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Elerond

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Everything posted by Elerond

  1. I would say yes, because it don't match how armor values and enchantment bonuses are described to player. Same goes to lash enchantments in weapons that do 25% (or what percentage is said in enchantment or ability which have similar effects) of weapon damage to 25% enemy's DR , against that damage type and weapons DR bypass don't have any effect on this, which is again feature that is not communicated to player in anyway or form. If player can't see mathematics of system from descriptions in the game then lack of such descriptions is in my opinion bug or flaw in the game.
  2. I discredited this nonsense pages ago. If you don't have some masochist tendencies (and some argue that this also means that you enjoy playing the game) or get paid to play game and review it I will claim that it is non-sense to claim that there are nothing that you enjoy in game if you play it over 100 hours. It is just absurd to think that somebody would use their free time when they are free to do anything the like to do something that they don't like to do over 100 hours especially when there is no benefits from it. But maybe I just don't understand other people which is quite often the case.
  3. That is how it currently works, but it is not how enchantment description say they work, so it is bug in mechanics or how enchantments are described. Because player can't remove enchantments from equipment it would be quite nice if enchantment would do what they say they do. As now game don't anyway communicate that armors lower DRs are actually percentage based and that those percentages also effect all enchantments that are placed in those armors.
  4. Aquaria disagrees. Which is probably why Bit Blot has not released new game after it release in 2007. And their last updates in their Twitter and Home page are from 2011 when they released iOS version of the game.
  5. You can finish BG2 under 60 hours (which you can also do with PoE). PoE offers quite lot of content that you can discovers and there are some content that unlocks when you return maps later in the game. But how long finishing it take depends lots on how you play and how you pace yourself and how much you use things like faster game speed to travel faster. My first play through took me about 80 hours, but it is probably because I tired to seek everything that there was to be found. BG2 has more content at least in number wise, but my first play through of it took about 75-85 hours. But there is over decade between these two play throughs so that don't actually tell much because I am quite different player than what I was then.
  6. Reviews always represent only that one's/ones' views who wrote it, regardless where it is published. It is just nature of reviews.
  7. I don't get it. Are Hispanics and Blacks incapable of being conservative? I would say that they are very capable to do so, but when they become majority of Republican voter base then that party will be something different than its current quite extremist movements desire it to be. Which will accomplish for many same goal as what making current Republicans (emphasis on those previously mentioned movements) a permanent minority. But I am not that convinced that such actually helps ambitions that those maybe more liberal minded people who speak about such possibility have.
  8. Obsidian please debuff paladins they are too strong, as people can still finish the game using them
  9. As it is, souls already break apart and reform all the time as part of Berath's Wheel. Only Woedica and Rymrgand's choices are harmful in the long term. All of the others have their pros and cons. I think it depends on the Watcher's opinions. If he/she doesn't care the Gods are not real, supporting Woedica is not necessarily bad. If Rymrgand is right and all souls are fated to disintegrate, then satisfying him is not harmful in the long term, because it won't change anything. It may be harmful on the short term though. If there is reincarnation, death is not really a problem, people will die anyway and forget everything. Except for those whose souls are destroyed, but many don't care about it, like the pale elves in Noonfrost, some people that sacrifice willingly to the Ethik Nol (for the first time I notice the "ethics" in their name lol) and the people that "became" Woedica. Anyway, many souls go through the wheel without breaking apart, but if you turn the holloborn into essence, they all will cease to exist as individuals. Sorry, let me rephrase - only Rymrgand and Woedica offer options which are possibly of to the detriment of the Cycle, in the sense of removing resources from it. One way or the other, the souls in all of the other options are going to work their way back to Berath's Wheel eventually. Although destroying souls is part of cycle and it don't seem to have harmed or caused population of world to decrease, so one could argue that destroying souls free their energy which will let new souls to born. And because we don't know what those souls moving and changing machines do it could be better for the cycle destroy them and let their energy create new souls that aren't tainted by those machines to cycle.
  10. Also, if I remember right, the whole "miss-graze-hit-crit + DR" system was advertised as a solution for preventing the "miss fests" that allegedly plagued the IE games. Yet in those games I have never experienced such hopeless stalemates as in situations in PoE when tank-Eder and random-enemy-boss were the only ones left standing. Miss after miss after miss, with an occasional graze for single-digit damage. Could sometimes have probably gone on for fifteen minutes if I hadn't been impatient and reloaded. It is ACC-DEF system that makes such thing to be possible or maybe more accurately the fact that defenses can rise so much higher than accuracy. There was bit same problem in some of the IE games where you could get your AC in negative numbers. But they also give player ability rise their THAC0 such that they usually were able to hit even such characters in high level. Although low level fights suffered quite much from "miss, miss, miss, miss, miss, miss, miss" syndrome. In IE magic usually helped to solve stalemates as it spells always hit, but their target could save against their effects, where in PoE spells use same ACC-DEF system than weapon attacks. So miss-graze-hit-crit system only gives larger variety of hit types.
  11. Thaos explains you how he see the things and he also tells you that it is not his fault that you are incapable to understand how his vision about world and his philosophy are the only right ones. I think that his answer to all things is written to be so unsatisfactory is because writers want you to kill him and they don't want to give you any good reason not to do so. And to OP's question it quite nice how things where tied in the end. In my opinion it worked quite nicely.
  12. That is not correct. I just tested it in deep: http://forums.obsidian.net/topic/78400-deep-wounds-tested-damage-over-time-ticks-timedmg-int-value-influence-and-how-toolip-is-wrong/ And I finally know exactcly how does Deep Wounds talent and damage work. Check it out. It does 4 damage per tick, ignoring DR, tick is per 3-4 sec and reaplying only makes DW last longer and tick is still per 3-4 sec, same 4 damage per tick. INT value does not matter at all. Details of test in link above. It seem that your results are correct. When I tested it I just looked what tool tip said not how much actual damage it did. I just had so high hopes that this would be real thing, which it sadly is not as it seems
  13. In that case Deep wounds does 13.3 points of damage in 7 seconds. In case you reapply deep wounds when target already has deep wounds effect then timer is reseted in this case in 7 seconds and amount of damage that it will do is increased by amount of raw damage that deep wounds does minus amount of raw damage that previous deep wound has already done (so if timer show for example 3 seconds, then there is 5.7 points raw damage left, so new damage would be 19 points raw damage in 7 seconds if deep wounds causes 13.3 points of damage, which isn't necessary the case as deep wounds seems to change amount of damage that it does depending of factors that I don't know) But as general rule every reapply of deep wounds resets timer deep wound effect that target has and adds it damage to that damage that there is left in previous effect.
  14. Compared to games like DA:O and Fallout 3 that constantly crash and DA:O's wonderful slowing bug when you played it over 3/4 hours was also very wonderful thing. And in Fallout 3 I especially enjoyed dropping in dark void in even floor. So on and so forth. PoE has have quite minor bugs, which of course don't necessary help those who encountered worst of them.
  15. Agreed, but I think it's recoverable. It needs to be more of an attack-of-opportunity and not a death-grip. Sadly the review in the OP chooses not to look past faults and posit solutions. I actually like the concept of engagement. The problem - to my mind1 - is that engagement is such a static event (the tank becomes a doorway, blocking off opponents from entering) and carries so many terrible penalties to it. Imagine a swashbuckling film with people dueling back and forth and moving everywhere. They're engaged but they're not immobile. What should happen is that once engaged the engaged parties can Party A and Party B stop and fight; minimal back and forth movement between pair (typically this would be the result of Party A and Party B having targeted each other) Party A continues for destination; Party B maintains engagement and therefore they fight while moving towards Party A's destination. Movement is slowed. (typically this would be the result of Party A having targeted an opponent other than Party B while Party B targeted Party A) Party A and Party B take attacks of opportunities against themselves as they pass each other to their (both parties targeted other opponents and strike at each other in passing towards their respective destinations) only slowing during their AoOs. Breaking engagement would be possible but would make the disengager go defensive as they extract themselves from combat (and hits against the disengager might be more damaging - if the non-disengager can get past the disengagement defense). This would allow for an engagement system that restricts dog piling the mage or other range attackers provided someone tried to engage those parties directly before they completed the dog pile. I'd add penalties for casting/ranged attacks while moving (as this engagement system would have to allow attacks and movement at the same time), thus kiting could be possible, but with severe penalties if the distance attacker has to become mobile. 1Not the mind of a programmer, designer or otherwise talented gaming individual One problem that I currently saw in combat is how AI keeps to hitting tank character even when they aren't engaged with them. This makes it possible often block enemies to attack your ranged characters even with characters that are prone. This makes tank characters often much more effective than they should be in the fights. Although tank fighters that can engage 5 enemies would still be bit absurd, as they don't even suffer flank status before there is sixth enemy engaging them. But that isn't systematic problem.
  16. In my opinion DA:O, DA2, DA:I, Cities: Skylines and PoE all are good games, any single one of them is not perfect game, or near perfect game, they all have features and issues that I dislike, but overall I enjoyed to play them and I have spent at least 100 hours with every single one of them, I have hundreds of games from which I can't say same, so they are good games because I have enjoyed them and they have been able to keep me interested quite long when I have played them. Can't comment anything about SimCity (2013) as I haven't played it and probably will not play it.
  17. I would change this to following: Increase DR by 2 for every wound that monk has. Hmm... would probably make it OP as then you can stack it on top of armors. But I see what you're going for. Maybe this could be a default class passive... I don't think it would make it any more over powered than passive +12 DR which combined with that robe that gives you 7 DR and other DR bonuses would give you about 20 DR which is about same which you can get with buffed Plate Armor. At least in this case you need to take hits before your DR rises high, and higher DR you have longer it takes. I would say best that is you can hope in fight is about 10 wounds, which would mean +20 DR, so with boosted Plate armor it would be about 40 DR, which would make them very though but not immortal, But its bonus probably should be dropped to +0.5 DR per wound so that it would be about same level as other talents in the game. But in my opinion talents as general could have much bigger impact in the game than what they currently have. But idea behind my change is that it would go with that mortification of flesh theme that monks have in PoE, first they let enemy whip them so that they become angry and then they start to hit back.
  18. Depending on your choices and actions in Defiance Bay people can find other sources to blame.
  19. Eothas like all the other gods is just big soul power controlling machine which has set purpose on the world. As long as that machine exists Eothas exist, but Eothas probably put lot of his power in his avatar, which destruction by godhammer probably weakened him lot and it's also quite probable that other gods used similar methods to lock him out of his power as they did for Woedica in distant past. So I would say that it is possible bring him back same way as Thaos tries to bring Woedica back to power. Or it probably is also possible that other gods could bring him back especially if player decides not to give Woedica souls of hollowborn children. Priests don't get their power from gods but from their own souls, which is why Durance can use his powers even though Magran don't know that he exist anymore.
  20. A nice third route would have been taking the kid and returning them to the Fisher Crane tribe.... If there is a way to do it in game I didn't find it. I am not sure about that but at least you can
  21. Title of this thread brings this to my mind https://www.youtube.com/watch?v=HDUFL_HW_7A
  22. This is absurd as it implies isometric gameplay is somehow objectively superior to other styles of gameplay. It's not. I like to think that the Fallout = Isometric gameplay crowd would take a Fallout novel and turn it 45° on its X-Axis and 35.264° on the Y-Axis before reading, so that they were ensured the novel was good. What you tell me that everybody don't do this? How is this possible? I am extremely shocked from this revelation, I think my world view starts to crumble and I descent towards darkness.... No that can't be true I am always right so you must be lying to me... yes that it is you are just kidding, I see that smiley face and understood how you try to troll us... My world has been balanced again to be in safe 45° - 35.264° - so all is well.
  23. The Black Pits are additional content that EE added in the game nearly 20 years after its initial release, so I would not count it is bonus points when you compare PoE to BG. Durlag's Tower is not actually part original BG, but Tales of Sword coast expansion. And also BG: EE uses much improved engine BG2's engine which is quite bit more robust that what BG offered and most of BG's bugs have been fixed in BG:EE. EDIT: So lets see 20 years in future when PoE: EE comes out if it can compare with BG: EE
  24. Genociding everything in world and selling stuff to merchants that you get discounts gives you unfathomable amount of money, although they made or will made some balance fix in selling stuff to merchants that give discount, but you get quite lot of money by just selling all the loot to any normal merchant too.
  25. This is how Godlikes are described in PoE's lore book "Godlike The godlike are the children of kith who have been blessed (or cursed, depending on personal or social view) with the physical manifestation of a divine spark granted by the gods. Godlike manifest their divine heritage in a variety of ways—wings, horns, strange birthmarks, talons, odd eyes—but they always manifest it somehow. Though their appearances vary, hey are unmistakably otherworldly when anyone gets a clear look at them. Sometimes, the reaction they get is overwhelmingly positive. Many times, the reaction is overwhelmingly hostile. For better or worse, the physical characteristics that mark them as godlike always come with supernatural blessings (and curses) of their own. Godlike are equally uncommon all over the world. No one region seems to have any more or less than another. The life expectancy of godlike tends to be similar to that of the mother’s and father’s race. All godlike are sterile. They are incapable of reproduction with each other or any other creature. This fact often colors how cultures regard them and their roles in society. Godlike Variety It’s not accurate to say that there is only one ethnicity of godlike because most godlike are fundamentally unique. Even if there are physiological similarities between two godlike, the circumstances of their birth and upbringing mean those similarities don’t mean much. There are only two constants for godlike. First, the shape of their heads is distinctly and obviously unlike any other kith. It’s virtually impossible for them to conceal their nature without drawing an enormous amount of attention. Second, godlike limbs are always covered in some sort of growth (scales, feathers, talons, etc.) or energy that is also obviously not like other kith. It doesn’t prevent them from wearing clothing of any sort, but if their limbs are exposed, their nature is obvious to anyone who sees it. Features: Facial structure tends to be as the mother’s and father’s (e.g., a mountain dwarf godlike will tend to have a wide jaw and more square face shape, even if the skin coloration is completely different). Skin: Skin tones sometimes come from the mother and father, but often are completely unnatural or blend into some sort of unnatural growth (e.g., moss, feathers, etc.). In many cases, godlike skin is completely unnatural, looking like it is made of water, fire, gold, or some other seemingly impossible material. Substances like fire or water have a realistic appearance, but do not burn or transfer moisture. Like many aspects of godlike physiology, their seemingly supernatural attributes defy commonly understood physical truths. Hair: Hair is often not hair but horn, fire, plant growths, feathers, or other oddities. Sometimes they do have hair but it is of an strange tone or texture and blends in with other growths. Eyes: Godlike eyes are always unusual in some way, from an unnatural coloration to odd iris shapes (e.g., goat or bird iris shapes) to no visible iris or pupil." So such sub races as death, fire, nature and moon godlikes don't actually exist in Eora, but instead every godlike is more or less their unique race, which is of course probably quite difficult to produce in character creation, but it could be nice if they in future changes it so that you can create your own godlike 'race' from selecting blessings/curses of the gods and so that you can produce godlikes that are more such that are described in the lore. Population description of Dyrwood: "The Free Palatinate of Dyrwood (DEER-wood, Aedyran) • Adjective: Dyrwoodan • Demonym: Dyrwoodan • Language: Aedyran, some Hylspeak, Vailian, Glanfathan • Population: 1,900,000. 80% Resident, 20% Transient. 20% Urban, 80% Rural. Meadow Folk (40%), Wood Elves (30%), Hearth Orlans (10%), Ocean Folk (5%), Mountain Dwarves (5%), Savannah Folk (5%), Other (5%)" [Aumaua, Wild Orlans, Boreal Dwarves and Godlikes have total about 95k population in Dyrwood]. But their culture descriptions don't have even single mention how any of the Eora's cultures actually perceives godlikes. So how people see godlikes seems to be depending on very local social views. But generally godlikes don't have very impactful role in any direction in world of Eora, it looks like they are more afterwards added thing which deeper cultural impact has not been examined at least yet very deeply in this setting. Meaning that currently people can more or less make their own conclusions how people actually would react towards them and what kind social impact they would have. Although this can be found from description of Dyrwoodans, which gives some explanation why there is so little impolite reactions towards player's race even if person speaking them generally don't regard their race high. "Selfishness In the same spirit with which Dyrwoodans view sacrifice as a virtue, they view the lack of proactive kindness and charity as selfishness. In some circumstances this can be expressed as passive-aggressive courtesy, but in most social interactions it is ingrained, habitual, but genuine politeness." And this passage tells something about racism and cultural hostility in Dyrwood "Face Painting A racist condemnation. If someone is “face painting,” they’re acting like (or overly sympathizing with) Glanfathans. It refers both to the Glanfathan elf practice of using body paint as well as the multicolor fur patterns of wild orlans. Not all Dyrwoodans use the term “face painting” or think that such behavior is bad, but there is a strong streak of racism in many communities, especially near Eir Glanfath." Descriptions for godlikes from the game: "The godlike are children of the kith ("civilized" races) who have been blessed with physical aspects associated with the gods (though some do not consider it a blessing). These aspects may take many forms and often come with mystical powers. Aberrant head shapes are typical, and godlike are unable to wear protective headgear as it is near-impossible to find anything that fits. Because of their unusual nature and their inability to reproduce, godlike are often viewed with fear and wonder." "Death godlike are the most distrusted of their kind. Strange growths cover their eyes - or, in some cases, entire face - giving them a sinister appearance. The growths are transparent for the godlike but opaque from the outside, hiding their features. Death godlike are commonly killed at birth because many cultures consider them to be harbingers of doom. Death's Usher - When death godlike attack an enemy with 25% or less Endurance, their damage is increased." "The bodies of fire godlike often resemble hot metal, burnt wood, or stone, with harmless flames that erupt from the cracks in their skin. Fire godlike are objects of both reverence and fear in the Deadfire Archipelago. Many locals believe they have the power to awaken volcanos - or that killing one will cause a volcano to awaken. In the Dyrwood, fire godlike are often seen as a sign of the blessing of Magran, goddess of war and fire. Battle-Forged - When reduced below 50% Endurance, fire godlike glow like metal in a forge, gaining Damage Reduction and doing a small amount of fire damage to any creature who hits them in melee." "Nature godlike appear to be a fusion of human and animal features, often covered by plants, moss, or fungi. This has led to the common stigma that they are diseased, and many are killed at birth because of it. Many druidic orders have a keen interest in nature godlike because of their general curiosity as to how souls occupy animals, plants, and stones. Wellspring of Life - Grants a bonus to Might, Constitution, and Dexterity when Endurance is below 50%." "Moon godlike are the most tolerated of the godlike. While their skin tone and a large moon-like growth on their foreheads may be strange to some, their appearances are generally considered more palatable by the other kith. Sailors have many beliefs about moon godlike and their propensity to bring luck, though there is little agreement as to what kind of luck they tend to bring. Silver Tide - Every encounter, when reduced below 75%, 50%, and 25% Endurance, moon godlike generate waves of healing moonlight that restore Endurance to them and their allies." Where we see that game gives us somewhat different picture about godlikes than the lore book, as it impression that godlikes have often quite lot commonalities that gives people ability to put them in certain boxes (death, fire, nature and moon for example). And as in lore book their impact in cultures is very vague. Like for example mention that death godlikes are most distrusted and commonly killed in birth and that they are seen as harbingers of of doom in many cultures (but no specifies even here what cultures are those who see them such). And if they are seen blessed or cursed by god of Death, then how those cultures that worships Rymrgand, which I assume is god whose mark people think they bear, above other gods see them like many Pale Elves from The White that Wends, or maybe they are seen be marked by Berath or maybe they are seen to be marked by both gods of death and there is no mention how people in Dyrwood generally perceive them, which is quite disappointing. Also Nature godlikes are described to be often killed at the birth because they are seen as diseased, although it is mentioned that druidic orders have keen interest on them it is mentioned that it is because of their curiosity about how souls work and no mention about whose mark they are perceived to bear as there is no god of nature in this setting, closest ones are Galawain god of hunts, Hylea goddess of birds and sky, and Ondra goddess of water and the moon [which one I would ask, probably more visible one], of course there is possibility that people see them to be blessed by Rymrgand, who is also god of famine and plague. And it is bit disappointing to see that there is no description how people who worship those gods see them and that there is no description how people of Dyrwood see them. Fire godlikes have in my opinion best description of all godlikes, because it actually tells us how people in Dyrwood and Deadfire Archipelago view them, and which god people (at least in Dyrwood) associate them. In Dyrwood it seems that Fire godlikes would be quite welcomed as worshiping Magran over other gods is what most Dyrwoodans do and they are seen as blessing of Magran (not just blessed by Magran). Which would explain uncommonly large number of fire godlikes in Dyrwood. Moon godlikes' description follows nature and death godlikes' descriptions as yet again there is no mention which god people associate them with, although from their name one can draw conclusion that they are associated with Ondra. And they also lack mention how people of Dyrwood see them, but it is mentioned that sailors see them as bringers of luck (even if some think that it is bad luck that they bring, maybe those sailors think that moon godlikes are cursed by Rymrgand, who is also god of bad luck addition to his other titles), which would explain why we can see such large number of moon godlikes in port city like Defiance Bay and those settlements near it. But anyway I would hope that Obsidian would revisit godlikes and decide are their blessings/curses/what ever more unique things or are those things relatively common so that people actually can divide them in groups like fire, death, nature and moon godlikes, current vague descriptions that are contradict each other somewhat is just disappointing. And I would also like to see better descriptions how people perceive them and which gods they associate them with and how that association causes people to react them differently. Especially now when Obsidian has plans to produce P&P role game setting in Eora, so it would nice to know more specifics, even if it isn't strictly speaking necessary, but I personally like to have more specifics about setting.

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