Jump to content

Andre

Members
  • Posts

    50
  • Joined

  • Last visited

Everything posted by Andre

  1. The shield is supposed to only affect melee attacks, and probably only enemy attacks as well. 1. have a party member equip Sura's Copper Plate 2. cast any of cipher's abilities on said party member 3. cipher receives dmg As far as I know it's only affecting cipher's abilities atm. It's quite annoying because Pain Block is a really good buf that provides DR but it kills my Griveous Mother... See the combat log(i casted blindstrike because you can't cast party buffs ooc) you see that after the first miss eder retaliates. I assume the retaliation uses the main weapon as Eder has a stilleto equipped.
  2. So this is only a bug/issue if you use abilities with full attack? It might be intended then, as far as normal attacks go you only attack with the off hand weapon which is the same if you have it in the main hand?
  3. Does it actually give the additional +4 fort / reflex or are they suppressed?
  4. My friend had the same issue with one of the bandits in earlier areas. He had to reload like 4-5 times before he could damage him.
  5. I can confirm this too. Not sure what's causing it but up to level 5 I would get way way too much HP per level as a monk. I had 1050HP at level 5, with 15 CON(14 base)+1 from gear. When I got to level 6 my HP increased by about ~60-100. Which is different than before when it increased by around 200 hp.
  6. Well then it's on Obsidian to decide if the behaviour of the AI is intended or not. But there's one component of the "localized" AI that you mentioned that I'm certain is bugged. Sometimes when they walk back they will heal, basically negating any damage you did to them through ranged attacks/spells. This does seem to occur quite rarely though, I'm not sure what the trigger is. Also given how the point of PotD is that it maxes the number of encounters you face in a given group, the mechanic of splitting individual enemies from said group goes against that point. The weapon switching exploit you mention, do you mean the one when you open the inventory, wait for the animation to finish and then attack/cast again without any recovery? That one totally breaks the combat. It trivializes the challenge just like the issues in the OP.
  7. If you honestly think this is how the AI should behave, then I'm not sure what to say. Enemies are basically stuck in a position because the leash range isn't coded properly. I don't know of any game that would have this.
  8. It seems that continously switching between two ranged weapons, say you want to use a gun and a bow intermittently for whatever reason, skips the reload animation on the gun as well. Not entirely related to the bug in the OP but similar thing as far as animations are concerned.
  9. Use compression software, like Vdub if you want to upload it it to YT. The bug you've described also happens if you open up the inventory immediately after any kind of animation finishes be it an attack or a spell. It results in the character instanteniously skipping the recovery phase and going into next attack/spellcast animation.
  10. Your argument has some merit, but watch my videos. Do you honestly think the current behaviour of enemies is fine? In the first video example the xaurip let the drakes chase the chanter alone, even logically that doesn't make sense. Why wouldn't the whole group be alerted by the attacking character? I also did not state anywhere my opinion on caring how people play the game, I'm merely saying that the current engine implementation of AI makes no sense to me. If you're a big bad troll and you see a party of adventurers attacking you, you go after them and kill em. You don't randomly turn around and go back to your resting place. To address your multiplayer comparison, I personally don't care how players play a SP game. But imagine the achievement that is beating the game Triple Crown Solo, path of the damned+expert+trial of iron. People who will do that, will do it by abusing these bugs. There will always be exploits in RPGs, but let it be in the form of skills/spells/abilities/items/etc. Not engine limitations/clunkiness.
  11. If you don't save/load as much and it only happens once or twice it's gonna be pretty tough to notice it. Especially if defenses are affected. Most people started noticing because of the absurd 100 int or something.
  12. Yes, you could still kite trolls well but at least it wouldn't look stupid. They're meant to be slow judging by their lore. Like it takes a really long time to kill one with arrows on PotD so you'd still have to cover a lot of area which might be an issue in some cases if enemy AI worked correctly. Here's an example of the second issue. At 0.10 the Skuldr Whelph disengages and stops chasing, I think enemies do this because they "realize" the player has more movement speed. At 0.13 the Skuldr Whelp actually gets out of combat completely, I think enemies even heal in some cases if you leave them alone. He gets out of combat completely again at 0.20. As you can see from the video this behaviour can easily be abused. If you have a few characters shooting the enemy and one character running back and forth like this it gets silly. Would be glad if this got looked into. https://www.youtube.com/watch?v=0JWS6Elwsb4
  13. Might be related to the armor equipping bug that disables racials/passives. Have you equipped your armor by double-clicking it? If that's the case it's a known issue.
  14. I've had that happen to me when I made two level 1 identical wizards. Spells/grimoire worked fine on one but not the other. Not sure what caused it, but can definitely confirm it can happen.
  15. Ok so here's the visual examples of the first issue I described in the OP. Which is, that you can seperate creatures from the group. It's easier to do if you have movement speed advantage obviously. Here's what happens if you engage them normally. A total of 11 enemies(there's supposed to be 12 actually, but one guy got stuck behind or something). And here's the video of me pulling and seperating the 3 drakes from the pack. Just wanted to illustrate the aggro issue with a video, the point is it makes the challenge very trivial. Kill the 3 drakes, then proceed to pull again/finish them off. I'll post the video of enemies continously going back and forth between their original position and the attacking player later. It's a bit harder to do as it doesn't work on every creature due to movement speed differences.
  16. I should've clarified, I don't actually mean the ingame mechanic of engagement. But the act of attacking the enemy. I think what you've described is fine. I'll make a video soon so you see what I mean.
  17. So every tooltip is actually wrong? So a spell that would say "15 dmg over 5 seconds" actually deals more than 15 dmg? Around ~22? What if the extra duration doesn't extend to the next tick? Or would it only do 15 dmg, and you'd need enough INT to extend it to 6 seconds for it to do 30 damage in total?
  18. There's 2 issues with the current AI of enemies. The first issue is that if you attack a pack of enemies and run, some of the enemies will split up. The core of the group might stay behind while stranglers might follow. The second issue is if the enemy is slightly slower than the character aggroing them, they will disengage. When they disengage they start to walk back to their original position in slow speed. IF the player re-engages them at this moment, they will turn once again on the player and try to attack them. The engagement can either be an attack, or merely walking up to the enemy that is disengaging/going back to its original position. As you can see this two things combined result in a easily abusable AI, I don't condone this of course but if it's in the game in its present state it's a valid tactic albeit a cheap one. I purpose a simple solution, just make it so that the whole pack of enemies moves towards the character that pulled them. At the same time don't have them disengage. Kiting would still be a valid tactic, but the execution would be harder. Open space would be an asset, currently you need less than 1/4 of a screen to make kiting work. It's also noteworthy to say that you can do this as a solo character, it might not work versus all enemies such as wolves/boars/lions because they are fast but it works versus the majority of creatures one encounters in the game. Once you add additional characters to this kiting "tactic" it gets even more abusable. Chanters can get free invocations up, while you run around and enemies don't engage properly. You can shoot with say 2 party members while one just runs back and forth near an enemy, etc. I'll provide a video later if needed to showcase this issue.
  19. I think rogue has a lot of bugs. Deep wounds doesn't work correctly either(or at least visually). In the character sheet it gets updated correctly, the status effect when you apply deep wounds on the enemy displays different dmg/duration from the one in character sheet. Can't check how it actually works in combat because it's not displayed there.
  20. That's a good point then, definitely a bug. You shouldn't lose traps that you place anew. Either it should just replace the old one with the new one or it should do as you said, show a message.
  21. I really hope they fix how enemies follow the player, it's just too abusable at the moment. Also, I feel like there's a lot of tooltip issues. Having a weapon in the offhand actually shows the character having two attacks in the character sheet, in combat it works fine. I wonder what's the interaction with monks though, as they have natural unarmed attacks.
  22. This might not just be Sagani specific but an issue for rangers overall. Anyway I haven't had her much in the party due to the bug but the faithful companion status effect is only active if the companion is alive right? Here's a picture of the bug.
  23. This bug really needs to get addressed. Having lower INT would reward you in some cases.
  24. Obviously because of abuse. Have you played a bounty hunter or just a normal thief in BG2? It's incredibly easy to defeat any opponent on any difficulty even with mods. Some traps can still be strong. I think they could allow one normal trap + priest's glyph to work together though. Because those two are different "sources" of traps.
×
×
  • Create New...