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yorname

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  1. As the title says, I wonder if there's a simpler and commonly agreed way to call those effects. Every time I found myself scratching my head for a word like you can just call the other type of effects hazards.
  2. @IanTheWizard The game is pretty much dead, even if it gets updates like poe, structure is not going to change. Posting in stories won't change that. Not every game does tutorial the same way. I didn't pay attention, but I think there's tutorial popup about most mechanics. IMO teaching players in dialogues or creating a scene for every game mechanic breaks immersion, and is exactly the kind of handholding in modern games that makes players feel they're treated like idiots. From my experience deadfire is far from a punishing game even at potd. You open a new 4X strategy game and play at the hardest difficulty, you'll get steamrolled. Mainstream rpgs now usually have a difficulty for new game+ that if you go in blindly, you get punished at every step. And soulslikes don't even need a difficulty setting to torture a large number of players. I honestly don't know how party wipes due to not knowing mechanics in deadfire potd is bad design and something need fixed. Also don't ignore the part I said your party is simply not good enough if interrupt feels so important in this fight. The concentration/interrupt mechanics is not the focus of the fight and not the reason you feel it's hard. So you mean normal is not punishing that you don't bother learning, but potd is also bad because it actually punishes you? There are 2 more difficulties in between. I'm also a player that always starts a new game at the hardest difficulty so I know the mindset, you need to accept the fact that you are not playing the intended difficulty as first playthrough and you asked for every moment of frustration. Repeating "it's not me because others also complained about it" is not going to change it. Of course there can be valid criticism but I've yet to see them, tbh you don't know the game enough to say design is good or bad, and saying it teaches poorly is simply not true. It's like dying to the first common soldier in Sekiro and saying there should be a dialogue to tell me to parry. I don't think I can change the way you play, but since others don't bother to reply, please just don't make more threads in stories. This is not the place. And this is not helping the game.
  3. As I told you in another thread, potd is not the difficulty if you don't know concentration and interrupt. If your pride doesn't allow you to learn at a lower difficulty, maybe it can also help with constant complaining? The fact that concentration/interrupt being a big deal for you in this fight also means your party isn't optimized enough. You're not ready for potd in every sense, that's it. Lastly, do you expect to beat everything in every game in one go or they are forcing you to learn by death? Even in "modern" games that treat the players like 3 yos, a boss can require a specific technique yet doesn't pause + highlight "PRESS THIS BUTTON" every time. How do you play games at all? I'm being blunt but filling a mostly dead forums with complaints that are what I avoided calling last time, skill issues, won't help anyone. If you have to do it, reddit is the place.
  4. First, I agree the level indicator is often a mess. potd is the difficulty where you should know exactly what you should and shouldn't do at which point, and at least metagame/power-game to some degree. To be fair, deadfire doesn't railroad you past the starting island, you can and should know what quests are peaceful or easier and do them first to get stronger. I don't think I ever did this quest at level 11, so I can't really tell if your party is unoptimized or the quest is hard and misleading. But either way there is room for improvement. At least the game doesn't force you to have a party that has every type of buff or you can't hit anything and die in 2 seconds... I'm not saying you need to "git gud", just change the mindset and you'll find deadfire is one of the easier CRPG(on their own hardest difficulty) really.
  5. I wonder if returning to main menu, or even closing the game instead of "direct" loading from a game session helps, since doing so reduced the unavoidable stuttering when I dared to play for more than a couple of minutes. I really hope they can do something to deadfire like they revisited the first game in recent years. As a software product it's not great in the current state.
  6. Let me rephrase this. Basically what we need is just like Disintegration: a SE as "listener" (the DoT in this case), and the "destoyer" effect (Disintegration_SE_Destroy). The custom ability's destroyer can simply be a copy of Disintegration_SE_Destroy, but there are a few limits to the listener: It can't have infinite duration (Petrification) It can't be applied by an "OnDestoy" attack, like Death Ring, Touch of Death etc. However if an attack simply deals damage that kills an enemy and applies the listener at the same time, it works. My workaround is to change Touch of Death to 2 SEs at the same time, one that lasts for 0.1s and kills target at the end, then the normal listener SE. It's not a clean solution but worked for me.
  7. I remember losing weapons to form of helpless beast, maybe it's just the game rather than the mod
  8. I added a status effect to the permanent effect of Petrification, almost exactly like Disintegration_SE_RawDamage except infinite duration and 0 damage. It directly uses Disintegration_SE_Destroy as TriggeredChild, yet when I kill an enemy under this effect, the body doesn't explode. Please help, I really can't figure out what's missing.
  9. Yes I think it doesn't matter for pure dps. I remember full attack will take both weapons' speed into account so you can't "cheat" it. I think you should put the weapon that you want to hit more frequently/has higher accuracy in main hand, for primary attack abilities. If you're mixing melee and ranged, maybe put the melee weapon in main hand, otherwise you won't be able to use some abilities, like knock down. Mixing melee and ranged weapons will make your full attacks weaker though. Only a couple of full attack abilities allow you to use both weapons, others will only make you attack once, depending on your distance to the target.
  10. Normal pistols aren't great, but some have good enchantments that can secure a slot in your party, on top of the benefits Boeroer pointed out. Scordeo's Trophy has Opening Barrage that also affects abilities and spells. Let a cipher dual wield it with a melee weapon and their whole cycle become incredibly fast. You can also give it to a pure caster so that when they aren't casting, they build up a little buff for themselves for free. Later it can be replaced by Eccea's Arcane Blaster. I'll die on the hill that because of Imbued Ammunition it's the best single target ranged weapon, especially for a cipher.
  11. It's not a 30% damage boost. The math is kind of complicated so you have to check it in game. If you know how to choose and stack penetration, it's mostly not a problem. Let's compare similar weapons from both styles, say 1h sword vs 2h sword, their average base damage is 16 vs 21, 2h wins by about 30%. Now if you put them on an actual character with two weapon style passive, most likely dual wielding is way more than 1.3× speed. I remember I needed very high (~30) DEX and big action speed buff to make 2h dps catch up. When dual wielding you can have passive enchantments from both weapons. There's also the benefit of responsiveness. By having a shorter recovery, you can react faster, think second wind, lay on hands etc. You don't want a paladin to be in a 6s recovery when you desperately need them to save a party member. Your current recovery even affects max recovery, like when you're hit by multiple interrupts, there's a limit on how much additional recovery they can add. By having a shorter "natural" recovery you're punished less hard. (I forgot where I read this one, not 100% sure but seems to be true). Lastly you can dual wield melee + ranged to attack very fast only with one weapon. There are so many weapons that scale insanely good from simply attacking faster. Like Scordeo's Edge, you get Adaptive built up faster and trigger Blade Cascade much easier.
  12. Rogue has Confounding Blind which can apply IIRC the heaviest active Deflection debuff. Spirit Lance allows you to do that in AOE. You also simply do much more damage with every attack. Tactician works really well with Wizard spells. Fighter also has the cheap Mule Kick that has the knock up effect, which can not be resisted by pretty much anything in the game. It doesn't waste enemy resources like proper interrupts do, but using it with Spirit Lance will reliably control a crowd even if they have Concentration or interrupt immunity. Soulblade seems to synergize with Spirit Lance, but I personally haven't tried it, so can't say how good it is.
  13. For any multiclass wizard, the best damage spell is probably Ninagauth's Freezing Pillar. It scales better than pretty much everything else you can cast. Helwalker has very high might and intellect, with such character you'll casually deal 100+ damage per pulse in a huge area, for a total of 6-7 pulses. On the other hand, most Evocation (missile) spells need high PL to shine. Like single class plus all kinds of buffs, that kind of high PL. Kalakoth's Minor Blights is an alternative to Sort Lance, if you put a melee weapon in the off hand, you'll attack at dual wielding speed which results more damage than Spirit Lance. Spirit Lance allows more monk abilities and has an AOE interrupt-on-crit effect, though.
  14. I don't expect anything to be done at this point, just to add that I tried the Linux version of the game and it had exactly the same CPU bottle-necking and showed exactly the same fps.
  15. Here is my note on PotD, ver 2.1 without leaving Dawnshore, so no Scavenger: to get a 1H weapon or armor from Fine+0 to Fine+3, you need 18 Hylea's Talon (72 Paradisan Ladder). If it's generic, you need another 10/40 to make it Exceptional. I collected a total of ~170 PL without breaking unique. It's better to upgrade generic instead of unique weapons IMO. You can collect 112 PL before most serious fights. If you upgrade unique, you're stuck with 1H weapons, can't dual wield effectively, and to get 20 Adra you need to finish most boss fights and break down unique items for 5 more that could have been Awakend Adra. Edit: I did another trial run and only got ~150 PL, the randomness in Common+n weapons I guess. So upgrading a generic weapon might make it impossible to get armor to Exceptional in Dawnshore.

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