Ondb
-
Posts
110 -
Joined
-
Last visited
Content Type
Profiles
Forums
Blogs
Posts posted by Ondb
-
-
Word "balance" in single player RPG is becoming the worse thing happening in gaming industry.....
- 1
-
(adding the question here too in hope of an answer)
I still haven't figured this out. How do I actually level up my companions while on the ship?
So far I've had to go back to an Inn somewhere and swap out all companions to do it which is incredibly annoying in the long run. The reason for it is basically just for ship combat, so they're up to snuff when a battle starts.
Agree.
So far the ship replacement for fort in Poe1 is just joke. I just do not understand why Obsidian is going from one extreme (Fort in Poe1) to another extreme (in PoE2).
-
I want something with cool class name, below are my choices. Which one is most powerful?
Paladin + cipher
Paladin + druid
priest + druid
priest + chanter
chanter + wizard
priest + cipher
They are all very bad choices in my book.
Wizard, Druid, Priest absolutely need single class to max power level and number of encounter spell resources.
Only Paladin + cipher will probably not be crippled.
-
I would just replace the whole system with traditional spell books from BG2 (for Wizard, Druid, Priest) with following changes:
Spell book will now have 2 types of spell slots. (think memorization slots for spells)
One per rest slot and another one per encounter slot. Number of per encounter slots will be small per level ( 1 or 2 encounterSlots.)
This will give spellcasters couple of spells for every fight and keeping traditional rest mechanic and spell preparation/memorization. This would be 100% better then current messy iteration v2 for spellcasters.
-
Is attacking the other ships (different factions, not pirates) on sea considered ok? Do somebody know if there is reputation cost or down the road some nasty surprise from that faction?
-
Its possible to choose companion abilities? (First time they party?). I mean do the companion join party at level 1 and you have option to manually level up.
-
This was probably due to youtubers and saying that they didn't like how might worked in the first game.
My guess is multiclass system. Creating Fighter/Wizard combo and then one stat is increasing damage of both weapons and spells. Its weird...
- 2
-
If Might made so much sense, explain how Might was constantly used to determine whether or not your character was strong enough to succeed at physical challenges in for example the black and white scenes, or conversations, or whatever?
My Wizard's might refers to his spiritual power! Oh but he can also lift tree trunks with his bare hands.
Whoever scripted the interactions, though, ****ed it up.
Ha ha. Lets assume you want to write scripted interaction with option of physical strong character doing something.
Please give me different attribute to use...
You can not. This is exactly what was wrong with that attribute in PoE.
-
Oh my god. Afters years attributes will make sense again...
-
What about companions. Can we pick any secondary class for then?
-
We are suggesting people use www.Dropbox.com to link us saves.
My main Wizard was affected in patch 1.0.3, and it still continues in patch 1.0.4
I have verified that equipping prone reduction belt in patch 1.0.4 no longer introduces the bug for characters which were clear. (does not equipped item with this mod in past)
-
Hey UninvitedGuest,
Is this a 100% issue for you? I'm unable to reproduce it on my end. Can you send me a save file?
I have opposite problem. My prone effects are always casted at 0.0 second for some characters.
Those that had equipped item with prone reduction mod in past. This started in 1.03 version and keeps in 1.04 patch (GOG)
Could you please send me email address where i can send save-game, if you are interested?
-
My main PC Wizard and M-Mother are casting prone effects with 0.0 second duration on normal, graze, critical hits...after equipping item with prone reduction mod (belt). It happen in 1.03...
After installing 1.04 patch the issue still there. Aloth is casting prone effect normally...We does not equip the belt of Stealgaer at any time in past saves.
I was waiting 2 weeks for patch 1.04 to fix this issue.
Is it really so hard to test the code changes?
-
Pre-buffing is only problem if there is really no cost and there is too many options (too many of pre-buff spells).
For example:
i will alter Stoneskin spell to be long pre-buff with following effect:
+10 DR, 20% recovery penalty
Would you automatically use this pre-buff ? Maybe you would only pick it for Shadows,Shades enemies. Maybe somebody else have different style of playing and will use such a spell all the time.
Pre-buffing is not automatically wrong or good. What really matters how its implemented.
However i feel that easy solutions (removing all pre-buffs from the game) are bad in the end.
-
Check if you have equipped item with prone reduction mod.
Equipping this item on my PC wizard sets all spells with prone effect to 0.0 sec duration.
Unfortunately removing item does not fix the character.
-
Well if this makes somebody happy, during my bounty missions i have found out that prone effect does not work at all. There were whole group of humans apparently immune to prone from all my Wizard spells.
However Fighter knockdown worked and applied prone effect, so i could be just part of planned nerf of Wizard spells (slicken, Call to slumber) from 1.03 patch.
I think Knockdown targets fortitude, it's possible that the wizard spells were targeting another defense or just missing.
It could be bug....I went to City and attacked ordinary citizen.
1/ Cast Call to slumber (1 hit, 6 critical hits)
2/ The animation of going to prone stance and then going out of prone effect.
3/ Checked conditions: nobody has prone effect applied....
Maybe the prone effect now only works if its targeting Fortitude. Slicken is reflex and Call to slumber is will.
Could somebody try the same test?
Just go Copperlane (Defiance Bay), attack neutral PC and cast those spells....
I have confirmed its bug related to item. There item in game which is supposed to apply prone reducing time on yourself...
Instead:
1/ When put on my Wizard, my spell are now applying 0.0 second prone effects on enemies.
2/ Removing the item will not fix now broken slicken, call to slumber spells.
3/ So right now i have Wizard and his prone effect spells are not working at all.
I have to wonder how broken the game must be internally to something like this happen....I mean you just need to equip this item once and then it will broke your character spell-casting???
Removing item does not work, reloading game does not work......
Create a bug report about it. With all the different class and gear compositions, it's inevitable that specific item-related bugs will slip through.
Looks like there is already fix in 1.04 patch:
- Prone Reduction mod should now work correctly.
-
Well if this makes somebody happy, during my bounty missions i have found out that prone effect does not work at all. There were whole group of humans apparently immune to prone from all my Wizard spells.
However Fighter knockdown worked and applied prone effect, so i could be just part of planned nerf of Wizard spells (slicken, Call to slumber) from 1.03 patch.
I think Knockdown targets fortitude, it's possible that the wizard spells were targeting another defense or just missing.
It could be bug....I went to City and attacked ordinary citizen.
1/ Cast Call to slumber (1 hit, 6 critical hits)
2/ The animation of going to prone stance and then going out of prone effect.
3/ Checked conditions: nobody has prone effect applied....
Maybe the prone effect now only works if its targeting Fortitude. Slicken is reflex and Call to slumber is will.
Could somebody try the same test?
Just go Copperlane (Defiance Bay), attack neutral PC and cast those spells....
I have confirmed its bug related to item. There item in game which is supposed to apply prone reducing time on yourself...
Instead:
1/ When put on my Wizard, my spell are now applying 0.0 second prone effects on enemies.
2/ Removing the item will not fix now broken slicken, call to slumber spells.
3/ So right now i have Wizard and his prone effect spells are not working at all.
I have to wonder how broken the game must be internally to something like this happen....I mean you just need to equip this item once and then it will broke your character spell-casting???
Removing item does not work, reloading game does not work......
-
Haha... i have similar / opposite problem.
My spell which should apply prone effect (Call To Slumber, slicken) are applying 0.0 second prone effect.
I think its done by equipping item Belt Of Stelgaer on character....the funny part is that removing the item will not fix my spells....so right now my PC (Wizard) spells are not working at all.
So if you equip the item, then afterwards all your spells are broken.
Removing the item does not fix the character. Other Wizards in party are not affected as Aloth is able to apply prone effects from spells normally...
-
I have opposite problem.
Slicken, Call to slumber does not apply prone effect at all. The spell has critical hits and enemy goes to animation and then out of prone animation.
-
Well if this makes somebody happy, during my bounty missions i have found out that prone effect does not work at all. There were whole group of humans apparently immune to prone from all my Wizard spells.
However Fighter knockdown worked and applied prone effect, so i could be just part of planned nerf of Wizard spells (slicken, Call to slumber) from 1.03 patch.
I think Knockdown targets fortitude, it's possible that the wizard spells were targeting another defense or just missing.
It could be bug....I went to City and attacked ordinary citizen.
1/ Cast Call to slumber (1 hit, 6 critical hits)
2/ The animation of going to prone stance and then going out of prone effect.
3/ Checked conditions: nobody has prone effect applied....
Maybe the prone effect now only works if its targeting Fortitude. Slicken is reflex and Call to slumber is will.
Could somebody try the same test?
Just go Copperlane (Defiance Bay), attack neutral PC and cast those spells....
-
Well if this makes somebody happy, during my bounty missions i have found out that prone effect does not work at all. There were whole group of humans apparently immune to prone from all my Wizard spells.
However Fighter knockdown worked and applied prone effect, so i could be just part of planned nerf of Wizard spells (slicken, Call to slumber) from 1.03 patch.
-
Update.
(boots):spell holding: consecrated ground
triggers when you are critically hit by enemy in combat.
-
This is not really just about resting / camping alone. One of the goal of the PoE design was to allow each class to have interesting stuffs to do in combat. This is why fighters get per encounter abilities. The general idea was that in IE games only Spell-casters was doing something interesting while rest of classes just attack.
Now go back to PoE combat. Most of the time only classes doing nothing more then auto-attacking is Wizard (then Druid, Priest).
All other classes are using some active abilities. Why?
1/ Going back to get camping supply is bothersome. It take time. Lots of time to load new maps....
2/ There is Cipher class with unlimited resource fulfilling the IE wizard role
3/ If your my PC is not Wizard then taking auto-attacking Aloth is just fine...
4/ If your PC is Wizard and you just auto-attack most of the time it sucks. I have created PC to do something in combat (its called role-playing).
There is nothing wrong with current camping system.
There is problem with camping system and Wizard fully on per rest spells with nothing to do except auto-attacks.
-
EDIT: Wizards have per rest spell because that was what backers wanted, even though Obsidian originally planed that wizards could get their spells back even during encounter. So if you don't like current system remember give your thanks those who it belongs
Wait, really? Was there a vote on that that I missed, because I would absolutely have been against per rest spells. They're terribad for balancing and gameplay.
There was no vote, but when Josh explained his idea for wizards lots of people were quite angry that it was MMO like cooldown system that don't have anything to do with IE games, which lead that they changed their plans and created more Vancian style system for wizards.
Well i think the original idea was to keep Wizards spells powerful and per rest.
Josh wanted weaker spells per encounter. After the angry forum reaction, he weaken the spells and keep them on pre rest. )
Let‘s help the developers to balance the game
in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Posted
Some classes are ridiculously better than others. If i happen to play such a class:
1. How i am affecting your single player experience with different class ???
2. Obsidian will nerf this class in future and ruin my game experience and my fun, based on your "balanced" view.
Lets pretend you play some class as main character. I will post and urge obsidian to ruin this class in the name of holy balanced "something". One day you will get patch and your main character is ruined. I do not think it will be fun experience for you.
Nerfing classes, spells, abilities (in patches) in single player RPG is the biggest reason, the games are not fun as they used to be.