
Sannom
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I have Aloth in first position to spot traps, and I never had a problem. The game pauses as soon as a trap or enemies are spotted, which enables to reorganiza my party before they can spot me. They're stuck because there is no room. Same as above, you're trying to move the caster somewhere there is no room. Characters already walk through each other outside of combat. Granted, it takes a little while to get used to the difference once combat starts, but it's really not insurmontable.
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Concentration on a weapon?
Sannom replied to maglalosus's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
What does the inventory-popup say? -
Yay! Chris Avellone working on Divinity OS 2
Sannom replied to rheingold's topic in Computer and Console
I'm not getting it. What are you confused by? -
Penetrating Shot not working
Sannom replied to Sannom's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
I will do that, but what's an output log and how do I get one? EDIT : Update, the ability isn't as broken as I thought, despite having the graphics of an activated ability, it wasn't labeled as "active" when I hovered over it (you will see what I mean in the screenshots). So I deactivated it and reactivated it, and it did the trick. Here is the link to my dropbox : https://www.dropbox.com/sh/41uq4hmrc5u2d1h/AADqzu6q6Pz_mK59f17gxpbza?dl=0 You will find a save game and the two screenshots.I mentioned earlier. -
Penetrating Shot not working
Sannom posted a question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Hello, I would like to signal a possible bug on Penetrating Shot. In my current playthrough, Sagani has Penetrating Shot, but even when activated it doesn't appear on the "Acivated Effects" of her character sheet and I remember searching for that effect during a fight (before I realized the bug) and did not find it, so it seems that it really didn't work at all. I tried retraining Sagani to see if it would solve the problem, and it did. Also, another unrelated question : are the effects of Vicious Aiming and Penetrating Shot on the Ranged Attack Speed supposed to stack or is one supposed to suppress the other? -
Better Wizard play experience
Sannom replied to FacesOfMu's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
It was in the Pillars of Eternity retrospective panel at Pax. It seems their point was that priests and druids have access to way too many abilities in every single encounter. There are no limitations to the spells they can cast in combat, unlike the wizard who only has access to four spells a level per grimoire. That seems to be the OP's point, yes. -
I don't think that's Sawyer's argument. His argument is that some people hate strongholds on principle and hate them even more when there is content gated by it, which makes developping content for the stronghold low priority. I don't think that would have been a good idea. Everything about Caed Nua is abstract, we don't know the people we tax, the merchants are generic, but it "works" because we don't know the castle's history. If we had been given stewardship over Gilded Vale, the lack of content would have been even more jarring!
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I think the truth is that creating content for the stronghold was low-priority compared to the stronghold systems, the stronghold interface and the content for the rest of the game. So in the end, the stronghold doesn't integrate very well in the rest of the game and is really just a distraction for those who likes bone-bare management in their RPG Sawyer said on Something Awful that creating content for the Stronghold is a focus for him for Part 2 of the White March, so we might see improvements sooner than you expect : http://forums.somethingawful.com/showthread.php?threadid=3706905&userid=17931&perpage=40&pagenumber=7#post449402007
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No. But she wasn't born with it, so it isn't her body. Secondary effects are to be expected. This isn't Fullmetal Alchemist, even if the soul stuff reminds me of it quite a bit. But then again, that happens every time something has "souls" as an important feature of their world. I already thought that FMA owed a lot to Final Fantasy 7.
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Better Wizard play experience
Sannom replied to FacesOfMu's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I don't think they're lacking so much as I'm surprised they didn't think up a limitation for the priests and druids when they decided to give up on the "you have to prepare your spells" part of the Vancian system. True, but in NWN2 for example, clerics still had to choose, like wizards, which spells they would cast for the day. Divine Souls and Spirit Shamans, the divine magic equivalents of sorcerers, could only know a limited number of spells. PoE's priest and wizards are basically those two last class but without the limitation. Augment the number of 1st-level spells they have access to at the begining of the game then. -
Better Wizard play experience
Sannom replied to FacesOfMu's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I hate to break it to you, but PoE wizards are already D&D sorcerers as is, with the minor caveat that PoE wizards get less known spells per level than D&D sorcerers but have the ability to switch their known spells thanks to the grimoires. In fact, PoE priests and druids are also D&D sorcerers, but with all the advantages (the ability to cast any combination of spells of any level as long as they have the necessary resources) and none of the drawbacks (their spell selection isn't limited). As someone who doesn't like that wizards can select new spells on level up, I can see a very simple solution to that problem My ideas for wizards : - Make spells per-encounter at an earlier level but graduate their progression. For example, start with one 1st-level spell slot which becomes per-encounter at level 6 and go from there. - I like the metamagic proposed by the OP. - I'm absolutely opposed to the idea of making every spell of a certain level known by the wizard available to him once he is high-level enough! Plus, I don't think this is realiitically going to happen, Adam and Josh apparently believe that priests and druids have way too many abilities available for each encounter, this would just create the same thing for wizards. -
About Part 2
Sannom replied to Benedictous's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Is it safe to assume that most of the content of Part 2 will happen after the end of Part 1? -
Gameplay Suggestions for PoE2
Sannom replied to Shevek's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I don't think you understand what deflection represents. It's your character's ability to deflect blows, generally through your shield or armor. Unless your point is that we should be able to create our own weapon groups, I do not understand your argument, no. A system with specializations for each weapon would still require you to spend two talents to create your concept. They're not artificial. They have an in-world logic as to what the people the group they're named after would fight with. -
She's not in her original body? A construct body made out of bronze. With decorative breasts. I doubt it was built for durability. Stiff joints? Or maybe that those decorative breasts are getting in the way? Wasn't she a trapper before she started killing people? She's using what she knows how to use.
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Gameplay Suggestions for PoE2
Sannom replied to Shevek's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Two questions about this hypothetical system : how does the spell system fit in, and are the injury kits limited in number like the camping supplies are? No offense, but that is a terrible idea. Enemies have different immunities and resistance to damage type, so the specialization you're proposing would only cripple some builds. The weapon groups tend to offer a weapon for each kind of damage in their selection. Meh. For me the distinction between a ranged specialist and a melee specialist is better achieved through the talents and modals you choose that effect one weapon type or the other. How can weapon groups with a selection of weapons in them be straight-jackets? I will grant you the challenge, but I fail to see the strategy, especially once you know the tricks of the trade. As soon as the Contingency goes up, throw the spell to bring down the magic defenses, then launch Breach and maybe rain down the Magic Missiles to break the Stone Skin. With Haste on, the mage is back to being a squishie thing very quickly! I fail to see the difference between taking two weapon groups and taking two specializations in specific weapons. Oh wait, I can see one : in the former, your character will be able to wield efficiently more weapon types rather than be gimped by AD&D-style hyper-specialization! Which was especially ridiculous for warriors, supposedly the greatest master at arms, but who had to specialize in one kind of weapon! Also, on a side-note : f*** this fancy quote system, f*** it time a-million! At least give us back the readable BBCode, not that gimped version that can't even get to a new line when it no longer has room in the box! -
What. He posted that 3 days before your tantrum! Other people reacted to the news even before that! How the hell can you be so behind the curve? What tweet? Brandon apparently hasn't twitted since March 29th.
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As for future stuff, I guess that one concept art implies that the next big threat might be humanoid giants?
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