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Posts posted by cheesevillain
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I hope Obsidian is able to fix this one ASAP. The game not being able to run for nearly an entire operating system isn't exactly a small bug.
The game works on some Macs.
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Has anyone else noticed that the game as is, right now just straight up eats battery?
I have been testing a bunch of settings and found that the game could eat 15% of a charge just walking down to the pillar in the first section. That doesn't feel right to me.
Has anyone else seen this?
Also yes. I've seen the primary reported issue. My system is a
MacBook Pro (Retina, 13-inch, Early 2015)
OS High Sierra 10.13.4 (17E199)
I find this is the case with EVERY game on more than one MacBook that I've played with. These little guys really aren't meant for gaming.
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seriously what the ****...was this game not tested at all on mac? how can so many people have the same problem and yet obsidian still releases this ****?
The problem is isolated to MacBooks, I think.
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Some of use playing on Mac's find the game freezes upon going into character creation.
Could somebody please post a savegame just past character creation so I could start playing? There's some other players who could use the help as well. I was planning on playing a goody goody wizard/monk, but literally any character from any backstory would be fine.
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I suspect that this is the same bug which prevented character creation in the Backer Beta from running on a Mac. This bug has been known about for months, now. Still not fixed for release. (AGGRAVATION INTENSIFYING)
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The game freezes in a black screen after the initial bit in the In-between.
I've tried to upload the player.log file, but the forum software refuses to upload that "type of file".
Edit: Here's my player.log file copied to pastebin: https://pastebin.com/sKuxpJ24
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Aren't dual casters a bit overly punished by that? I'm not in the beta, so I woudn't know, but as far as I understand, not only would dual caster (wizard/druid) have his progression slowed and access to his top level spells denied, but his spells would also be weaker.
At this point, is there any reason whatsoever to ever play a dual caster?
I'm asking because I actually intended to play one when the game comes out.
I've seen the opposite complaint: why would you play a single-class caster when dual class casters get so much more flexibility? Power level is essential to avoid making single-class characters underpowered.
Another advantage: it's not only flexibility, but the total number of spells you can cast during combat. The 2-casts-per-level restriction on Druids, Wizards and Priests means they run out of spells in any lengthy combat. Dual casters cast more spells per combat.
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I thought cold and necromancy were associated because freezing and death are both types of entropy...?
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I understood Josh to say that they're planning on implementing the ship and ship battles in the beta (but NOT this coming update). Cool beans.
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Hey you bunch of inquisitive gamers,
The current design for pistol/sword attacks;
(Both situations should get the 20% buff from dual weapon stance)
While in Melee - Characters will only use the Sword
While at Range - Characters will stay at range and only shoot
This of course can/may change. Give it some love, let us know how it feels. Getting the 'right' feel on this one is definitely on our mind and we are looking for any tweaks we can make.
I got your backs
-SKing
Would you get a one-handed bonus for the weapon you're using?
Because if you don't, then it'll feel like you're being pretty strongly penalized for doing the cool swashbuckler sword-and-pistol thing.
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I see your point, & I'd be totally ok with it, if that's what would be chosen in the end.
But still, Proficiency System needs to be Way Deeper than "Pick One & Done". A sense of Evolution is missing...
Well, soon we'll be able to pick talents such as "weapon & shield style" and "two-handed style" on the same chart as weapon proficiencies, which complement weapon proficiencies. With that, there's at least a two step evolution.
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Grazes are coming back for all attacks.
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It's a Nalpazca/Magran
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I always found the low level summons to be relatively ineffective unless you just needed bodies on the field.
Those low level summons were powerful because it IS really useful to have extra bodies on the field, soaking up blows. I found they didn't always FEEL powerful, though.
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Nope. I want to find a xaurip spear on a dead xaurip who attacked me with a spear when he was still alive.
Alright, but following that logic you should be able to loot clothes he wore and other miscellaneous items he undoubtedly had on his person. Not every creature needs to drop loot, gathering it is pretty much busy work (and as mentioned above, ignoring it can be difficult, especially if it clutters the whole room).
Gathering all the loot it takes a couple of clicks, and selling it all is pretty fast.
I've never felt cluttered by the loot in PoE, personally.
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Seriously the old Island Aumaua with its extra weapon slot was a great choice for lots of character builds. The new 'able to walk faster through quicksand' seems like a poor joke.
I feel that both abilities are wrong as racial ones, since they're completely unnecessary with so many character builds. It gives a real bad feeling to people who want to play the "incorrect" class with that race.
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At the moment I'm leaning towards something like "critical hits interrupt, Resolve gives incoming Crit to Hit, Per gives outgoing Hit to Crit." Not sure if that would work in practice either.
I think the system would function fine internally, but it may be a muddy system that's difficult for players to understand in practice.
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It is probably overcomplicated, yes (I didn't even realise how much until I put it in writing). I would hope the difference from attributes is small enough that overall Accuracy is still more important, and having a high Might or Resolve or whatever is just a little extra, but I suppose it could run into inflation problems.
You're idea is great on its own, but problematic in the context of a game that's already VERY complicated. When there's a lot of modifiers on a stat, it becomes difficult to know exactly why the stat is the number it is, and each individual modifier feels less significant to the overall stat.
I was also thinking there could just be some mutually exclusive generic talents that give a flat bonus vs. a particular defence, kind of like a reverse version of the Superior Defence talents. Not exactly the same as what I'm suggesting in the OP, but adds a bit of variety.
I love this idea, and I really hope they put it in.
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Hunting bow has 3x the range. The accuracy malus on rapid shot is amazing though, amazingly bad. I feel like the malus on every modal needs rebalancing tbh.
I'd agree some (maybe most) of the modals need tuning.
However, the Hunting bow has -15 deflection from the sceptre, which means that it'll miss roughly 1/7th of the time compared to the sceptre. That doesn't seem like a bad price at all to pay for -50% action time, since you'll be attacking at a fast enough rate to make up for your misses and then some. It's only bad in comparison with the sceptre, and the dual wielding bonus, which currently seems overpowered.
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So even less reason to go a single class ranger then. This probably ought to be changed as it's skewing things too heavily in favour of the multi-class.
Playing single class characters means that you gain abilities several levels later than single class characters. It's hard to appreciate until you play, but this is a really annoying downside. If you enjoy the Ranger ability tree, you'll feel bad multi-classing.
Although I really like the ability tree, some people currently find the current ranger ability tree a little lackluster. If you do as well, play mutliclass.
I see. So at present in the example of the ranger is the difference in power level enough to make up for the potential of having say 40% extra damage from a cipher multiclass, or 50% sneak attack from rogue, or 25% and constant recovery from a fighter with weapon specialisation and mastery?
The Ranger abilities tree has a lot of stuff like evasive roll, concussive shot & takedown, which are more oriented towards battlefield control than pure damage dealing. If you don't care for that, and want to rain as much damage as you can from afar, definitely play multi-class.
I'm hoping that rangers will have more active abilities to use because as it stands in one there's a reasonable amount between wounding shot, marked prey, binding roots and pet talents but it pales in comparison to the options available to a caster. I'm not saying that rangers need to have a number of abilities equal to a priest's casting list or anything but more active abilities means more tactical options and I find that a lot more fun and engaging than simply having a massively strong autoattack.
The ranger does have more abilities to use in PoE2, and I find it's a very flexible class which rewards clever micromanagement. However, if you value flexibility, definitely play multi-class.
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Hmh. Since Brians Heins is working on Deadfire does that mean that Tyranny is done and the team is doing something else or did someone else take the Game Director role from Heins?
Yeah, iirc, they said about a month ago that Tyranny wrapped up after Bastard's Wound.
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Josh on the Nov 30 twitch stream said they were reducing the casting times of some spells for the next beta.
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Transcendent suffering is only meant to make fists, normally a terrible weapon, on par with other types of melee weapons. If it doesn't stack with other weapons, I don't see why it would stack with shapeshifter strikes.
There's a TON of synergy between monks and druids.
[Mac] Unable to start game, black screen
in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
Posted · Edited by cheesevillain
Yeah, I remember reporting this bug myself in beta... among hundreds of other bugs that needed to be fixed urgently. And it was reported along with other game crashing Mac bugs which where pretty hard to differentiate from it. And this is a bug which affects only a subset of a small subset of players.
I don't think they knew, and I think it's reasonable for them not to know.