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Korica

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Posts posted by Korica

  1. Never managed to kill any of the big baddies in the first game. Decided to give it a try in Deadfire what with turn-based being an option. My first attempts at Jadaferlas did not go well. But once I bothered to spend 20 hours specifically outfitting my party with a million tools just to kill her, it ended up being disappointingly easy. HOWEVER, some of that seems to possibly be due to bugs. Once I finally won the fight, I decided to repeat it a few times, just to try it out. Here's a list of stuff I've encountered.

    1- Sometimes she doesn't bother summoning magma oozes. I interrupted her first attempt to do so, and then she never tried it again. This is pretty inconsistent though. I'd say of all the times I redid the fight, this only happened once or twice.

    2- Sometimes when the magma oozes spawn, they all spawn in the exact same spot and becomes stuck inside each other. This makes it very easy to AOE them down.

    https://www.youtube.com/watch?v=BMfIrpU2Xog

    3- Sometimes she skips her turn for no apparent reason. I think this seems to occur only if her last action was interrupted, possibly by procs from Deadeye.
    Here is a video clip showing her skipping a turn.


    4- Once the fight has been going on for a certain amount of time, all sound starts to become buggy. It sounds like listening to a damaged VHS tape. I have had a similar effect happen when alt-tabbing, but that version usually goes away once I've returned to the game window for a solid 10 seconds or so. This one, however, will start after I've been in combat with Jadaferlas for a long time, and does not go away until the fight ends.
     

  2. As it stands now, and as far as I know it's been this way since the start, switching weapons in Turn-based is a Standard action. It takes your whole turn.

    I think it would be a lot better served by being a free action, but I can see how that would be problematic for balance, as it could let you swap back and forth multiple times per turn, let you always end your turn with a shield for better defense, etc. BUT...  you already have OTHER systems in the game which are free actions that CAN'T be spammed.

    For example, you can't toggle a modal weapon mode on and off multiple times per turn. Chanters can't switch their chants multiple times per turn.

    So what was the rationale behind this design decision for weapon switching?

  3. During the quest A Glimpse Beyond, fighting the Scourging Blights.

    They display as having 9 Armor, 7 Armor against Bludgeon/Burn, and Immunity to Lightning.

    However, multiple attacks from certain weapons that deal Slashing and Piercing sources failed to do any damage, with the game telling me they were immune. This was contradicted by OTHER sources of Slashing and Piercing attacks dealing damage just fine.

    The sources in question...

    Slash damage from Lord Darryn's Voulge did not work, but Slash damage from Whispers of the Endless Paths and Mind Blades worked just fine.
    Pierce damage from Thundercrack Pistol did not work, but Pierce damage from Hand Mortar and Minoletta's Bounding Missiles both worked just fine.

    Lord Darryn's Voulge does Slashing/Lightning damage.
    Thundercrack Pistol does Piercing, but also has a special effect of doing a percentage of its damage as Lightning.

    Seems like a bug with their lightning immunity?

  4. The weapon Wahai Poraga says that it will strike up to three additional targets, friend or foe, in an AOE around you. The AOE displays correctly, and I have hit my friends, but through some extensive testing where I placed myself in the middle of a huge pack of enemies, I have found ... it only hits 2 targets. It should be hitting up to 4, but I've never managed to hit more than 2, no matter how closely surrounded I am.

    Here is a picture showing this in action. I am surrounded by 4 enemies and attacked one. All four are shown highlighted in the AOE circle. The two marked with blue circles were actually hit, while the two marked with purple circles were unaffected.


    image.thumb.png.fd3aaa4cc4eb0f906f7b2af45b303241.png

  5. Can confirm that this is still bugged, and a huge pain in Turn-Based. You can engage the imps while the guards aren't there ... but since you're stuck in turns and the guards aren't, they keep patrolling, and will eventually walk back to your area, and as long as they are nearby, they seem to have a random chance to start attacking you.

    EDIT: I did finally manage to pull it off, placed my group on the bridge above and ran the enemies toward me. However, while there, a Wealthy Gentleman NPC spawned on the bridge and immediately called for the guards while he cowered. Fortunately none of them heard him. So my guess is ... certain NPCs wandering around are the culprits which trigger the guards?

  6. I think Action Points would be very difficult for them to implement ... but I also agree it would be a huge improvement, especially as a means of converting Action Speed into a usable stat. Right now, the only downside to totally tanking your Dex and Action Speed is lowering your Initiative, but regardless, you still get 1 turn per round, same as everyone else.

    The current system (One action + Movement) seems to be based on tabletop rules, but the only reason we use those rules during tabletop instead of action points is because calculating the math for action points in real time is annoying. Video games get to circumvent that problem because they're magic.

    So I guess this is me saying ... Hey Obsidian, if you CAN switch to a Action Point system, please do! It'd be amazing! 

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