permision to do so crash.dmp& error.txt are missing here) Error.txt content: Unity Player [version: Unity 5.6.3p3_88d4ddf6344a] PillarsOfEternity2.exe caused an Access Violation (0xc0000005) in module PillarsOfEternity2.exe at 0033:0da7fce5. Error occurred at 2018-04-03_185928. D:\Games\Steam\steamapps\common\Pillars of Eternity II - Public Beta\PillarsOfEternity2.exe, run by Richard. 23% memory in use. 16331 MB physical memory [12421 MB free]. 18763 MB paging file [13354 MB free]. 134217728 MB user address space [134214366 MB free]. Read from location 00000000 caused an access violation. Context: RDI: 0x00000000 RSI: 0xa2036e00 RAX: 0x00000000 RBX: 0xa2037330 RCX: 0x00000000 RDX: 0x00000000 RIP: 0x0da7fce5 RBP: 0x00dded30 SegCs: 0x00000033 EFlags: 0x00010246 RSP: 0x00ddebe0 SegSs: 0x0000002b R8: 0x7f1cb701 R9: 0x7f1cb880 R10: 0x000355fa R11: 0x4d05c000 R12: 0x00ddf378 R13: 0x08194d48 R14: 0x00ddf270 R15: 0x00000000 Bytes at CS:EIP: 48 8b 01 ff 50 60 48 8b 5c 24 30 48 83 c4 20 5f Stack: 0x00ddebe0: ffffe210 00000000 0ddc35fb 00007ff7 .........5...... 0x00ddebf0: 0611ff80 00000000 00ddec00 00000000 ................ 0x00ddec00: 00000020 00000000 0de6a39d 00007ff7 ............... 0x00ddec10: 00000002 00000000 4d05c000 00000000 ...........M.... 0x00ddec20: 4d106060 00000000 5d010100 00000000 ``.M.......].... 0x00ddec30: 7f328d00 00000000 0de70ff1 00007ff7 ..2............. 0x00ddec40: 00000018 00000000 00000003 00000000 ................ 0x00ddec50: 00dded58 00000000 0e044671 00007ff7 X.......qF...... 0x00ddec60: 073f9d60 00000000 198c588a 00000000 `.?......X...... 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00000000 00000000 00000000 ................ 0x00ddfeb0: 00000000 00000000 00000000 00000000 ................ 0x00ddfec0: 00000000 00000000 00000000 00000000 ................ 0x00ddfed0: 00000000 00000000 00000000 00000000 ................ 0x00ddfee0: 00000000 00000000 00000000 00000000 ................ 0x00ddfef0: 00000000 00000000 00000000 00000000 ................ 0x00ddff00: 00000000 00000000 00000000 00000000 ................ 0x00ddff10: 00000000 00000000 00000000 00000000 ................ 0x00ddff20: 00000000 00000000 00000000 00000000 ................ 0x00ddff30: 00000000 00000000 00000000 00000000 ................ 0x00ddff40: 00000000 00000000 00000000 00000000 ................ 0x00ddff50: 00000000 00000000 00000000 00000000 ................ 0x00ddff60: 00000000 00000000 00000000 00000000 ................ 0x00ddff70: 00000000 00000000 00000000 00000000 ................ 0x00ddff80: 00000000 00000000 00000000 00000000 ................ 0x00ddff90: 00000000 00000000 00000000 00000000 ................ 0x00ddffa0: 00000000 00000000 00000000 00000000 ................ 0x00ddffb0: 00000000 00000000 00000000 00000000 ................ 0x00ddffc0: 00000000 00000000 00000000 00000000 ................ 0x00ddffd0: 00000000 00000000 00000000 00000000 ................ 0x00ddffe0: 00000000 00000000 00000000 00000000 ................ 0x00ddfff0: 00000000 00000000 00000000 00000000 ................ Module 1 C:\WINDOWS\SYSTEM32\xinput1_3.dll Image Base: 0x00400000 Image Size: 0x0001e000 File Size: 107368 File Time: 2007-04-04_195422 Version: Company: Microsoft Corporation Product: Microsoft® DirectX for Windows® FileDesc: Microsoft Common Controller API FileVer: 9.18.944.0 ProdVer: 9.18.944.0 Module 2 D:\Games\Steam\vstdlib_s64.dll Image Base: 0x76760000 Image Size: 0x00077000 File Size: 471840 File Time: 2018-03-27_003318 Version: Company: Valve Corporation Product: Steam FileDesc: vstdlib_ s.dll FileVer: 4.43.41.43 ProdVer: 3.0.0.1 Module 3 D:\Games\Steam\tier0_s64.dll Image Base: 0x767e0000 Image Size: 0x00173000 File Size: 381216 File Time: 2018-03-27_003318 Version: Company: Valve Corporation Product: tier0_s Dynamic Link Library FileDesc: tier0_s Dynamic Link Library FileVer: 4.43.41.43 ProdVer: 1.0.0.1 Module 4 D:\Games\Steam\steamclient64.dll Image Base: 0x76960000 Image Size: 0x00e30000 File Size: 14650944 File Time: 2018-03-27_003316 Version: Company: Valve Corporation Product: Steam FileDesc: Steamclient.dll FileVer: 4.43.41.43 ProdVer: 3.0.0.1 Module 5 D:\Games\Steam\steamapps\common\Pillars of Eternity II - Public Beta\PillarsOfEternity2_Data\Plugins\steam_api64.dll Image Base: 0x77790000 Image Size: 0x00041000 File Size: 250656 File Time: 2018-04-02_193026 Version: Company: Valve Corporation Product: Steam Client API FileDesc: Steam Client API FileVer: 4.28.51.7 ProdVer: 1.0.0.1 == [end of error.log] == output_log.txt
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