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mothra

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Posts posted by mothra

  1. Most of the time I order them to hide behind a rock before I open combat and when enemies inevitably rush you they rush past them and then I just spam their abilities.....later on you can almost chain those moves and cc enemies permanently. But they are still pretty useless when not constantly babysitted and spam-healed. Instead of using TTD to fire off some cool shots I save it for mid-battle so I can reposition those morons. Also, don't take flaws on supernova :), the perks are not impactful enough to suffer those attribute debuffs.

  2. Hi !

     

    I am playing the latest version on GOG

    win10 prof 64bit, attached dxdiag and link to screenshots

     

    After combat on the starter island at the ruins site (dragon/panther fight) the floating numbers for healing are permanently displayed at the center of the screen, this goes for overland map exploration, dungeons, ships, cutscenes etc

    The "2" seems to be from Eder's constant recovery, the "6" is probably from some drug I took before the fight.

    Reloading, dismissing party members, resting, area transitions etc don't seem to have any effect on this.

     

     

    Here are some screenshots of the floating numbers

     

    https://imgur.com/a/oNsKAem

     

    Hope that helps, it aint gamebreaking but rather annoying :)

     

    DxDiag.txt

  3. I dunno, I am torn as well about WM1/2.

    All it did was to put different spells on Aloth so he could just buff up during the fight and actually become the main tank while all my "fake" tanks dished out damage through disengagement. One of the best tactics for the grieving mother was to put on speed boots, get aggro, run in a circle while durance buffed her to infinity and each lap she led the enemy past my "tanks" that just slapped everything prone thru disengagement. Sagani/my main just spanked the ranged ones in the mean time. Worked almost every fight and looked incredibly silly. On the other hand in the vanilla game I had the typical Tankfront, buffers middle, DPS ranged in the back with an occasional flank to get my cipher death destruction beams in......

    I honestly don't know what they could do to make fights more interesting, imo they were the weakest part of the game.

  4. Regarding AI:

    You should watch the video in the latest update of Divinity: Original Sin 2 (Meet our new AI). The devs said that their new AI did things even they did not expect and most players say that the game is much harder and better now (except the ones who die every few minutes). Enemies buff themselves and defuff you. After debuffing you they cast spells that exploits your debuff (like first they slow you down with oil and then they set you on fire). They take care of positioning (to hit all your chars with a spell or stay out of your line of sight) and they walk around dangerous areas if you cast a spell between you and them.

     

    This sounds good for the hard and very hard difficulties, but in easy and normal mode you should not overdo it so that not so good players have a chance to finish the game.

     

    2 more things:

    - I know it is hard to balance this. There are new players who must still learn the basics of CRPG, there are average players like me who had no problem to finish the game on hard but I had to skip some optional battles (alpine dragon) or come back when I am overleveled and there are hardcore players who seek the ultimate challenge. It looks like the hardcore players are most active in the forums. But does it make sense to make the game so hard that only a few elite players have a chance to succeed?

     

    - I admit that you did improve the AI of PoE1. In the beginning enemies attacked the first thing they saw, so one untoucheble tank and 5 glass connons were a good choice. After some later patch enemies acted a bit more intelligent and I liked that change. But I see that enemies are still quite dumb and good players can easily exploit this.

     

    Problem with the new AI system in DOS2 (although better) is that you can exploit it like most other AI systems (even moreso now). Since the new AI refuses to walk through hazards you can just lock down a whole area, let the AI path around it and then pick them off one by one. Most of the difficulty in DOS2 comes from limiting YOUR access to gear and spells atm. There is still a long, long way for enemy AI to use "delay turn" and buffing/debuffing properly. So in order to even get into a real fight they have to be a little more "suicidal".

     

    In PE1 on the other hand the "let's all gank up on aloth" AI made the game easier for me. I just respecced my squishes to have more defense spells/abilities and made my tanks "fake" tanks that actually dish out all the damage now through disengagement.

    • Like 1
  5. I had an immensely deep emotional connection with the grieving mother although my Watcher thought she was a monster. Traits of a good "villain" imo.

    Putting her later into the campaign where I had alot more understanding of my own power, waidwen's llegacy and how it impacted the world helped that.

    And all of her "quest" was a wall of text, no problem there.

     

    Sagani told me of a world outside of the dyrwood and broadened my horizon.

    She somehow mirrored my Watcher's own feelings of setting off on a quest I was unsure of even wanting to complete because of fear, fear of learning things of myself I didn't want to know or fear that all of it is for naught.

     

    Eder was a bro, a simpleton with a kind heart who has "seen ****" without being a yes-man.

    Durance felt like a mystery and a threat at the same time so I didn't want him to leave my side for a moment so I can watch his every move

     

    All of the above qualify in some way as the stepping stones to a deeper connection to someone, a romance without words, love without sex.

    I can just fill in the blanks with my own imagination without having the devs put words into my mouth or "kisses" cutscenes that fade to black or even bed gymnastics.

     

    Kana, Pallegina, Hiravias, Aloth didn't do that much for me than a little more flavor.

     

    I do agree though that some of the motivations of companions for staying through to the end of my story could have been more fleshed out and reactions to decisions or happenings could have been more.

  6. WM broke the flow of the game for me. I really, really wanted to go there but I didn't wanna do the typical "get easy XP, super-OP items then return to stomp TwinElms" while the story urged me to finish the critical path. But that doesn't mean I am opposed to having an expansion in the middle. As a narrative-focused player I have no preference as long as it integrates into the critical path. So no preference

  7. I admit I didn't really understand the split mechanic first time I played but as ppl above pointed out it was more that my preconceived notion of "what health is" was wrong and I failed to connect the dots. But I didn't go to the internet to cry about it because I also thought "there must be something I am missing". Later it dawned on me and I actually started to like it.

    (this was in the first 1-1.5 hours of playing mind you where I had to refresh my knowledge of attack/defense/accuracy/interrupt etc as well)

     

    The best example for me where it totally made sense was the "spike room" in Caed Nua level 8 or 9 ???. You send someone through a room full of spikes and while he could regain health by stopping movement the constant pain of the spikes drained his endurance steadily. Such a scenario at the start of the game (tutorial dungeon) would have helped alot to explain that feature by "showing", not "telling". So I agree that the game could have done a better job of "showing" how it works instead of just "telling".

     

    The new mechanic may be more intuitive because most players know what health/HP is but on the other hand if you tie death now to amount of injuries you got a new system you would have to "tell about" AND "show". One knockout and 2 failed scripted interactions later a player goes to 0 health and dies and proceeds to cry on the internet.

    • Like 1
  8. I would be up for this.

    Imo the "easiest" option would be to elect a pirate captain that collects the money via paypal, buys the ship-tier and any surpluss goes to to the devs.

    If someone from Obsidian would take that role it would put alot of minds at ease and it solves the "problem" of all the extra stuff in the tier having to be distributed/voted upon.

    The minimum entry fee of 8$ should stay, you can donate more but it should not entitle you to anything.

    The way to immortalize yourself as part of the crew or other means should be a random draw, if many ppl donate there is no way everyone can be an actual named pirate NPC on the ship. The dev would be the captain, anyone else gets to pick from certain ranks in the crew and if the person is unlucky with the draw he gets a nameplate on the ship or something (like graves were in PE1). Set up a form to fill out for the dev to collect which he then can check against the donations, e.g.

    paypal account name - possible ingame name - possible ship crew rank.

    At the end of the campaign once the money actually gets wired the dev randomly picks the crew.

  9.  

    Companion Stat customization pretty please

     

    So please, just give me those little arrows left/right of my companion stats when I recruit them or put an option in the menue so I can actually fully utilize my companions classes through the whole game and build them the way I like. (...)

     

    I like to roleplay, I disable metainformation ingame, don't put on stat stacking gear to "fool" the system (...)

     

    Funny, mate. It seems you want to have a cookie and eat it at the same time.

     

    If you really like to roleplay, as you claim, then get a grip and play with companions the way they were created by Obsidian. And they were created that way for a reason, because game-wise they are just other people in that world, they have their strenghts and weaknesses. So either suck it up and play with them the "proper roleplaying" way or make yourself an adventurer with desired stats. That's what this option is for anyways, happen somebody doesn't like what he gets.

     

     

    I pointed out that party customization is where I draw the line in terms of roleplaying and I just wanna game. 

    Maybe quote that part instead of truncating it to fit your rebuttal.

    This aint about logic, this is a purely selfish request.

     

    If I would take companion descriptions as an indicator for how they should be built the grieving mother would have 10+ perception and the rest of her stats would be 10-

     

    I don't think many ppl that play this game for the story alone care about their stats anyway, you afk with partyAI below normal in that case. They wlll never experience their "identity" or face a bigger challenge. I just don't think it is a big deal to give you that option.

  10. Hi,

     

    As in most RPGs companions come with predefined set of stats, in POEs case might, dex, int ... etc etc

    While you can choose abilities/talents each level up you still have to choose those that profit from their starting stats and the gear you put on them,

    especially on higher difficulties. I love higher difficulties that reward preplanning but even more I love using companions.

    The Adventurers hall gives you all the options to make crazy party compositions in terms of classes

    (to quote Mr. Sawyer: "We are all holy warriors" etc etc)

     

    Wasteland2 was a good example of having ridiculous stats/talents on companions since combat was somehow built around unpredictability with rogue chances, weapon jams and the like.

     

    One of the reasons I moved to the normal difficulty (aside from trash mob clusterf**k fights) was the way companion stats were handled (or not handled). Especially in the case of Pallegrina I had the impression someone just threw a few 1-20 dice on the floor and filled out her template. Or if they actually give an companion acceptable stats they lock her into horrible gear (for the way i wanna play a rogue... looking at you Devil)

     

    So please, just give me those little arrows left/right of my companion stats when I recruit them or put an option in the menue so I can actually fully utilize my companions classes through the whole game and build them the way I like. As it was in POE1 most of my beloved companions were just dead weight compared to the absolute steamroll of an adventurers hall party.

     

    I like to roleplay, I disable metainformation ingame, don't put on stat stacking gear to "fool" the system during conversations, don't stealth through 5 maps so I can pick up the grieving mother at lvl3 but at companion stats in PE1 I have enough of "character identity" and just wanna game.

  11. I think that ship has sailed off long ago

     

    I didn't like the RtwP when it was set in stone for the first kickstarter campaign but it is not a dealbreaker for me. Both systems have their (dis)advantages.

    You couldn't do fights like in PE1 where all of the enemies unload myriads of AOEs and debuffs first turn on your party and you have to eat them, that would lead to every char having to be a tank or the introduction of completely new mechanics like initiative to combat that. Or it would change the nature/composition of the fights.

     

    After one playthrough on PotD I just switched to Normal and afk'd the fights, they were a clusterf**k with constant pausing anyway but I did like that you could just run in circles if you knew the fights beforehand and let the enemies unload their heavy hitters and miss.

  12. Nice ideas, I think an economic way of doing it would be the scripted interactions of the first game mixed with the hireling mechanic of Caed Nua, maybe even the battle over it where you could enlist NPCs ingame and/or pay for support. Depending on your decisions in the scripted interaction it could probably end in a small map of two ships already near enough to be boarded and then an battle to either defend your ship, put out fires, raise sails to escape or storm the other vessel across planks/using hooks etc....

     

    I can't see them introducing a whole system of actually steering your ship/firing cannons although it "could" be sweet.

    But if it would deviate too much from the feel/themes and mechanics of the main game I would rather have them scrap it and make travel a simple "click on island, time progresses" affair.

     

    Another neat thing was the base defense in the x-com games where after a few turns some of your other crew (companions not in your party) would join the battlefield or specifically assigned to special tasks as mentioned above (put out fires, fire cannons)

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