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aeonsim

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Everything posted by aeonsim

  1. Yes I've seen this as well, causes the game to lag like crazy as well.
  2. Awww MAN. That dual wielding pistols sounds SO fun! Like, I actually got giddy for a second. Maybe that could be a high level mastery skill or something. Please keep it in game The problem with the pistols is that you need two hands to reload them and they have a long reload time, so it doesn't make a huge amount of sense (though cool) and is considered a bug. The result being if you equip a melee weapon with them you run up attack the enemy with the sword, then attack them with the pistol, then attack them with the sword again. At this point things get a bit broken because when you go to attack with the pistol it needs to be reloaded so you spend the next 3 or so seconds standing around reloading your gun before attacking again with it then attacking with the sword then starting the reload cycle again (which is rather boring). For the Implements though it would be less of an issue as there is no reload stage so you never pause to reload and keep up a constant stream of attacks. So while I see why the pistol is treated as a bug unfortunately the implements are also considered to be a bug even though there description says they are one handed and they don't have the reload problem.
  3. I've found a couple of flails, with a fine one in the cave with the spiders ( hanging in the webs ) not sure if it's random or placed though.
  4. So dual wielding implements is a bug as well? A pity as it's rather fun and unlike guns with there reload time it actually works fine as in you fire a blast run up and attack them and then fire another blast and continue when using Implement + Melee weapon. While with dual implements the mage uses them perfectly just switching back and forth between them as expected. I don't suppose you could leave the implements 'bug' in as a feature and just fix the pistol ?
  5. Dual wielding Sabre + Pistol: Two Pistols:
  6. Allowing single handed equipping of pistols has returned. I'm assuming it's a bug again this time though if you've decided to allow it cool To replicate acquire two pistols and equip them.
  7. You can dual wield implements now , not sure if that's intended though it does fit the description. Pistols now also only use one hand so you can dual wield them as well or place them in the second hand with a sword in the main again. I'm assuming they're both bugs (the pistol definitely is), but I must say dual wielding implements with blast is alot of fun
  8. I'll probably play as a wood elf first time as the +5 bonus to ranged accuracy is rather useful for a Wizard. Though I am very tempted to play a fire focused Fire Godlike Wizard with a lot of fire spells and the Scion of Fire talent just from a role playing perspective.
  9. I'm pretty sure Edér will stay a fighter from now on based on some comments by one of the devs that he'd been switched as they needed a tougher party member who could withstand a fair bit of damage at the point you meet him in the game. It sounds like he may be one of the earlier party members you meet.
  10. I'd certainly agree accuracy was overwhelmingly important to all classes because of it's impact on the Graze, Hit, Critical hit range. For spell casters especially accuracy as a attribute was the logical choice as with both damage and duration being effected by it, it could and did have a big effect on how powerful there spells were. Being able to push a paralysis, stun, stuck or petrified status effect from 5s, to 10s or 15s (base 10) makes a massive difference in combat. I'd have personally like to have seen accuracy possibly split between 2 or 3 attributes (Might, Perception, Resolve) with 0.5 or 1 point assigned to each but that would probably still have had some issues.
  11. Chanters, Ciphers and Wizards also start with a bonus to Mechanics and there appears to be one of each as a companion so one of them should do. The Cipher with biting whip also gets a bonus to damage and apparently has slightly better deflection than the rogue so you may be able to build a rogue like character from that class. High DP, Mechanics for Traps/Lockpicking, useful spells/abilities & reasonable stats for melee fighting.
  12. It's now dependent on the sum of your Class, Level, Items + Enchantments, Talents, Food/Potions & special effects that are active.
  13. Here are the base deflection values for each class at level 1 from a post of JS's a while back, they gain some bonus to deflection for each level up. Not sure what's going on with the druid may simply be a bug. Fighter 35 Rogue 25 Priest 25 Wizard 20 Barb 25 Ranger 30 Druid 30 Paladin 35 Monk 35 Cipher 30 Chanter 35
  14. So my thoughts would be (this is based on playing through on PoD, and playing a bit on Hard): Druid/Wizard - Are interchangeable the Druid spells are a bit more powerful at the moment but I feel this is balanced by better versatility for the wizard and the wizards AoE standard attack with implements makes up for the Druids stronger melee abilities. Priest - As always having some one with a good range of buffs and spells to keep your characters fighting longer is useful, and their combat ability is ok if needed. Some of there spells are very useful in a hard fight. A Druid can partially replace them for there healing role if needed though especially if there is a chanter in the party as well to provide additional constant endurance regeneration. Chanter/Cipher - Chanter nice Aura like Phrases boost the whole party and some powerful invocations especially the summons. The Cipher however has decent damage and effectively unlimited abilities that are available immediately in PoD mode when I came across enemies that no one could hurt directly it was the combination of Cipher abilities to get an initial debuf on them (could try several times if needed) then the Wizard or Cipher exploiting that debuf to place a secondary more powerful one on them that turned the enemy from neigh on impossible to a target dummy. If I was planning to solo the game then at the moment I think I'd choose a Monk or Druid as they seem like the classes that have a useful enough mix of abilities to allow them to do so. However in a party I think the others mentioned above interact better with each other and contribute a bit more to the party combat.
  15. Huh, I didn't know that. So then that character is irretrievably gone since there's no resurrection? That is correct I had it happen to me a couple of times when playing on PoD when I tried to push through one more room/fight with several maimed companions, they take a blow chunk and their portrait disappears from the interface. In general I like the health/endurance system it's a nice part way point between realism and resurrection magic which just does not make sense as it's been implemented in any game I've played (why does any one die if they can be resurrected). With the current system letting one of your party get knocked out by mistake punishes you for the rest of the combat by reducing the amount of damage you can deal and allowing the enemies to gang up on your remaining characters but if you can still pull off the fight you can continue with out having to pay a resurrection tax (gold usually though indirectly via scrolls or wands of resurrection or a high level spell slot). However if you make mistake after mistake in the combat your characters will reach a point where you have to pull back and think about what your doing or they'll permanently die. If you want to risk it or you haven't got any resting materials you can still push on at this point but you have to play really carefully to keep your characters alive. Thus it seems to me that the setup encourages you to think about the fights at the harder difficulty levels while at the lower ones allows you to just charge in and pull of fights but the at the very last second with only a couple of party members still standing (at the eventual cost of more rests), while encouraging you to play a little better in the next fight.
  16. Using the BB rogue at close range with Leadspitter I was seeing damage of around 9-13 (sneak attacks) for all 8 shots. All 8 pellets didn't always hit (just most of the time with the rogue) but when they did 8 x 10-13 DMG was nearly killing some of the Cultists at the crossings with 1 (well 8x ) attack. The bypasses do stack which is what makes leadspitter so effective as the normal/fine blunderbuss which you can acquire does a lot less damage per shot as armour blocks half the damage for each pellet.
  17. Not the most useful thing for a single battle but useful for a war, especially if you ran away after shooting them.
  18. There are potentially some interesting interactions between dual weapons and some of the abilities based on some comments by JS. If an ability says full attack and then does something like blind the target with dual weapons you get two chances to apply it, as a full attack with dual weapons is an attack from both. So say you used a full attack ability with blind and the first weapon got a hit with a 4 second duration, then the second weapon got a critical hit with 6 secs duration then it will replace the first effect extending the duration. However if the order of crit and hit was the other way round you'd still get the 6 second duration as shorter versions don't replace longer ones. With single weapons and two handed your'd only get one chance. Also sword + shield talent should make your characters a lot harder to hit one they properly balance every thing with a large shield shield you would exchange 10 accuracy for 30 deflection and 20 reflex compared to the two handed and dual weapon styles though -20 acc compared to one handed. While for a small shield that'd be 20 deflection and 10 reflex for no access difference vs two handed or dual weapons and only -10acc vs single handed weapon. Which considering base accuracies are between 15-30 at first level is fairly impressive.
  19. If I was making an elementally themed wizard the elemental affinity talents would be nice for the 20% damage bonus.Fire Godborn Wizard, with the full range of fire spells decent might and scion of flame (+5 Fire DR, +20% Fire damage) armed with an implement with damaging, and Fire lash ).
  20. Screw belt quivers I want to see the English longbow approach. Carry your arrows however you like and when you get to the battle stick the arrows point down into the dirt/mud in front of you then start shooting using those arrows. Rapid fire with bonus tetanus for who ever survives being hit by the arrow.
  21. I played through on PoD and required 5 sets of camping supplies and maybe 3 rests at the inn. With the beetles and the ghosts forcing the majority of the rests (the boss creatures with there 100+ def/ref/fort/will). Considering they're the most unbalanced opponents in the beta it seemed reasonable to me.
  22. We weren't talking about the development process. Nor did this discussion begin with anyone claiming that the development process for PoE isn't refreshingly open and transparent. That's YOUR goal post moving/stream of consciousness. We were discussing Chris Avellone's Ironic comment that going the kickstarter route means he's been free to directly interact with the community. That is why I asked everyone else here if they've ever seen a Chris Avellone post in the PoE forums. Remember? As others noted why does it have to be this forum? Avellone is rather active on twitter, he's attending the Cons and talking to people and he's doing the odd interview while the game is in development they are all community interactions (Avellone, communications, other people = Community interaction). Now how is this different from publisher funded games well, I don't really remember Avellone attending Cons and being interviewed and discussing the game WHILE it is in development (after the game was released sure) when working on other games. There are simply more forms of communication online now than in the days of IWD2 so it is to be expected that the dev's will spread there time around different forums and methods of communication and that they will develop favourites/defaults that aren't the OBS forums. Community interaction is far more than just answering questions in a forum, and secondly being able to interact with the community when ever you want with out having to run it past a publishing PR department, gives you greater freedom to interact with the community whether or not any interaction actually occurs.
  23. It pretty much proves the point that the forums have a tiny vocal minority who care about stuff, that the vast majority of the pop couldn't care less about. The forum represent some thing like 1-0.5% of the total backers and if the game sells as well as Divinity Original Sin then the current forums will probably represent something like 0.03% of the players.
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