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morhilane

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Everything posted by morhilane

  1. If you want to really craft, the easiest way is to use the console to add the materials and gold into your inventory. That's what I did when I tested it in a previous build.
  2. Problems: 1. Enemies (well beetles at least) seems to aggro traps set by the party in their visual range. 2. When a trap is triggered by an enemy, it start combat with the party despite the party being. This could be intended to avoid cheesing fights with traps, but what cause the transition is not clear. Steps to reproduce: - Put traps in BB rogue quick slot - Go to the Crossing (I only tested this on the beetles, might affect all enemies) - Put party in stealth mode right away - Take BB Rogue and move north until you see a few beetles's red circles. - Set a trap and move BB Rogue back away from it Results: - The beetles will start to move toward the trap that was just set. - One will walk right over the trap too, triggering it. - When a beetle set a trap off a "start of combat" event is triggered. This cause the party to exit stealth without the player telling them to or having been discovered and the beetles will all switch their attention to the party.
  3. They were presented as DPS and that is what they are, especially once you get the pet synergy going. Think of them as nature themed rogues that comes with two parts: one ranged and one melee. The pets are not designed to tank, they are designed to increase the Ranger's contribution to damage.
  4. Should probably report that as a bug, if you haven't already. Could just be an oversight. I need to do more testing, I tried it twice to see if it was a fluke. The problem might just be one of feedback, maybe the beetles did discover the group the feedback reflecting that is just bad.
  5. Looks like setting traps while in stealth cause enemies to aggro the trap in visual range and setting the party in combat despite still being in stealth (didn't saw the discovered state but the beetles moved to the party after walking in the trap).
  6. Arcane Veil is too opaque, it obscure everything that is behind the wizard along with the wizard.
  7. There is a lot more beetles in this build. One or two beetles bypassing 10 DT isn't bad, 6+ of them is a bit problematic. There is also a class/gear factor to difficulty, so people trying new classes or setup might increase or decrease their difficulty. The game is quite punitive if you make a mistake too.
  8. yes but I don't know if it can be used for amulets. Maybe someone else knows. Neck to me indicates any thing that can go around the neck specifically but I could be wrong. Neck slot allow both amulet and cloak to be placed in it.
  9. I love the UI improvements very much. I adore the stoic voice set. I tend to find them annoying, but the stoic is just "hm, hm", "yeah". I need to play more to comment on combat though. Right now Medreth and friends went down super fast, but the beetle pack (back to 6 of them) in the Crossing almost destroyed me.
  10. Thank you for the Xmas gift and keep up the good work.
  11. That reminds me that I need to play with it more in the beta.
  12. I tested crafting quite a bit in v278 (using the console to gives me the materials) and posted a bunch of feedback back then. The current built have some changes to the crafting, either the devs realized the same thing as me or they read my feedback. I haven't fully re-tested yet though. I personally like the Grimoire UI though.
  13. Methinks people overly associate open-world games with MMO's. What's the difference between doing a quest in BG1, and doing a quest in DA:I? It's not isometric, and there are fewer map transitions. Seriously. I'm not going to tell anyone to like DA:I, but at least dislike it accurately, please. Anywho, while I think DA:I is great, in its way, I feel that PoE is also going to be quite great in different ways. BG1 quests weren't the "go collect 25 wolf hides" go find 30 mushrooms for my goat to eat, which consists 3/4 of DAI quests. Though to be fair that's not only a MMO problem. I believe Bioware copied it from Assasins Creed, which is equaly shi*ty. They are actually called requisitions in DAI, not quests. They are also 100% optional, infinite and don't gives you XP, only power and a tiny bit of influence.
  14. Uh what? My adventuring day is like twice or triple as long in any of the Infinity Engine games than it is in Pillars of Eternity. Same here, Sensuki. And I have also recently played both PoE BB and BG1+IWD2. I can play much longer before stopping for a breather or any inn rest than in the IE games. This has been true for me since August. If I'd hazard a guess, since Shevek and I play rather similarly, is that you use lots of more skills and also more characters. I've watched most of your vids with great pleasure, although I play rather differently - it often gets a bit resource-intensive compared to the more economical combat style of Shevek's and mine. I'm about the same pace in PoE than in the IE games, all on normal difficulty. It's really a question of playstyles, it would appear.
  15. 2- Choices can probably be dumped into simplistic category like good, neutral and evil. 3- Doesn't affect the main Priest spell list, but the Priest have Deity-only talents (some could be called spells).
  16. The Witcher series is considered to be "old school" RPG despite the action combat. It's probably because it's much more story driven than most games and do choices/consequences very well. Not sure the 3rd game is going to keep that feel with their move to open world (landmass is apparently about 3.5 times the size of Skyrim) though. Might end up a bit like DAI where lots of people complains there is too much fetch quests, maps are too large and there isn't enough story.
  17. 1) All "hit chance" are calculated with Accuracy vs Defense (Deflection, Reflex, Fortitude, Will). Many spells have accuracy bonuses and they can miss, graze, hit and do critical like weapons do. Buffs can also crit (increase duration), not sure if they can graze though. 2) No taunts, there was none in the IE games and backers "voted" against it in the kickstarter. 3) Sorta, all characters have engagement limits (default is 1). So if you are facing 2 enemies, only one of them is engaged, the other can leave without getting hit. There are talents and the fighte have an ability that increase the engagement limit.
  18. The stat only increase damage dealt, so yes with the same weapon a wizard can hit as hard as a fighter, the problem is that the wizard accuracy is much lower than the Fighter, so you won't hit as often depending of how you are setup. Fighters start with a much better accuracy, but they are ways (talents, one-handed bonus, enchantments) to increase it.
  19. They pushed the game back to early 2015 without a specific date, they can release anywhere from January to early April with such a vague target.
  20. Every class is usable in melee in PoE with the right selection of skills, talents and gear, some are just better at it out of the box than others. In term of casters, it really depends what you want to do. If you want to use a weapon a lot, go Chanter or Cipher. If you want to cast spells a lot go Druids, Priest or Mages. If you want to do healing/buff, go Priest or Chanter. If you want to go offense, go Druids, Mages or Cipher. If you want to go control, go Druids, Mages, Cipher or Priests. The Paladins has a few spell-like abilities too.
  21. Yes and no. People who read from left to right scan their screen from top left to bottom doing something resembling a deformed multi horizontal bars F. Bottom right is the worst place possible for important information, you want something that is not required in gameplay input there, like menus. You don't want the portraits in the bottom right, I personally think that left side would be better for them then bottom left though. The Wounds, Focus, etc is just too low to be easily spotted right now.
  22. You must be talking about a different game, cause the one I played already has all of this: +7 Damage Treshold Scale Armor is not something I made up, it's right there in the game. That 7 Damage Threshold isn't the same thing as a +2 Sword. Scale armor base DT is always 7. All scale armors will provide a base DT of 7, the only thing that can improve that value is a quality enchantment (remembering that Fine < Exceptional < Superb is not that hard) or a damage type specific DT increase, but that's mostly useful to fill a weakness (and it might not stack with the quality enchantment anyway).
  23. The Nexus is going to put something up even if Obsidian said nothing.
  24. I know that the stag had an active knockdown usable by the player in v278 (gained at level 7 or . and I think that if the Range dies, the pet should go in a Frenzy...
  25. My reaction as well...
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