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TheWeaver

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Posts posted by TheWeaver

  1. 5 hours ago, Phenomenum said:

    Of course. From my tests: Fireball Damage roll 58... -75% UnderPen penalty = 13 Damage. And it costs 3 Bound. Ha-ha.

    HA!

    Agreed.  The class is unplayable as it stands.  Makes me even more salty about the ill-conceived decision to cram turn based in at the end -- took away any hope that the inevitable issues in the new sub-classes would ever be fixed.  Oh well... I've moved on and there appears to be no reason to move back.

    • Like 1
  2. 1 hour ago, Phenomenum said:

    Take your time. Seems like easy 'one button' fix. I will look closer and test it on weekend and, if successful, we include this fix in our Community Patch.

                        "PowerLevelScaling": {
                            "ScalingType": "Default",
                            "BaseLevel": 0,
                            "LevelIncrement": 1,
                            "MaxLevel": 0,
                            "DamageAdjustment": 1,
                            "DurationAdjustment": 1,
                            "BounceCountAdjustment": 0,
                            "ProjectileCountAdjustment": 0,
                            "AccuracyAdjustment": 0,
                            "PenetrationAdjustment": 0 - THIS

    Just give me full list of abilities you want to fix. Fireball... and something else?

    Both Imbue:Missles and Imbue:Fireball suffer from this problem.

    • Like 1
  3.  

    best case scenario it's all hands on deck because they're trying to wrap up turn-based mode and do bugfixes so they're so busy fixing and tweaking things they can't log in and respond to forum posts.

     

    I believe this to be the case. I believe that most game developers (and people in general) want to deliver as finished product as possible within given constraints.

     

    I do too and as a software developer myself I like to give my brethren in other domains the benefit of the doubt.  So I hope this is what is playing out now and that the end result will be at least a semi-stable game.

     

    OTOH I reserve a special level of scorn for whoever it was that decided to prioritize TB at this point in the development cycle.  These folks exist in all domains and they are always destructive (and while they are often less technical folks, that is not always the case and I don't know if it is true here or not).

    • Like 2
  4. It's really a mes right now. Like it was just released. I don't want to play it atm because since the introduction of turn based beta there's tiny bugs crawling out of... everywhere.

     

    I stopped playing about 2 months ago when I reached the same conclusion.  Rather than focusing on cleaning up the bugs that inevitably come when they add new core features (in this case the issues that came with the new sub-classes) and instead decided to use the last of their dev time on the TB stuff.  The game is entering end-of-life and so they will naturally be winding down the dev team -- makes perfect sense.  Also likely that the most skilled/senior folks will be the first to be moved on to other things.  Why on earth would they drop this in at the end?  I'm guessing it was motivated by sheer panic at the sales numbers and a sense of "well Divinity is TB and it did well -- we have this TB experiment someone did in their free time, let's drop that out there as a beta".  Too bad -- POE1 settled into quite a nice end state (not perfect, but nothing this complex ever is) and Deadfire was headed in the same direction, until this.

     

    I keep poking my head back in to see if a patch has been released that pulls it back from the brink, but no such luck.  Oh well... was fun while it lasted...

     

    EDIT -- just noticed the Gromnir said the same thing, much more effectively... so read his again :)

    EDIT2 -- doubled checked with Steam and it had actually been since 1/26 that I fired up the game (time flies...).

  5. I'm seeing something very odd in my TB game.  Playing on PotD in the first cave.  Eder and I are in stealth, my MC is a Fury/Furyshaper armed with a rod with the modal on.  I initiate combat with the Rotghast on the platform.  The animation shows a stutter which almost looks like multiple attacks, the combat log shows a single attack hitting for 11 damage.  The Rotghast is dead.  At that point my character is no longer in stealth, but combat has not been initiated.  So I re-stealth and attack the Revenant.  Same result -- small stutter, one attack hitting for 20 and dead Revenant.

     

    I'm assuming this is a bug since there is no way things should be dying that fast on this difficulty level.

  6. Reposted from the main tech support forum (apologies if this is a dup, but I didn't see a similar topic):

     

    Mostly just curious.  In many of these games space bar is "end turn", but here we still get "pause".  However, I'm not sure what purpose "pause" plays in a turn based combat system.  I understand that I can tweak the key bindings, so no big deal, but it is still odd.

     
  7. There are items that can mitigate against that.  Horns of the Bleak Mother grants RES resistance IIRC and the list of INT resist items is well known to any Beserker fan.  Alternatively Slippery Mind gives immunity to both once Blooded (which synergies well with SF for those who like to live dangerously).

     

    BTW -- there is also a good discussion of RES boosting/affliction reducing items etc.. in the Darcozzi Purifier thread that was active a while back (that was a max RES Darcozzi/Helwalker build that leveraged gaining and immediately removing afflictions).

  8. Crash fixes good (and making the random encounters less so, so they actually happen, also good).

     

    Prioritizing nerfing Wall of Draining over *fixing* fundamental issues in the new sub-classes -- less good.  (N.B. -- don't get me wrong, the Wall of Draining thing was OP and obviously not intended, but still, harmless in the grand scheme of things.  OTOH you have 2 new sub-classes with major bugs in their core mechanics and nothing.)

  9.  

     

    So I've been toying with the idea of an all-Chanter / Chanter-multi party that stacks passive chants and active buffs, especially to increase ranged weapon speed.

     

    Just to be clear here, identical chanter chant buffs don't stack. Only one "sure handed ila" chant will be active, so you can't get super fast ranged weapon speed beyond the first chant.

     

    My dreams are crushed - not your fault :(

     

    Are there any other AOE speed buffs?  Aside from the Chanter/Fury barb with the AOE speed totem.

     

    I could go Chanter/Wiz or Chanter/Monk for the self speed buffs (Alacrity of Motion, Swift Strikes) I suppose.  

    Feed everyone Mohorā Wraps and a drug like Coral Snuff.

     

    Given identical chanter buffs don't stack, it still might be good to mix in 1 of each type from 5 chanter simultaneously?

     

     

    To that last point -- I did a "get the band back together" run where I used a Troub/Beguiler as my char and then used Palagena, Konstanten, Fassina, and Tekehu all as chanter multis.  It was a hoot (and sometimes a holler).  Got to use lots of different chants and spread out the invocations.  BTW -- one other global speed buff comes from Sasha's scimitar -- 1% per held phrase.  I gave that the Pally and she would open with an empowered invocation (Eld Nary once she had it) and then basically would hold her phrases while tanking, unless there was an emergency of some kind.

     

    Anyway, not your original focus, but I can safely say that a party of chanter multis is a good time.

    • Like 1
  10. Helwalker/Priest is also no big hassle but more squishy. AoE is bigger and healing/dmg as well. But support suffers a bit because you get the cool stuff a lot later.

     

    FWIW, I played a Helwalker/Priest of Wael in one run and it was a lot of fun.  Wael gives you some toys to help mitigate Helwalker squishy-ness (I borrowed ideas from thelee's Umezawa build (https://forums.obsidian.net/topic/102824-class-build-mechanics-101-lets-learn-with-umezawa-streetfighterwael/).  And not to rile up the RES discussion again, but I did not dump RES on that build -- actually maxed it ;).

    • Like 1
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