Everything posted by limaxophobiacq
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How to Fix the Attribute Design in Pillars of Eternity
Would this include changing the base effects (areas, duration, damage) to be what they currently are att straight 10s in all attributes and then modifying that by a plus minus X%, or would everything in the maths stay same as it is now and you'd only change the description? F.ex. if you right now have an effect with a 10 second base duration it'll last for 11.5 seconds at 3 Int, 15 seconds at Int 10, and 20 seconds at Int 20; would either A) this still be the case (only the description is changed) or B) will the standard duration be set to 15 seconds at Int 10 and last (-35%) 9,75 seconds at 3 Int, (+0%) 15 seconds on Int 10, and (+50%) 22.5 seconds at Int 20? Granted that this and other changes might well mean you change the exact % value for 1 point off Int to something other than 5%.
- How to Fix the Attribute Design in Pillars of Eternity
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Beloved Spirits does nothing
It's supposed to give increased fatigue recovery from ancient memory but I made 2 identical characters except for one having Beloved Spirits and the other Weapon Focus and their Ancient Memory abilities gave the same fatigue recovery in combat (0.26/sec). Edit: Screenshots at 2560x1440 end up at about 1.3 to 1.5 mb so maybe slightly increase the max attached file size?
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[278]Sound FX randomly stop / start playing
I can pretty much newer hear any FX or character sounds, only ambient. Sometime my character will occasionally say one word (not a whole line) when selected and then I can hear it cut out.
- Bug: Floating cape in character inventory screen
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[v278] Shield appears on floor in village buildings
I noticed this shield (here seen at the bottom of stairs and then the upper right corner) floating all over the place as I moved after I created an extra paladin at the inn (I also could not see the model of the paladin while creating her if that's related). I also had an axe floating at the feet of BB Fighter.
- Josh Sawyer visually explains Attack & Recovery
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Armour selection
So beside the obvious like heavy armour for the tanking fighter or paladin, and light or no armour for the ranger and wizard at the back, what armours are people using for what characters? Chanters for me being a bard-like class I'd originally figured would go light armour, but with their chants not being affected by armour penalty at all I'm considering if I should just have them in full plate.
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Why so set against giving us any (non-combat) health healing?
Make it another skill then, so it's not class restricted.
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Why so set against giving us any (non-combat) health healing?
Trough what I've managed to play through the beta so far I feel like I'm resting far more than I ever did in IE games, and almost always its because a single character (usually my tank) is low on HP from taking heals while most everyone else is fine (I've considered just letting characters get knocked out instead of healing them to preserve their HP and let other characters take the damage but honestly that just seems too stupid). Getting just some minor single-target out of combat healing would make the adventuring day much longer and would actually give a reason not to throw good spells and daily's in every encounter.
- No Arrows Good thing or bad?
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Sensuki's Suggestions #012: Non-Terrible Main HUD [Mockup]
Save up screen space. Yes that the most important thing. Some guys here seem to really forget that you dont play "UI the game" you use the UI as a crutch to help you with mechanics you cant deal with in any more elegant way. Personaly I would make it possible to switch out all parts of the guy. Hide the menu behind a tab that you can expand and make the ugly combat log transparent. All that talk about the omg important combat log makes people forget that their shouldnt be a combat log in the first place. Everything should be readable without the combat log. I OTOH would like pretty much the exact opposite, especially on the transparent combat log. I hate 'floaty' transparent UI elements, the solidity of the IE UI was wonderfull and something I very much want back in this game.
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Started a game and a lot of peoples clothes are missing? (Disappearing gear bug?)
Completely new start.
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PrimeJunta's BB v257 summary
Spot on as far as I'm concerned. Chanter/Paladin/Cipher/Barbarian are definitely the classes I'm the most excited about. Edit: On the armour front have to say that using anything heavy enough to be close to the full plate in armour penalty (the -45% to -40% armours) feels like a bit of a waste and you either want no armour if you're in the back, lighter armour (-20% to -35%) if you're in melee but still want faster actions, or full plate if you're going to tank, with the medium-heavy armours not really having a niche.
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Sensuki's Suggestions #012: Non-Terrible Main HUD [Mockup]
I approve this even as someone who didn't use the combat log in IE games. Playing on a 27 inch 1440p monitor the distance down to the abilities on the left when managing a fight at the center of the screen is not really ideal (and it would be terrible on a 21:9 monitor) and having portraits and abilities in the middle would be much better. The decision to have the least used part of the interface (and the part not used 'under stress' in battle) at the center like it is now I don't really understand.
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Spears Holstering
This is a minor nitpick but holstering spears at the hip with the point down like a sword as characters currently do just doesn't look right, and having them on the back like the rifles when you've got another weapon set selected would look a lot better.
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Started a game and a lot of peoples clothes are missing? (Disappearing gear bug?)
Started a new game and see screenshot. BB rogue has no armour and the whole group standing there next to you when you start is also 'nude'.
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Why not give us option to use 8-bit RGB spectrum for character colours?
I'm curious why we can't just select any shade we want for clothing/hair/skin etc.? Sure it might look silly if someone makes their PC purple-skinned and green-haired but that's on them no? Personally I just want the ability to set a slightly more natural and less Leeloo-Dallas shade for red hair.
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Sensuki's Suggestions #011: Backer Beta Version Review v257 bb
On certain classes having not so much to do in combat beside an ability or mode to use/activate; wasn't it always intentional to have some classes like fighter be 'low maintenance' so you dont have to micro-manage all six party members at all times?
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Ranged versus Melee
Hunting enemies running scared halfway across the map was never any fun when it happened in IE, no enemies running away please it's too annoying.
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Class and Race of your main toon. Poll.
I continue to be torn between Wood Elf Chanter and Godlike Paladin. Chants are more unique and interesting than the auras but on the other hand I like my character to be up in front in the thick of the battle. Quite likely I'll make a the chanter my main and then make a paladin at the adventurers hall.
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Superweapons
limaxophobiacq replied to limaxophobiacq's topic in Pillars of Eternity: General Discussion (NO SPOILERS)Or perhaps that you cannot find them naturally, because they're what you end up with when you upgrade other weapons to max. Upprading would generally just mean higher numbers that regular weapons, which isn't really all that interesting. Carsomyr was amazing for the insane magic resistance and dispel-on-hit, Flail of Ages for the slow effect, Celestial Fury for the stun, and Staff of the Magi for too many effects to count.
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(DPS) vs (Accuracy - Deflection). Here's the maths. Enjoy.
That's a question in a vacuum. I would assume that if they significantly boosted the Weapon damage bonuses from might, that they would also boost the spell-based bonuses from intellect, the accuracy/critical bonuses from Dex etc., thus every class build can find a way to battle on equal terms with a Might-build, thus maintaining balance without insulting us with these placebo stats as they currently are which don't really do much to any build. Still not a fan. People are underestimating the difference 30% makes. Jack that up to 60% and jack everything else up accordingly and you now have characters who are completely and utterly defined around their stats. I think the bonuses (boni?) could probably stand to be a little larger. But not much. 60% difference in damage from Might 3 to Might 18 would have seemed rather minimal to me to be honest before I saw that it doesn't even do that in project eternity. If you leave an attribute at it's minimum value I'd have assumed your character would be pretty much hopeless at whatever that attribute governs, if you max it out your character should be incredible at it. Giving attributes twice the effect they have right now still isn't that, but it at least means characters with average vs extreme values are differentiated, rather than only extremely high value vs. extremely low values actually being noticable.
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- DPS
- Accuracy
- Attack
- Deflection
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Superweapons
The IE games, BG2 in particular, had certain items that were just incredibly powerfull in the right hands, far beyond anything else you could find or buy in that category: Carsomyr, Crom Feyer, The Staff of the Magi, the Flail of Ages and Celestial Fury. Weapons that defined the way the character wielding them played with unique abilties going a great deal beyond just doing damage. Balanced? Not very perhaps but exciting when you got your hands on them and memorable to this day, and in ToB they at least made an attempt to make 1 such superweapon available for all weapon proficiencies (which I think if they were included in PoE or a sequel they should try again, or do it like in Heart of WInter when you forged that weapon out of the ice and it let you choose what kind of weapon it is Edit: actually the later is probably preferable), though Carsomyr still might still have had no real equal. Do you think these kinds of unique and incredibly powerfull weapons should have a place in PoE. Or do you think as a game supposed to be more low-level like BG1 they should wait with it for an expansion or sequel (I'm personally inclined to this)? Or do you think having such powerfull items is too big a blow to game-balance to ever include?
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Poll: Should Attributes Matter?
People complained in the other poll that the choices weren't mutually exclusive, or about an option to leave it as is, that's why I made this one.