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Everything posted by Teclis23
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What tactics do you use to stay alive then? Do you use healing scrolls/ potions? And your playing on potd hey? So your saying you dont use any party buffs at all from priests/ druids? Dont get me wrong I completely hear what you are saying. Priests appear to be very underwhelming with me most of there party buffs doing very little or not much at all at best. Problem is there is no other class who can do what they do. Druids can do similar but they are quite underwhelming aswel And yeah with only 5 party members know it is very hard to find room for a priest
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You see buddy, when you're so aggresive and dramatic, it really puts off the desire from people to take you seriously or have a constructive conversation. You might have some valid points in there, but honestly.. Most people just skip posts with such rethorics and laugh. With strong and well argued accusations like "8. Main Story Interactions" you're ironicly damaging your own case, just like you claim Obsidian is damaging their game. Grow up buddy. Do you go to the tanning salon?
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Here's a simple mod made by myself allowing to go up to lv30. (works with the latest beta patch) https://hotupload.eu/1L6o Just put it in the Deadfire directory in: \PillarsOfEternityII_Data\Override\exported\design\gamedata If you want to remove it juste delete it. PS. Of course, if you play single class you won't get new abilities, but for multis you gain access to PL8-9. thanks kaylon and you havent altered the rate at which you gain experience? So I will just level up the same as a mulitclass and there will be no level cap so i can get level 8 and 9 abilities?
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This was the request of the original post and the name of the mod is Multiclass Level Cap Unlocked Hey bro nah i meant a mod for multiclass characters for being able to go above level 7. So when they hit the level cap they can continue to gain levels normally as if there was no level cap. Thanks for the help though but can i get one like this
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Hey I got it to work!!!! woo hoo ! So i did excatly like you said. I downloaded the mod and put it in the override folder then I subsituted the manifest.json with the one you said to because I am in Patch beta. So what will happen now if i use this mod in the beta patch ? When the full patch 2.00 comes out of beta and is released will it still be playable? Or will I have to make any changes to make it playable? OR Would i be better of just waiting untill the patch comes out of BETA and then use this Mod? Thats ok i can do that its only a couple of days away.
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https://www.nexusmods.com/pillarsofeternity2/mods/175 About the UI error (outdated version) when the 2.0 will be released i will update the mod on nexus to show the proper version in the meanwhile if you are using the beta you can replace the manifest.json in the mod's folder with this one https://mega.nz/#!n4RCGYTC!CP3X3k_1a0m38n28E26IbSYjkIjU_G8LimHdRQt47rk How do i make this work? I downloaded the zip file then what? Pretty complicated hey i dont know how code works at all thanks alot for the mod BTW
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Patch 1.2 Paladins
Teclis23 replied to Anaeme's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
what he said -
It's damage is not seen in the log, but there should be red numbers popping above enemy head.I haven't tested the spell in Deadfire. But guess it works the same as in PoE1. Basically it checks every 3s how much damage the target has taken during this 3s period, and inflicts 30% of the amount as direct damage. Because it's direct - it doesn't appear in the log and doesn't trigger various onHit effects. In PoE1, Recall Agony was working with DoTs (at least in v3.0.+ you could see Disintegration ticking for 40,12,40,12 and so on). And RA coefficient was also affected by Might. @arkane83, in PoE1 Recall Agony wasn't triggering Combusting Wounds, but the damage from Combusting Wounds (once they were fixed) was taken into account by Recall Agony. Recall agony is probably alot more powerful in Deadfire now that they have removed the Damage Reduction mechanic then? Would you agree? Seems like a very powerful and often overlooked spell.
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Considering that most Cipher spells, including large aoe debuffs like Secret Horrors, Eyestrike or some hard disables, like Mental Binding, take only 0,5 second to cast... this is simply wrong. There's still the recovery, but that's more like 3 seconds, not 6 (and can be further reduced with buffs/special abilities). The vast majority of them are a 3 sec cast plus the recovery. Plus the armor penalty on top of that.
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My thought exactly. Man this game is so good but so annoyingly frustrating at the same time because of all the stupid balancing implementations that make probably 60-70% of all spells and abilities just not worth using. Try playing a front line multiclass Melee/ Caster. They just dont work because of the long casting times. Look at a melee cipher for example: If you try and cast any of the ciphers affliction applying spells while on the front line there is a really big chance you will be dead before the full cast and recovery cycle is finished. In the 6-7 seconds it take you to cast and recover you will probably get hit at least two or three times if you are engaged by one enemy and probably 4 or 5 times if engaged by two or more In other words your dead.
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I am going to start my new play through and do an all multi-class party. I think know would be a good time to do this and use a mod for the Level cap remover due to the new content with the upcoming expansion. Can anyone recommend the best Mod for removing the level cap so multi-class characters can get level 8 and 9 abilities? Also are mods compatible with all patches or do they cease to work and become redundant when new patches are released eg the upcoming 2.00 patch this Thursday?
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I am incredibly disappointed after reading these patch notes. I played Deadfire for about 40-50 hours and then stopped after i encountered some very significant problems with several classes with there balancing and also the hardest difficulty Path of the dammed was to easy after hitting about level 10 or 11. I was hoping this patch would be a major patch that would overhaul alot of the very underwhelming class abilites. Paladins are borderline not playable due to alot of there abilities being bizarely implemented. The majority of subclasses have very underwhelming class specific powers and are simply best of ignored. To many class abilities, powers and magic items have an inherit "Consequence" or "Cost" that makes those abilities redundant and not worth using. Path of the dammed should have been tuned from the Med-High Levels. Why have they just tuned half the game and ignored the rest? It would be good if Obsidian could state there intentions here moving forward. At the moment its looking like I am going to have wait possibly 6-12 months before playing the game.