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Infinitron

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Everything posted by Infinitron

  1. 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.
  2. 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.
  3. 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
  4. I can't believe nobody has reported this. I guess that's because it's so harmlessly cosmetic, and also because it's hard to believe Obsidian aren't aware of it. And yet... When the Watcher has a vision of somebody, that somebody appears in a burst of purple mist. After that, when you leave the area, come back and approach the location where you had the vision, you can spot the purple mist appear again in the same place. This happens in multiple locations throughout the game, possibly with all visions. EDIT: Whoops, I can't reproduce this anymore in the places I remember seeing it. I guess you guys fixed this!
  5. This happened to me on 2.01 and I forgot to report it. I don't know if there are any "mid-combat cutscenes" in the game other than during the battle with Thaos, which is where I suffered it. When you bring Thaos' health low enough, a cutscene plays where he transfers his soul to one of the statues. If you're casting a spell right when the cutscene begins, the spell is cancelled but you're unable to cast it again. It's grayed out, like all spells are during their casting animation, but permanently so. This can be a big problem that destroys your strategy for winning the battle.
  6. Immunity to one or two Afflictions isn't that a big deal. I wonder if in PoE2 they'd add some form of immunity to anything that attacks an entire Defense. That is, complete immunity to anything that attacks Reflex or Fortitude, etc.
  7. Uh. If that's true then that sounds like it might be a bug? Or maybe not? Better ask one of the developers.
  8. No, it's not a good point, it's a completely trite point. Stronger by one cast of one single spell? Big deal. Being able to spam four Slickens on every encounter was the problem. Going all out on the bosses is something you could do in any game of this type even without the existence of per-encounter mechanics. And no, they don't need to increase the number of per-rest casts to compensate. It's fine the way it is.
  9. http://forums.somethingawful.com/showthread.php?threadid=3706905&userid=17931&perpage=40&pagenumber=8#post450782810
  10. You should start a separate thread for this.
  11. Yeah, yeah. Anyway, let characters move at maximum speed if we're controlling them individually. It's nice to be able to zip around a level and detect traps and stuff before the rest of the party arrives.
  12. They walked at the same speed as the rest of the party in the previous version, if you had the entire party selected. What was wrong with keeping it like that?
  13. They walked at the same speed as the rest of the party in the previous version, if you had the entire party selected. What was wrong with keeping it like that?
  14. Please take a look at this related issue as well: http://forums.obsidian.net/topic/82027-guardian-stance-fighter-ability-broken-on-eder-level-3/ You can't just put "+10 Deflection" or whatever in descriptions and not tell us who that's applying to.
  15. Resolve is the most important attribute for checks. Intelligence is probably second place, Perception third. Might and Dexterity pop up rarely. As for skills, Lore and Survival are probably the most frequently used in conversations, but they're not that important compared to the attribute checks. From my experience, you can use inns, wearable items and food to increase your attributes and skills to pass most of the checks in the game that you'll want to pass, if you build a balanced character.
  16. It's not just a matter of plot triggers. You also need to rest while they're in your party - and not in inns. The latter can actually be an issue depending on how you're playing, as much of Act 2 and Act 3 is spent in cities where an inn is always close by.
  17. What, you think he's an impersonator? He's been posting there for ages: http://www.duckandcover.cx/forums/viewtopic.php?p=117959&sid=00bc69b860dfd5f7d7172e6857a7b102
  18. Because Kickstarter in 2012 was a land of boundless optimism and unrealistic expectations. Since Mr. Sawyer isn't known for possessing those qualities, the stretch goal probably wasn't his decision. Source: http://forums.somethingawful.com/showthread.php?threadid=3706905&pagenumber=576&perpage=40#post447867960
  19. I don't know about the other writers, but last I heard, Josh Sawyer, who came up with all the basic elements of the Eora setting, had never played Dragon Age. The relationship between Ferelden and Orlais is in no way "post-colonial", unless you think England "colonized" northern France during the Hundred Years War.
  20. The lead designer of Pillars of Eternity was just recently on record with the statement that he did not intend for the game to have "quadratic wizards". (in the PAX Prime retrospective panel)
  21. Well, I certainly haven't forgotten him. But it's a different thing if you do it at the same time as a recently released game.
  22. Can't do a Xaurip companion, they'll be accused of ripping off Baldurs Gate: Siege of Dragonspear. A Vithrack companion could be cool for a future game where we have some sort of "Underdark" adventure.
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