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lMarcusl

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About lMarcusl

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    marcustheabsolute
  1. Sorry for the necro but just a heads-up, the bug is still present. Started my current playthrough just a few weeks ago (post patch), got the books for the quest today, Tayn does start a dialogue about not trusting Llengrath but my only real outcome is to say I'll have to look for more books (even though I have them all). Speaking to him again shows the standard dialogue options, no mention of the books. I can refuse to give Llengrath the books on my second conversation with her, but Tayn still provides no new options.
  2. Hm, I get why they'd apply this to Firebrand and Minor Blights as these are abilities and not benefitting from PL would not make much sense, and since the whole of the damage consists of that given element and keyword and damage immunity usually go hand in hand, there really wouldn't be an issue there either, anyway. But the rest...I mean, having arrows imbued with some extra Freeze or Shock on top as a lash should not affect the accuracy of the whole attack, and PL, as I understand the concept, shouldn't affect it at all either way. They could just revert the keywording change on these and no
  3. Really? Well, that's a load off my chest. Has anyone figured out which those are, specifically? What makes Frostseeker different from, say Magran's Favor or other lash items that don't suffer from this?
  4. Like I said, it's not just about Frostseeker and the associated Frost Shades. It apparently affects all damage lashes, which is a good number of items and an entire Druid subclass (and one Chant). I don't think I need to list all the enemies that have some type of keyword immunity (take the whole damn poison naga class, which constitutes a good portion of SSS content). And it is clearly a bug. X type keyword abilities not applying their status effects onto X keyword immunes is perfectly fine and works as it should, that is the whole reason for the X keyword immunity being in the game, as you
  5. Just curious: is this something prevent you from using different weapons? Or you have just lonely Frostcaller in your inventary? Well, there is the small matter of not having infinite Adra Ban to upgrade additional items should the core of the character become unusable for no good reason (seriously, if you have a Pierce/Slash/Freeze damaging weapon, you shouldn't run into a problem of not being able to generate Focus. I don't care about the damage, but my resource generation turning off ain't cool with me). Secondly, there is the limit of item slots. Yeah obviously, if you KNOW befor
  6. Huh. Well, that certainly explains the inconsistency. Boy is that a mess. So on one hand they have to have the frost keyword on items and attacks in order for them to properly benefit from +accuracy, +pen bonuses etc., on the other slapping an immunity to the keyword onto a monster reduces an item from 3 damage-type armor cleaver into a 0-damage type waste of an item slot. The keyword immunity is a neat idea but doesn't seem worth the tradeoff.
  7. I don't get why it's not consistent though. I'm damaging Neriscyrlas with Frostseeker just fine with the pierce portion, where all "logic" would dictate that it would be broken there as well. Similarly, some of the spirits in the Drowned Kingdom portion of the Shattered Realm are immune to Freeze, but the Slash portion of the damage (Slash being their lowest armor rating of the three) goes through their armor without issue as it should. So it doesn't seem to be an issue of the "damage bundling" but rather the target's armor system.
  8. Hi, I'm currently going through the Beast of Winter DLC and I noticed that, when using Frostseeker against Frost Shades, my Cipher is doing no damage and generating no Focus. Now, Forst Shades are listed as having immunity to Freeze, while Frosteeker only does Freeze as a lash. There is no Pierce or Slash immunity listed, yet my character's hits (hits as confirmed by the UI) do no damage because "Frost Shade is immune", with the Pierce icon shown afterwards. For some reason, the game bundles the lash that's supposed to result from the bow damage with the bow damage, and the immunity to Freeze
  9. Yeah, resolved it with Animancer's Blade, since I use it on my second weapon set anyway in case my main set can't pen. Still, you essentially have to switch your build to dual-wielding if you want to ever upgrade the weapon, which is far from ideal. Soft Winds of Death would have given me the completion in a single fight (isn't it sad how a tier 1 chant does a better job at doing AoE damage than tier 4 Dragon Thrashed, Dragon Wailed? But I digress).
  10. Just adding to this. On my Howler (Corpse-Eater + Skald), Soft Winds of Death, which deal Raw damage, do not contribute to Soulbound progress either. After running the Spider seeker trial, slaughtering a ton of tiny spiders with both Carnage and Chant, my weapon is still at 0/1000.
  11. Damn, I nearly forgot about that. There were so many occasions where I was faced with a stat check, half the characters would pass it and half would not...and nothing. I get past the scripted event, not even an injury to my name... So what you're saying is, half of my party failed to climb the rope across the chasm due to their lacking athletics...but we all made it to the other side? My athletic characters managed to swim through the flooded tunnel to the other end while the rest didn't make it...but we're all here in the cave. I...o-ok. I'm with ya on that.
  12. That's...exactly what I said. In either system (mine with forced roster rotation and stronghold turns or yours with time requirements), you'd have to have a separate system for the Watcher, cause you cannot afford to cart your main character around with 3 injuries and wait for 9 days before you can finally enter a fight without risking your entire campaign any more than you can realistically put your main character on the bench for 3 stronghold turns and go complete quests with some other main character.
  13. It doesn't have to be an ancient system if they give it meaning and impact like if they adopted the XCOM mechanic of injuries only healing when the character is out of action/out of the party for a mission or two. As it stands though, it might as well not be there. However, I feel there is something to be said for the brutal honesty of the system as it is now. As similarly meaningless as the system was before, in PoE1 they made it such a hassle to go back for camping supplies or inn rest (the load times were awful) that it actually made the player try to do it as little as possible, though in
  14. See, here's the thing: that's exactly the experience that I'm having. I think part of the problem is that people are having *very* different experiences on different difficulty levels, and many of the "solutions" that people are offering are very general game changes that would effect *every* difficulty level. Well, it might also be the consequence of the game's more open world. Areas no longer follow up on one another in a chessboard-like fashion, so you can end up in vastly different areas at completely different times than other players. Estimating and balancing for such massive dispar
  15. I think there is a middle ground to be found between per rest's "I never use any of my per rest abilities unless I have to or until I have Masteries" and per encounter's "I got a full per encounter arsenal ****ed and ready, let's go blow up planets". Every player is different and everyone tackles each system in their own way, but I'm one of the guys who, even with decent amount of experience in PoE1 still barely ever uses per rest abilities because "what if". What if a fight gives me more trouble than expected and I don't have a full arsenal ready to go? Is it going to happen? Likely not, I kn
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