Everything posted by Frak
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[Doubt] Is there Build focused on summons?
1) I don't use console because old computer and I am a bit of purist. I like to play the game without mods. 2) Chanter is s magic-user with default points in arcana. People tend to forget they can use scrolls when gathering phrases. 3) I still find that troubadour is overtuned (compared to default). I don't usually cry for nerfs, but I think troubadour is in need of a minor one/penalty. But yeah, action economy of several more summons from beckoner is also an important thing. Go beckoner! ;-)
- [Doubt] Is there Build focused on summons?
- [Doubt] Is there Build focused on summons?
- [Doubt] Is there Build focused on summons?
- [Doubt] Is there Build focused on summons?
- [Doubt] Is there Build focused on summons?
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[Doubt] Is there Build focused on summons?
Beckoner is a subclass that is clearly designed to focus on summons. I would go beckoner if I liked summons. It fits roleplay-wise and I imagine you get more "oomph" with a beckoner due to the many summons. If I wanted to focus on summon, I'd go beckoner. Maybe default chanter if - as one poster stated - you don't like the small size of the summons. I'm a great chanter-fan, but I am more of a melee guy, so I go skald. ;-)
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[Doubt] Is there Build focused on summons?
"Minmaxing" is RPG-language for "mechanically optimizing your character/team at the possible cost of roleplay". It's when you choose certain, races, classes, abilities, items, and companions for mechanical reasons instead of going with what you like for a roleplay-perspective. Some people enjoy min-maxing and figuring out new combinations/compositions. Min-maxers will show you big colourful Excel-graphs and say something like: "Due to diminishing returns we can clearly see in this pivot that the optimal resolve value is 12,65, if you also choose to have dexterity at 5.43. Unfortunately we cannot have 0.65, so we round it down to 12. The damage increase will be 1.8% better than my previous build". You can respec/reset at most merchants/inns. Look or the dice-icon in the left side PS. Also, chanter is best class! This is a fact! There is no scientific evidence for it, but it is a fact!
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TURN BASED combat in Deadfire?!
Frak replied to Silvaren's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Yes. Partly because you cannot automate comps, party because you get to see every action from every enemy in succession.
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Any builds that use new subclasses ?
Tested Bellower. No change in the incatation-linger. Still useless. Bellower is viable, but slightly gimped due to the non-working incantation-linger. I wonder what the designer wanted it to do.
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Any builds that use new subclasses ?
I like you Mari. You're funny. Stay golden, herald!
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Any builds that use new subclasses ?
I get your point, but I have an opinion on class design. If a subclass isn't viable with single class (but relies on multiclassing or you putting weapon/item debuffs on you), then that subclass is badly designed. Forbidden Fist is currently (4.1) either still bugged/'badly implemented' or badly designed by a darkspawn. I choose to believe the former.
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Stealth doesn't slow down movement
Frak replied to Wormerine's topic in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)This bug is not only present in turnbased, but also in RTWP.
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second wind disappearing
Frak replied to zarasque's topic in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)"Constant Recovery" is a passive. It's intended to run from the start of the fight.
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[Bug 4.1] Forbidden Fist Curse still broken. Subclass unplayable
So, I'm getting a bit miffed. Forbidden Fist subclass is pretty much useless due to the duration bug with Forbidden Curse. No-one is going to play that class. And it will make new players who choose it despair and give up on the game in frustration. Cause: The subclass cannot generate enough wounds to use abilities. Henceforth it will be a class that mainly will use autoattacks. The issue is best explained in the three pictures attached. It's the starting fight with Benweth and his pirates. On FIRST use of Forbidden Fist, these things happen. 1) Damage breakdown: It applies an extra 25% damage. Which strangely is in red text. If you talk to the dev who designed the concept he/she will likely agree that this is wrong. It should apply the 25% extra damage on second curse stack. 50% on third stack, ete cetera. But not on first uncursed use. 2) Combat log. The curse duration is way way way too long for a first use. Waiting 19 seconds (best scenario) for your next wound, leads to a max of 3 wounds pr minute unless you get other debuffs on you. This duration happens because the curse doublestacks the duration with the following formula (10secsonds + 10seconds - resolve). This is bugged! Or very very badly designed. Like totally drunk-designed. Falling-down-barstool-drunk-designed. If intended. 3) The curse description is correct here. 25% extra damage on next use of Forbidden Fist. But the duration is way way too long. 4) Might bonus (over 10) means you take more damage from the curse. Intelligence bonus (over 10) extends the curse duration. This needs fixing. You need to overhaul the Forbidden Curse implementation. The subclass is - as of 4.1 - still unplayable. PS. Sorry for the slightly aggravated tone. But it's been broken the whole time and I know that others and I have posted about these bugs before.
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TURN BASED combat in Deadfire?!
Frak replied to Silvaren's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Edit: Feces! Wrong thread!
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Any builds that use new subclasses ?
They might have stealth-fixed the curse duration *testing and hoping* Edit: Tested! Nope! Subclass is still bugged/broken. Forbidden Curse lasts way way too long.
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TURN BASED combat in Deadfire?!
Frak replied to Silvaren's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)IIRC they say they take feedback until end of February. This likely means final patch in march.
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The Turn-Based Combat Tactics, Strategies, and Builds Thread
Can anybody test how tank engagement work when enemy tries to move around in melee distance. Will engagement from your tank trigger as enemy tries to move past him/her?
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Any builds that use new subclasses ?
*Still installing* They added a small correction to FF in the patch notes thread somewhere. I'll test Forbidden Fist and Bellower. Don't you worry ;-)
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The Turn-Based Combat Tactics, Strategies, and Builds Thread
This implies that rounds are resolved with a set time. (IE, a round could be ... initiative 10. Number pulled out of my behind as I haven't been able to play yet) Edit: Beat to the punch by Xauripmaster
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Any builds that use new subclasses ?
Wait a moment. They supposedly patched Forbidden Fist. [Cannot test as GOG'er on Linux] Forbidden Fist might be viable. Need to test.
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Grimoires bugged
Frak replied to Wormerine's topic in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)Oh, that's going to make perusing and buying grimoires fun.
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Turn-Based Combat Feedback
Frak replied to Glassarm's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Black Jacket (fighter subclass) https://pillarsofeternity2.wiki.fextralife.com/Black+Jacket "Quick Switch" ability https://pillarsofeternity2.wiki.fextralife.com/Quick+Switch Also, it's beta. The system might get revamped a lot.
- Forum edit function too... sensitive?