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elohinen

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Posts posted by elohinen

  1. On 10/26/2020 at 8:16 PM, thelee said:

    there is! but... it's vailian and requires giant adra pillars

    I get that you're joking here, but there aren't any adra pillars (I think?) on Sayuka, so no dice

    On 10/26/2020 at 8:16 PM, thelee said:

    unlike a boat, which can be lost at sea, it is much harder for a fort/settlement to just randomly go missing. depending on your actions in-game, the RDC might notice that the watcher went to sayuka, and then later left sayuka and mysteriously all comms and such ended with sayuka. it's kind of hard to avoid the conclusion there.

    Yeah, if the Watcher is going there when following the RDC quest chain and then sides with the druids, it wouldn't be hard to put two and two together. Doubly so, if Maia is part of the crew, like you pointed out.

    I should've specified that 'argued' this point on the premise that the Watcher sailed to Sayuka on a whim or say, during Serafen's personal quest.

    On 10/26/2020 at 8:16 PM, thelee said:

    the RDC is chomping at the bit to dominate the other factions, all they need is a plausible pretext, right?

    This is a fair point - RDC might know what the Watcher did, even about both incidents, but won't react because it would weaken their position in the bigger picture.

    However, during the whole eye witness hearing, the Hazanui seems to take the false testimony at face value. That, or she's one the best actors in the whole archipelago.

    On 10/28/2020 at 11:39 AM, xzar_monty said:

    This problem is a very specific example of a general flaw in the game, which is that whenever something happens, everybody in the game world instantly knows about it. I can't see it as anything other than rather poor design. This example is particularly obvious, but I was often annoyed by the fact that after I'd arrived in Neketaka, everybody seemed to know that it was me who caused a bit of a stir in the harbor. Also, random strangers on the street appeared to know that I was "Watcher". D'oh.

    Regarding the initial arrival on Neketaka, I get this weird feeling that were supposed to be a lot more people in the harbour at that time, but they forgot to add more people or ran out of time or something. In any case, people love to talk and thus rumours spread and it could be easier to single out the Wather if they are a godlike, orlan, pale elf etc someone less common in the archipelago.

    I think it would be a neat detail that  people wouldn't recognize the Watcher in regards to the harbour incident, if they were human or an island amaua.

    And it's not like these kind of 'suddenly psychic' people can only be found in Deadfire.

    Off the top of my head I can point how in BG2 every merchant would somehow know if you had stolen something from someone, be it from themselves or someone all the way in Trademeet and refure to buy said items. They wouldn't call the guards or try to get the items back now would they?

    The guards in Elder Scrolls IV: Oblivion were pretty much the same - steal something in one town, get arrested in the next.

    Obviously there isn't any in-game explanation for this, it's just bad game design.

  2. 8 hours ago, xzar_monty said:

    Ok, interesting, and thank you for that. It appears that I was, indeed, wrong, as I said I might be.

    Np!

    Could still be that it's bugged on pc though or that it bugs out only sometimes?

    My personal take on why people might have a hard time getting this to trigger is because we, as players, are conditioned to think that only dialogue options with skill checks are worth picking. It certainly took me a few reloads to get this particular outcome. Or maybe that's just me?

    And in the end I went with fighting her, cuz the watcher in that playthrough was a godly man, so of course he did what Rymi wanted. Although big R doesn't seem to care how the dragon dies, only that she does.

  3. On 11/7/2020 at 7:24 PM, ShadySands said:

    I was actually hoping for some new and different content

    Me too, but it's EA....

    Still, I hope they rework ME1 mechanically at least a bit, double down on the Mako jank while they're at it, remove Kai Leng and placeholder weapons/actions in cutscenes from ME3. That's not too much to ask, right? Right?!?

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  4. On 10/27/2020 at 9:12 PM, xzar_monty said:

    I have a recent experience with this encounter, and it might help explain why some people might not be able to get this to work. (Or it might not.)

    When I played BoW the other day, I didn't ask any of the three possible helpers to come along and fight with me against Neriscyrlas. This resulted in a big surprise: when I finally went to confront Neriscyrlas, she was instantly hostile (red circle).

    Obviously, I cannot be certain that this wasn't a bug, but I interpreted this as being a result of not wanting those three to come along with me. I can be wrong here.

    I was in the same exact situation, but it worked in just fine with the instructions I left in my previous post. Neri had the red ring on, indicating hostility, in my playthrough too, but still engaged in conversation.

    This was on console with the latest patch, about a month ago.

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  5. I think in Poe1 frenzy always concealed health, but in Deadfire it only applies to berserkers?

    You could always pick a "race" that has an ability that activates when bloodied, like humans or fire godlike and the barbarian class itself has the blooded ability that activates after getting well, bloodied and you can also spot it after the ability unflinching de-activates. Assuming one picks either one, naturally.

    In any case, if you go berserker get the ring Voidward (it reduces raw damage taken by -25%) asap; it's over at Radiant Court in Dunnage. Might not wanna go overboard with might in character creation either, cuz it increases the self-damage from frenzy.

    Also if you play in rtwp, one can always program the ai to use healing abilities when at say, bloodied or near death.

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  6. 11 hours ago, Lampros said:

    No Wizard. Can I do something similar with the current line-up? I have Fighter/Rogue, Fighter/Monk, Priest/Paladin, Druid/Chanter, and Cipher/Ranger.

    You mean a cc opener from stealth?

    Druid can get tanglefoot, wicked briars, overwhelming wave, wall of throrns or embrace of the earth talon. Charm beast and hold beasts too; these two are more situational, but they can completely trivialize fights with 'beast' type enemies.

    Cipher could open with mental binding and later with ringleader. Could be that one can't cast these from stealth. To me the game's rather inconsistent with what spells can and can't be used before combat.

    Dunno about chanter spells, but since they're also your druid I reckon it doesn't matter.

    The rest could just throw stunning bombs I suppose. Later you can get that one cloak (ajamut's stalking cloak?) that makes succesful attacks from stun the opponent. If memory serves, it's in the hoard of the magma dragon.

    In general, I've found that one needs to be very precise with the timing of the opener; at times it looks like the game only registers only the very first effect and the rest just go to waste. Again, this could just be another bug on the console version, dunno for sure.

     

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  7. 6 hours ago, Lampros said:

    Ah, ok; I know that one. What other tools and spells will cause enemy disengagement? I didn't use any casters or hybrid casters in PoE 2 except Chanters, so I am really clueless regarding what I can do as a caster - and I am running a ton of them this playthrough!

    Edit: I am running Priest multi-class, Chanter multi-class, Druid multi-class, and Cipher multi-class.

    Any of these guys have spells that cause enemy disengagement? I'd like to keep Chanter invocations for stuns though.

    I had a look I could only find a few spells that cause Terrify:

    Wizards has three, on PL3, PL5 and PL8

    Cipher has one, on PL9

    Barbarian has two, on PL4 (fury shaper only) and PL7

    Dunno if there are any items that grant Terrify. Also dunno if disengagement attacks happen, if the target get pushed, shoved etc via abilities like clear out, force of anguish or Llen's warding staff

    58 minutes ago, Haplok said:

    On PC Riposte was working fine for me. In fact, with the Community Patch, in Turn Based it was much stronger then it ever was in Real Time. One of the very few ways to build an effective martial character for Turn Based.

    Conversely, my advice is to use the heaviest armor, use the slowest weapons and slowest modal weapon/shield abilities for maximum impact and protection.

    IF you REALLY want, you could designate 1 character as interrupter who could go lighter and try to interrupt important enemy actions. But as I wrote before, I've found that very tricky: to properly interrupt you need to execute the action between enemy start of cast and spell/ability resolve. Well, but you cannot control the turn order, so that you land in the time window after the enemy starts but  before he finishes.

    Spell-based hard CC with lasting effects are mostly Cast actions, so again, cannot be pulled off before the enemies charge you. Better to wait untill they've arrived (maybe setting tank in position first) and only then properly aim the aoe CC. 

     

    Yeah, weapon modals can be kept on almost all the time.

    A pretty solid opener from stealth is something like tanglefoot + pull of eora and maybe mental binding. This can obviously mitigate the first round rush somewhat.

    And you're right, for relentless storm and most of chanter invocations, all the hard ccs, it's better to have the enemy come to you and bundle up first.

    Such a lovely game, so many ways to go about things 🙂

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  8. 18 minutes ago, Lampros said:

    Ah, ok; I know that one. What other tools and spells will cause enemy disengagement? I didn't use any casters or hybrid casters in PoE 2 except Chanters, so I am really clueless regarding what I can do as a caster - and I am running a ton of them this playthrough!

    Edit: I am running Priest multi-class, Chanter multi-class, Druid multi-class, and Cipher multi-class.

    Any of these guys have spells that cause enemy disengagement? I'd like to keep Chanter invocations for stuns though.

    On the top of my head, I can only say that priest and druids do not have those, but not 100% sure on that either (some subclasses get unique spells after all). Just look it up yourself, but remember it needs to be Terrify specifically (it's the strongest resolve affliction) and if a target has resolve affliction resistance (wild orlans, items, some boss level creatures) or any resolve inspiration, it won't cause Terrify.

    I can look up chanter and cipher later today perhaps.

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  9. 16 minutes ago, Lampros said:

    Wait, so I can get those engagement attacks on the Unbroken/Trickster automatically?

    Thank you about that Escape explanation. I will take it the next run then - if I run Unbroken/Trickster.

    Well, it's not quarenteed always, but on power level 3 (so that's uhh, level 7 for multiclassed I think) tricksters get Rymngrim's Repulsive Visage, which can cause the Terrified affliction - which in turn will cause the enemies to flee, breaking engagement and thus proccing the attacks.

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  10. 10 minutes ago, Lampros said:

    I guess another possibility - given I am so worried about tank survivability - is to make him Goldpact Paladin/Unbroken instead of Trickster/Unbroken. Then I can put him on lighter armor and still be able to take hits?

    That could work too, you'd just need other character to cause disengagement from your tank in order to cause those sweet, sweet powered up attacks that Unbroken gets.

    Oh and, you can use Escape first, doesn't matter if you move the tank just one pixel or whatever, so long as it activates and then attack, which makes the tank engage nearby enemies in the process.

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  11. 15 minutes ago, Lampros said:

    Yup. I will keep trying - albeit with a tweaked group or build(s). I agree that I am having difficulties early in part due to the fact that all my characters are multi-classed. But I didn't have this much trouble in real-time with pause though. So part of the issue is that turn-based is harder early on - or at least requires greater adjustments than I anticipated.

    Hmm, Riposte being bugged sucks. Perhaps all instant follow-up attacks are bugged in turn-based? Now I am worried regarding whether Swift Flurry will also not activate.

    Also, you mentioned that I should not dump Dexterity on my Swashbuckler, as well as that I should not use the heaviest armor. Could you explain? In particular, I had planned on using the heaviest armor on all my front-line, because the damage from thousand grazes really added up. (Edit: Okay, you explained in the last paragraph; and yes, it's a major trade-off decision.)

     

    Yeah, the first round is usually the most critical in most fights involving a horde of enemies - like you said it can lead to a death by a thousand cuts even to an otherwise deathless tank if they can't put up their defenses. Also, dunno if you've realized this yet, but escape is a really effective tanking ability in TB - that 50 deflect is really something; and once your priest can cast salvation of time...

    Swift flurry, I'm happy to say, is definitely not bugged (again, I'm playing on the ps4, so hopefully riposte works for you) and that is works in tandem with heartbeat drumming as intended. In my playthrough, once Xoti got whispers of the wind (SC monk), she became my uncontested top damage dealer - 6 full attacks with one ability (meaning 12 attack rolls when dual wielding) and swift flurry + heartbeat drumming proccing off all of those, I'd say she does around 15 attacks per one use! Assuming there's enough enemies to bounce between, of course.

    Also, I'd go with lightning strikes on your monks 'till you can pick heartbeat drumming and then respec into swift flurry, cuz the lighting lash is better on lower levels.

    Finally, I'd say that 2 out the 3 I mentioned - cc, buffer and tank need to go as early as possible, but three is always better. The tank can be in heavy armor and go (among) the last, if they get some armor/defence buff or the crowd-controller can prevent some of the enemies from rushing your meat wall. Sometimes the simplest things can also help - make a custom formation where you put your tank in the very front (in this instance the heavy armor is a must, at least on lower levels) and everyone else in a line all the way back. I've found that sometimes that wee bit of extra distance is all that is takes for the AI to go for the tank instead of going for one's squishies.

     

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  12. I'd just keep at it, if I were you. You're almost through the worst of it, since the game has an inverted difficulty* curve. Plus you're struggling more, because your party is all multiclassed, and most multiclasses start coming into their own around level 11 or 13.

    I can't remember whether it was lvl 13 or 16, but after that enemies started to really miss Eder (build him as a basic swashbuckler tank), but it was also then that I found out, that the ability Riposted is bugged (just doesn't trigger), but that could just be another bug in the console version. I literally tallied over 100 misses on a notebook, but Eder's riposte never activated, not even once, but that's besides the point I guess. What I'm saying, your custom Unbroken/trickster will eventually start working as intended. Just don't tank his dex completely and don't put the heaviest armor ever on him.

    Also, if you turtle up everyone, it's very unlikely that you'll be able to interrupt Wizards from casting Arcane dampener or boss-level enemies (like Neri in BoW and I'd imagine it's even more critical with the megabosses) from buffing themselves immortal.

    From my one (almost complete) playthrough in TB, I feel that it's important for buffers, crowd-controllers and tanks to go as soon as possible. Still, turtling is a valid choice all the way to around level 11 or 13, but after that I'd start trying out lighter armor.

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  13. As most of you reading this know, if one sides with the druids during the quest Hunting Season, it will lead the Watcher & Co killing everyone on Sayuka. This in turn results in RDC becoming permanently hostile to the Watcher and their cohorts. Everyone with me so far, right?

    My question is... how would RDC know this? Cuz again, everyone gets killed if you side with the druids. According to the 'official' wiki, this is the designed/intended outcome (hardly compelling evidence, since anyone can edit the wiki, but still).

    There's no established lore on teleporting magic or that ciphers can use telepathy over great distances. I suppose a gunhawk could use their feathered friend to relay a message back to the Brass Citadel. OR that someone could escape on a boat, get real lucky and get picked up by a RDC-ship, but there's no event or cutscene to display this.

    I first asked myself this very question during my first playthrough when I got my very first bounty hunting task. I put it off for the longest time, because I felt it was still too early for me to pick a side. Then I decided to attack one of the targers just to test out the boarding action and noticed that my rep didn't take a hit - this was baffling at first, but then I thought... how would they know? We were out on the sea by ourselves, everybody gets killed, so no witnesses etc. and the faction that gave the target probably wouldn't go flapping their gums about the hit to their rivals.

    It's also hilarious, that even when RDC somehow has this knowledge of the Watcher destroying the whole outpost, they accept the Watcher's testament as an eye witness during the final Huana faction quest where one frames the VTC as the culprit of the powder house destroyers.

    Let's, for the sake of argument, assume that all this isn't just bad game design, but there's some in-game explanation for this. What's your headcanon on this? How does RDC find out that the Watcher was responsible for the massacre at Sayuka?

    P.s. it's a shame that siding with the druids means one can't get the quest 'Overgrowth', but I can live with that.

  14. 18 hours ago, Tencatta said:

    Fair enough. I think Grip Digital's been under the radar for a while despite the fact I think they are the ones primarily working on it, maybe VS EVIL and Obsidian are just filtering bugs for them (although Obsidian seems to have tried to distance itself from the VS EVIL ports).

    From what I've gathered it goes like this: Obsidian has, in effect, nothing to do with the ports - it's just their product being used/ported. VSE is the spokesperson that relays all the info to GD, who do all the actual work.

  15. Rumors are rumors. It is a bit suspect however, that there was such long period of time between the last two patches; even with the go-to pandemic reason/excuse. From what I've gathered, GD's are very small company that's doing a lot things at the same time. What's weird to me, is how GD's name isn't mentioned anywhere on the product; not when loading the game or anywhere on the game's casing. Nothing, anywhere; it's like they're a dirty, little secret or something. Maybe that's normal, that 'porters' don't get credited anywhere, dunno.

    Still doesn't excuse them, mind you, although the whole "let's release the game as is, charge full price and then maybe patch it to working order in the following year" is dangerously close to coming an industry standard.

  16. The skill check route with arcana and whatnot requires some really high numbers and won't lead to her finally letting go - it will result in her taking on the Beast of Winter.

    If you wanna her to do herself in, pick these dialogue options:

    "How do you propose to take my essence?"

    "Which relic would that be?"

    "Do you know how long you've been down here?"

    "Try centuries"

    "Why haven't you given up?"

    "Look at yourself. You're already dead."

    "This isn't life! You're desperately clinging to an eternity of endless, futile struggle."

    "Let go. Take your respite in the Void."

    Last one won't matter, so pick whichever. No skill checks required whatsoever. You'll accrue some Cruel disposition from some of these dialogue choices, mind you.

  17. 14 hours ago, Tencatta said:

    Not sure this thread is long enough for all the bugs in the PS4 version - or while waiting for levels to load to check bugs.

    Even if VS EVIL did the port, would be nice to see these fixed and answered.

    To be exact, VSE is the publisher of the port, but it's a small company called Grip Digital that "handled" the port. https://www.grip-digital.com/portfolio

    1 hour ago, thelee said:

    is deadfire on console essentially abandoned by vs evil? i haven't heard much about patching from vs evil. which is a shame, becuase on PC it's pretty much as stable as can be for games of this genre IMO.

    Not exactly, but they sure did they take their sweet time with the patches - almost 6 months between the last two. AND they're still patching the Switch version of PoE 1, which came out about 14 months ago...

    But the latest patch did make Deadfire at last playable, for me at least. It has only crashed about 6 times in the 50 hours or so that I've played after latest patch. And some issues yet remain. Also, it needs to be said that all this doesn't change the fact that PoE 1 & 2 have crashed in total many, many more times than the rest of the dozens of games combined that I've owned and played on the ps4.

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  18. On 10/19/2020 at 8:47 PM, Vonnor said:

    :)I had caught the Boeroer's Garrote/Bloodmage Whispers build on a previous visit to the forums, tried it for exactly the reasons you describe, had one conversation with Woedica and was like "ohmygodIhateyousomuchcan'tdoit." 

    But I was interested enough in the core concept of the build to adapt it to a Skald instead of a SG Paladin. Works pretty well - you can critfish on Whisper parries for more phrases, Ancient Memory/Old Siec will keep you in health with or without melee hits, and cheap At The Sound of His Voice means you are both great at CC and don't need to leave enemies un-CCed for said parries. 

     

     

     

    Heh, well I don't usually have an issue being a nasty piece of work in games, but what might get me is Woedica's voice, ugh. Ain't saying her voice actress is bad or anything; I reckon they wanted 'haughty' and oh boy, they got it. A haughty old hag to be precise. I can only listen to it in... moderation 😄

  19. On 7/27/2020 at 2:05 AM, thelee said:

    there's also a hidden issue in that the axe is bugged and won't properly count carnage damage as raw damage for purposes of unlocking a soulbound level for the barbarian. it makes the process of unlocking much more tedious and requires you to use other mechanisms to get raw damage. not game-breaking, but definitely annoying.

    Pardon the necro, but it's good that I found this. I unlocked this tier on the Slayer's Claw yesterday evening on my ravager and was dumbfounded to find the number not going up. I also forgot carnage damage is considered 'raw', so I was really scratching my head in regards to how exactly a barbarian is to achieve this.

    Currently I'm using the animancer's energy blade in my offhand and coating my weapons with razorgill dust. The axe modal doesn't raise the count, not at least when playing on ps4; could just be bugged though, but I'm gonna have to make do without it. At least the SSS challenges are repeatable, so I won't running out of things to kill.

  20. 5 hours ago, Waski said:

    Scripted interaction with big wave while sailing. After that you don't have to wait for Llengrath to land on your  ship and invite you (its bugged), you can just go  to FS a start dlc.  Basically if Black isle is full of tentacles you can start it. 

    I can't for the life of me remember if that has happened or not. I started this particular playthrough way back in Spring and picked it up again a couple weeks back... That said, after reading your reply I just went there and just like you said, I got it started without encountering Llengrath. Had to do the "puzzle", but I could just walk downstairs.

    Then I made a new save, loaded this same file, picked a faction and did their final quest. Then got on my ship and lo 'n behold: there comes Llen to 'ask' for the Watcher's help. So yeah, it's a mess, but at least I got FS finally started.

    Anyhow, thanks for the advice!

  21. On 10/17/2020 at 12:10 AM, Boeroer said:

    Yes, as long as you are not picking the benevolent/diplomatic stuff you're safe. You want to pick cruel or rational from time to time to get Faith & Devotion/Deep Faith to the max. Rational is easy enough. Cruel sometimes hurts - but there are enough situations where you can be cruel to some douchebags like Benweth and such - so that's ok I guess. 

    Maxing RES is a good idea. Every additonal point of deflection has increasing returns, so the more the better.

    He can be the tank most of times (i played him solo long enough) - but I would not let him tank all alone all the time. He's great against most melee enemies, especially the numerous but weaker ones - but obviously he's nothing special against ranged enemies or spellcasters. Additional frontliners might be helpful.  

    Ok, cheers for the info! Last question: how would your stat spread look like? Keep in mind, it's turn-based, so I'll leave dex at 10 or even 8, because of Berath's blessing.

    Looks like Konstanten really needs to become a howler after all. Partly because of what you just stated, the other reason being that I remembered chanters don't have any weapon abilities.

    For the record, the biggest reason I wanted roll a SG was to be in cahoots with Woedica and that they favour dispositions I don't normally pick, so it might make the playthrough feel a bit more fresh. I reckon a devoted/blood mage for instance would be a much more efficient striker.

     

  22. I honestly prefer Charge in TB. The abilities have the same range, cost and initiative, but stun is very, very useful in TB and charge interrupts on hit. On occasion I've had Eder stun like 5 enemies on his way to interrupt a spellcaster. Just grazing is enough to get the stun effect.

    FP can interrupt too, being a full attack and all (assuming you'd dual-wield), but the damage is really, really underwhelming even when upgraded to shared pain (which one won't be able to reach when multiclassing).

    Party composition would also factor in my decision - does anyone else have the ability to stun or not?

    And you know, you can always just respec if you don't end up liking whichever ability you pick.

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