Everything posted by Sensuki
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Let's Play Baldur's Gate 2, and reflect on Pillars of Eternity
Wait you lost someone to Suna Seni? Wat!!!!111212131 Cast Stoneskin on Aerie, problem solved. Also with the Golems in Irenicus' Dungeon, I usually go Long Sword proficiency and you get a Long Sword +1 like literally in the second room in the game, so once I get that I just quite literally walk into the room they are in and kill them both in the room, and they don't show up later.
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To the Development Team
I think the issue is not trying to please everyone, but who they are trying to please
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[392] VFX bug with Barbarian Blooded ability, and possible explanation for glowing Nyfre
Expected Result: Blooded VFX should only play when actually below 50% Endurance ?
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Critical Damage Balancing/ mitigation....
I disagree, I don't think it was fine even before the armor change It's just now worse than it was before. I had an issue with the armor system, but I thought that percentile DR and no DT would be easier to balance. They went the opposite direction.
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Saving the Wizard Class
They've actually updated the Deleterious Alacrity of Motion spell, and now it seems like it only Drains 5 Endurance, which isn't that bad for x1.5 attack speed increase.
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Let's Play Baldur's Gate 2, and reflect on Pillars of Eternity
I enjoyed the Copper Coronet Content Density. That stuff is unique to BG2 and you'll never find it anywhere else, unfortunately.
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Critical Damage Balancing/ mitigation....
You can say that again.
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392 Discussion
It's something I am going to look into after the game is out, if I feel that damage still feels funny leading up to release. It shouldn't be too difficult but it will take time. Changing the Might bonus to an integer is baby stuff, but there's all sorts of item mods and various other things that would need adjusting too ... and then the whole thing would need rebalancing.
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392 Discussion
There's a whole bunch of stuff they could do, and I haven't made any suggestions in this thread other than state that this situation likely wouldn't even have arisen if they used integer bonuses.
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To the Development Team
DA:O had pretty good C&C, didn't really like anything else about it though.
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Critical Damage Balancing/ mitigation....
Oh I see, interesting notion.
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392 Discussion
That's not what I'm complaining about man It's the magnitude of the differences. Even within a spell's own attack resolutions, results wildly vary because of how the percentile bonuses to it work. I don't like how they interact.
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[392] Bonus from Accurate 1 itemmod aka *missing itemmods 240* does not apply at all
Ignore this bug report. It's working as intended.
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392 Discussion
He means the convo from the Icewind Dale thread (in PE General Game Mechanics), where he was talking about swingy melee attacks, I think.
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[392] Bonus from Accurate 1 itemmod aka *missing itemmods 240* does not apply at all
Edit: This is actually not what's happening. The Accurate 1 bonus is being applied, it's the fact that Single Wielding weapons only seems to be giving +10 accuracy in this build, instead of +15. I'm not sure if that's meant to be the case or not. Asking Josh Sawyer on Something Awful now. Source code says it's still +15 in the AttackData class so :S
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The PE IE Mod Thread - Draggable UI Now Available!
How much better is it with the log on the left, can actually read it now. Middle is even better, but the UI elements are difficult to position around it with 6 portraits.
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[333][OSX] Menu bar and dock still appear in full screen
I think Adam Brennecke said that they weren't sure how to change it. http://forums.obsidian.net/topic/69681-true-fullscreen-mode-on-os-x/ edit: oh your thread was first, anyway - link to other thread for posterity.
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P:E mechanics - how is it doing compared to IE?
I'd appreciate if you blog about your BG2 playthrough
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Is the holiday backlog of reports being read?
Also I assume testers are busy with the Linux version and the conversion to Unity 4.6 . Getting the Linux build working is probably Priority #1.
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[392] Bonus from Accurate 1 itemmod aka *missing itemmods 240* does not apply at all
In previous versions, Accurate 1 did not stack properly with the Fine/Exceptional properties, in v364 sometimes it would bug out but usually worked. In v392 it doesn't work at all. Expected Result: Accurate 1 should give an accuracy bonus of +5, unless suppressed by a higher property.
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392 Discussion
Grazes do significant damage when you're attacking favorable DR, also with raw damage, and on big hitting spells, and with anything that has a DR bypass also does fairly okay graze damage (especially Arbalests and Firearms). Incoming grazes (from creature attacks) are also pretty serious business, too.
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Bumping my bug reports
Selecting a character that is reloading a firearm cancels their reload AI Loop doesn't update during movement for most enemies Battle Axes do incorrect damage Default Split Item Amount Uses Stack Total rather than 1 Issue: Inventory Slot Icon should be blank when items are equipped Starting potions of Deleterious Alacrity of Motion do not stack
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[392] Starting potions of Deleterious Alacrity of Motion do not stack
The two potions of Deleterious Alacrity of Motion that you are given (1 for the BB Fighter, 1 for the BB Wizard) do not stack with each other or newer potions of that type that you might craft either. Expected Result: All potions of the same type should stack with eachother.
- Update on the Update
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392 Discussion
To be honest, that would probably make the pacing of combat better, and I may even end up removing grazes in my combat rebalance mod. Grazes could work, but I think in conjunction with integer DR, the number ranges they are using for everything is not optimal.