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Infinitron

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Everything posted by Infinitron

  1. Nah, I do that all the time. I just think it's funny that he mentioned "Keywords" out of the blue. Not communicated "well"? More like not at all.
  2. With the introduction of Affliction Immunities and resulting worries about game balance, I decided to ask Josh Sawyer whether the game couldn't use more fine-grained distinctions: http://jesawyer.tumblr.com/post/132635241171/idea-split-the-prone-status-effect-into-two Interesting, but it seems he didn't quite get what I was aiming at, so I clarified: http://jesawyer.tumblr.com/post/132730091931/the-difference-between-something-like-slicken-and Keyword system? What the heck is that? Have we just learned about an upcoming new feature?
  3. By "engagement breaker", I don't mean a character who can walk out of an active engagement without getting hit by the disengagement attack. I mean a character who has abilities that allow him to outright remove engagement, both from himself and from others. Are you saying that you're okay with Knock Down being per-engagement, then?
  4. Acknowledgement from who, the developers? If I was a developer, I would probably want you play the game as it is now, first. These crowd-control abilties, should they be per-encounter? They seem like the kind of thing you'd want to use often. But if you want to use active abilities to do "movementy" stuff, well, there are plenty of abilities you can use to break yourself out of an engagement. Building characters as dedicated "engagement breakers" is a role that the "hardcore" players don't seem to have experimented with much. Instead it seems they'd rather try to micro-manage movement and formations perfectly so that they never have to.
  5. Well, as you might know, during the beta, the personal character inventories were half as large. That made lots of people upset.
  6. Originally, the stash was meant to serve as a "strategic inventory" while the smaller character inventories would be "tactical inventories". You'd have to swap items in and out of your stash at rest spots and prioritize your personal inventory items judiciously. In the end, though, the game ended up not emphasizing item use enough to make that really work, so they just made the stash a regular shared party inventory by default and hoped nobody would care. And what do you know, few people did. From that we can learn that inventory management is probably largely redundant in any RPG of this type that doesn't emphasize frequent use of a wide assortment of inventory items.
  7. The 16th century also didn't have rifles. This is The Three Musketeers, not The Last Samurai. You know, aweigh, I'm beginning to think you aren't being sincere about liking this game.
  8. The cloak/amulet thing is possibly a legitimate gripe I think. It seems like there way more cloaks and amulets in the game then there are other item types, which makes it look like they were designed to be separate. You get to the end of the game with only a handful of belts or boots in your stash but entire rows of cloaks and amulets.
  9. Actually, it's probably primarily for technical reasons.
  10. Hey Josh, it turns out people are expecting you to make all the Obsidian games now. Are you up to it?
  11. Josh seems to have wanted to make the game's money supply tighter at first, but after the Durability/Crafting affair, seems to have become convinced that most players just don't care: http://forums.obsidian.net/topic/64048-update-58-crafting-with-tim-cain/?p=1348405
  12. Brandon: Squashing bugs and "finishing up"? Does that mean it's coming out soon, as in this year?
  13. Who says a Rogue with 16 Per, Int and Res is flawed? Those atttributes have advantages, learn to make them work for you. Also, it's not like you're entitled to have a main character who can pass all dialogue checks. Or in other words: This may be your problem.
  14. I'm of two minds regarding PoE's crafting system. For me, personally, it's not much use for a first playthrough, where I intentionally want to plumb the game of all of its "naturally occurring" magical items and make use of as many of them as I can. So all it means is in a bunch of places, sometimes after defeating a difficult encounter in a dungeon sideroom, I'm getting crafting ingredients I don't care about instead of something else. Not that the IE games had any shortage of vendor loot, of course, but at least those didn't tease you with a use you didn't really care about. But, at the same time I can also see how crafting is a great mechanic for second playthrough build gimmickry. Want to make a point blank "fireball suicide bomber" build who's maximally immune to fire? Craft fire resistance into all of his stuff. There can never be enough naturally occurring fire resistant uniques in the game to accommodate that sort of thing. And of course, I can't discount the possibility of people who want to do that kind of thing even on their first playthrough.
  15. Uh. If that's true then that sounds like it might be a bug? Or maybe not? Better ask one of the developers. Aha!
  16. Deadfire Archipelago is the home of yellow/brown-skinned Island Aumauas like Kana (his family immigrated). But sure, she could be from anywhere. A wandering pirate type character, perhaps.
  17. She's a Coastal Aumaua (blue skin), so she should be from Rauatai too.
  18. https://instagram.com/p/9T62SSpx3t/ Her interactions with Kana Rua will no doubt be amusing.
  19. The sequel remark sounds like conjecture to me.
  20. You have to get the spell off at just the right moment. It happened to me when I was spamming Slickens on the statues with Aloth while attacking Thaos with my other guys. After the cutscene where Thaos transferred his soul into one of the statues, I couldn't use Slicken anymore.
  21. It is possible that the bug is still there but that the update to patch 2.02 somehow removed it from my saved games. So it'd show up again if I started a new game.
  22. Don't have one anymore I'm afraid. I do have a Burial Isle save if you want to play through the entire Sun in Shadow to get there. You should be able to reproduce this with anyone's save, though.
  23. Even damage? I would be more in favor of something more granular, like the Reflex save of Rogues in D&D 3.5 : all crits turn to hit, hits to graze, etc. There's something like that already in the game: http://pillarsofeternity.gamepedia.com/Adept_Evasion
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