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Everything posted by Sensuki
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This makes no sense. It's like an inside out version of "Kiting exists with or without engagement". There are some people here who actually care about tactical movement and positioning in combat, if your favourite game is Knights of the Old Republic 2, then you're probably not going to be one of those people. This statement is untrue, and you are not only getting that wrong, but the definition of tactics as well.
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[364] Possible Bug with Accuracy and new stacking rules
Sensuki replied to Sensuki's question in Backer Beta Bugs and Support
Accuracy Stacking works for Rapiers. edit 2: It seems this is only rarely occurring. Unless there was a hotfix, I've only seen it happen once today on one attack. Every other time the bonuses have been stacking correctly. -
Melee Engagement doesn't address kiting. It's technically one of the things it's supposed to do. I made those videos to try and get Obsidian to improve the AI Targeting. That was one of the angles I used (although it was more it's a very complicated problem, not necessarily the AI can't handle it - that was more related to the solution of making the AI check for Engagement circles and make decisions about when to ignore them), the real reason it should be removed is because it removes pretty much all tactical movement from the game after combat begins, thus making it boring. I have several quotes stating that the combat in this game was intended to be tactical, but instead some idiot called Tamerlane got his wish granted instead. Who said that? Certainly wasn't me.
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Yes you're right. Regardless of what they do, I will be modding it out of the game, but I'll keep testing/trying to break it as well.
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I don't think so, they just want to keep the system. For some insane reason they think it's good lol
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Is this a combat bug or just rules are unclear to me?
Sensuki replied to Gairnulf's topic in Backer Beta Discussion
You missed because it's burrowing and cannot be hit. You can blow per-rest spells because of that, the way it works needs to be tweaked - I would point that out in the Bugs forum. -
The Grand Talents Test [Volunteers Needed]
Sensuki replied to Sensuki's topic in Backer Beta Discussion
There are UI tweaks that need to be made here, because level gated Talents don't even state they are level gated. They should show in the list, but greyed out if you don't meet the pre-requisites - at least then you can plan for your build. -
Is this a combat bug or just rules are unclear to me?
Sensuki replied to Gairnulf's topic in Backer Beta Discussion
Changing weapons has a few bugs associated with it. They probably need to make it an animation. -
Engagement Mechanics- Problems and Solutions
Sensuki replied to Namutree's topic in Backer Beta Discussion
Nice joke. -
That's not the point, you need to be able to read the combat log. Yes, you can increase the size yourself, but mimimalism for the sake of minimalism pisses me off. They should be doing the complete opposite with the portrait area.
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Engagement Mechanics- Problems and Solutions
Sensuki replied to Namutree's topic in Backer Beta Discussion
Abusing a system for free attacks is not outsmarting your opponents, it is abuse of a broken system. -
What You See Is What You Get Loot System
Sensuki replied to Sensuki's topic in Backer Beta Discussion
I'm seeing more instances of enemies not dropping their armor than weapons, but good stuff. -
Engagement Mechanics- Problems and Solutions
Sensuki replied to Namutree's topic in Backer Beta Discussion
I don't think that completely addresses it. It should still technically be possible to get an opening round of disengagement attacks by luring melee foes to a clump of your characters, particularly with Fighters who have multiple engagements. I will try to achieve that in the next build and see how I go. You saw that I was able to achieve at least one disengagement attack per-character with my Rogue and Barbarian examples, while smarter targeting may make that harder to achieve, should still be possible, and if so - will remain the best way to open combat against a group of melee opponents. Good thing is, with the improvements to AI targeting, no engagement only needs some animation fixes and ability mods to be perfectly playable. edit: Defender Mode will need a buff or something now, because outside of being able to exploit engagement range, Cautious Attack is way better. -
Kaz has moved all of those displays to the same position as the animal companion portrait. The AC portrait has been reduced in size, the portraits have been spaced out slightly more, and status/affliction icons have been moved to the right of each character's portrait. As a consequence, the action bar has been lowered proportionally and you can see more status/affliction icons per character. Lower portrait area isn't really a good thing because the combat log height is already small enough, and a lower left side will look strange with a higher right side. Will give it a try, but am wary of it looking pretty silly (already do not like the UI anyway).
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Do you mean asynchronous as in different classes having different XP tables? That's something they are definitely not going to do.
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It probably is, but it would likely have animation blending issues with other stances, such as the combat stance. Even the run has existing animation blending issues.