-
Posts
901 -
Joined
-
Last visited
Content Type
Profiles
Forums
Blogs
Everything posted by Shadenuat
-
That's like Space Rangers. Cool concept although I doubt any AAA dev would make anything like this. The fact that Waterchip was very soft didn't change the fact that players hated it so much that developers decided to never do thing like that again. It's like weapon durability. We can like it, but half of other player base don't. I think some side content for people who like challenge like: a dungeon that locks you inside it; a dungeon which requires to be beaten in X amount of rests; a dungeon that has interrupting monsters on rest; a dungeon that increases monster strength every time you rest; that stuff could work as extra challenging content.
-
Baby on Board
Shadenuat replied to ThatUndeadLegacy's topic in Pillars of Eternity II: Deadfire Stories (Spoiler Warning!)
She often says that my crewmates "can't shoot cannons for ****". -
Plague of Insects is powerful the moment you get it without any exploits. Druids generally can target more defences (reflex, fortitude, deflection) with their AOE spells and they come with some debuff too.
-
Antman chapter III 45454 returns Cipher shred spells are underwhelming, and Ciphers do have spells that seem like they're really **** and not worth casting. But if you pick correct spells it's very hard to lose. Your basic modus operandi should be debuffing enemy Will and raising your accuracy and Will attacks before dominating them. So do not skip on stuff like Psychovampiric shield (flat -10 resolve), Borrowed Instinct (ton of accuracy for u) and of course Ringleader. Painblock you already know, it's so free and cheap it's almost unfair on tanks and frontliners. Technically you can just spam Whisper of Treason and probably win anything provided you do lots of damage to replenish Focus. When you get Disintigration, fun begins as you can probably melt anything with it provided you debuff enemy enough to land an empowered dis. But yeah, can't say Cipher as so hot nowadays.
-
When it comes to itemization I feel that designers were given a task to make some "weird items" since in previous game without White March items weren't "weird" enough, and so they ended up with ton of weird crap like amulets that do completely random stuff, weapons that do useless stuff and the whole pantheon of weapons with "25% chance to [insert some useless **** your dude can do with a press of a button] on a crit for [usually] 3 seconds for 4.6 seconds [after you spend 30000 on an upgrade and 6 vithrak brains which do not exist]".
-
Didnt know it was cheesy when I did this on my 1st playthrough with no savescumming simply because it was Eder who acted as a sacrificial lamb to touch the strange thingy, as he had highest con/athletics. Once death came I clicked escape on him since he was fighter/rogue. Hilariously encounter also somewhat broke since I only found 2 last skeletons after I killed first pack only later. You can totally pull ranged enemies around LOS blockers just like melees, although I usually kill them after melees stick to tank with my rogues/monks/barbarians/ranged dudes. Some spells are weaker than others is true though. I think Wizard's 1st level spells are the example of how every level of spells should be. There's literally no completely useless stuff there. You want almost everything.
-
It's actually p. easy, you just need 1 character with escape/leap who you will use to get the item. Rest can wait/prebuff anywhere else while you pull mobs around some stairs. try this u cannot do it; but even if you do whole game like it, I don't believe u OK.
-
But dude Expose Vulnerabilities base time is like 20 sec base. And it helps EVERYONE in party since it's -deflection, -armor, it's an AOE interrupt too, targets will, so why not cast it Also it's kinda strange to say oh you had a debuff, well, yeah, for wizards u stack this; for fighters you stack uber items best perks best classes etc. until you can post beautiful pictures of you killing some stronk dude while you're level 20 packed with best metagamed ****. Wizard/Druid don't need this, they're good all game just because they have spells. But meh Fireball is already 10.3 (lol 0.3) pen since it's power level + scion of flame + whatnot
-
It's about 900 damage per cast since it's AOE. it's just an 11 level gal, no empower, ring +10 acc on fire but that's all the "build". But even without AOE you can nuke **** hard with minoletta spells. Penetration rises with your power level as you gain levels, just target lowest enemy armor with a correct spell or even graze them do deff. You don't get 2 casts, there are damaging spells on every level Everyone has similar stats, you just have to use buffs/debuffs right Even champ got hit due to conversion of grazes. And so what? If you kill everything with spells but 1 dude standing, you win. I had druid fury do 200k damage per playthrough with companions Monks/Rogues are OP though since they can do crazy damage while being single target DD, which makes casters who target multiple enemies look meh in comparison. (this run so far: Lina 72400, Monk Helwalker 63900, generally wizard kills chaff, monk focuses down 1-2 most threatening targets with stunning fist; but sometimes I just select>left click which means fighters do better, I don't micro every caster to it's best at all times) Only thing I find bad design is that single target/difficult to land spells have same accuracy as fireballs. Derp touch/line/cone/ninagauth's bolt should have bonus accuracy compared to circle spells.
-
Youh just cast some aware buff & a debuff maybe, wait until they all hit your invulnerable tank and destroy.
-
Who cares about casual gamers? They didn't ask for this game and didn't back it, and most of them never bought it. Whoever did, probably never even finished it. Why should main audience that backed it get an unfinished game on release that is not for them? We're not Obsidian's personal money lenders.
-
Rest spam is still powerful though, due to Empower, and grows more powerful with levels. As for expending everything, it feels good up until particular level, but if game will be balanced around expending everything, then fights would just become longer and longer as you level up. It happens, as you rotate all your abilities twice before enemy goes down, when you're up against some big skull encounter (like Yseyr). Fighting against ~1000 hp enemies sometimes even makes game feel like an MMO. You're not just getting new stuff, you're getting more and more power points, so while on level 3 those 2 special abilities were important, when you can use 10 same abilities later it doesn't feel as good. You shouldn't use all resources, you should use the correct ones in the context of the encounter. And for that, combat in Deadfire should be Deadlier, and less skewed towards high defence values. Classes should also have a bit less power points as they level up, as now it's a bit crazy (not to mention classes that have unlimited points and can easily outlast the enemy - having a Chanter in party with summons breaks combat bad as no enemy can handle unlimited summons with in-built heals to the boot). In theory, yeah, designer can make encounter based around full range of abilities, but a) there's still a problem of open world and b) that's theory, as you know we did not get this, or not exactly.
-
Well I think white tigers are probably similar. They should be tigers. But some tigers are not like others sometimes even in same location. Sometimes same with undead. Maybe it's about their class, but I think we expect some sort of consistency and unique features in monsters. Otherwise, there is little difference between undead rogue, xaurip rogue & human rogue. They both shoot bows with hobble shot and it hurts. Eotens, I mean, make some Eoten shamans, and Eoten fighters then. It would make more sense. It's just sometimes (but not always) it's all same eoten, figuratively speaking. Even if stats oddly fluctuate from poor reflex to will to fortitude and same with armor.
-
Well it's basically about stacking armor, deflection & Robust inspiration (upgraded lay on hands, cipher's pain block, and Druid just can mass cast it). But on PoTD sometimes you want extra heals, or should activate heals before getting hit. You can also use autoheals, like combining upgraded armor aura from paladin with song from chanter, and then your fighter has his own regen and at that point most enemies wouldn't be able do much to your party. Do not skip on any armor buffs. Your mage should press Spirit shield at the beginning of every combat. You will find it easier once you get some good armor, like exceptional plate or superb+ armor. Just one point of armor can mean full damage or they're just glancing you. Crits will overpen you though, which is why you need deflection. That's because on PoTD you can meet enemies who will roll like +50 chance to hit and have exceptional weapons/claws/tails themselves, meaning your armor is paper for them. Don't pick armor with low Pierce resist. The deadliest and most common enemies with ranged weapons do pierce damage, so most of the armor in the game with low pierce resistance is less attractive. Other common ranged damage is slash, so stick to chainmail, maybe breastplate, leather & plate. Crush damage just doesn't seem as common in the game. First thing I do on PoTD is give everyone including mages fine+ chainmail, breastplates & exceptional+ leather. You can buy or simply take some best armors. Make sure you buy both legendary armors in Neketaka, you'll know them once you see them, and they're some of the best in the game. And generally ignore bonus hitpoints (although on low level, eating bread for +15 hp is a good idea). They matter little when it comes to survivability. You want things, items and abilities, that give deflection, extra armor, heal procs, things with stacking -% to all damage taken, etc. Anyone who played healer in MMO knows it's a lot easier when you can heal regular intervals of small amount of damage, compared to healing spikes in damage, and POE is similar, and it's heals are very powerful.
-
Yeah 1.1, with mod, has more enemies with 100-120+ in defences. Although sometimes design is kinda poor when enemies have 100 natural defences in everything, making pretty much any attack, including debuffs, fail most of the time. Often I don't understand logic at all, like ogres having high will and undead having low will. Sometimes enemy design just feels random, as one enemy of same type would just have different set of defences or armor, even if armor looks similar to me. And there are still some fire nagas in the game with 3 fire armor. Cause they're fire nagas. So you use fire to kill them. Getit.