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Jojobobo

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Everything posted by Jojobobo

  1. If you hire the Goldpact Knight for Caed Nua and rebuild the forum he'll often get stuck at the corner of it, twitching about in his walk cycle like a madman. I go to the Craft Hall a lot to sell all my crappy gear (I sell the good gear I might want to look into later to the Merchant Stalls) and seeing him do this every time is pretty unsightly. I would imagine changing his walk path wouldn't be too difficult, and would be a lot better than having him freaking out in every single game in which you employ him and build the forum. Although this is a minor cosmetic bug so barely worth mentioning, I can imagine some new players could be entirely put off seeing it as they'd infer if such a small issue can go unresolved it doesn't bode well for the rest of the game or that it was indicative of a lack of professional pride from the developers over their own work. Fortunately I've played things like Vampire: the Masquerade - Bloodlines in its buggy heyday so my tolerance is a little higher
  2. If you use a +survival item next time you rest using camping supplies, unless you change from the previous option selected, you still have access to the higher tier survival bonuses regardless of whether you still have + survival gear still equipped. This definitely works with +survival clothing, and I imagine it works with the plus survival scrolls too but I haven't tested them. Obviously there's a lot of scope for abuse here, as you can just use the +survival scroll and take a universally nice bonus (+movement speed/healing/damage against flanked/DR) permanently. While this is a bug players can avoid trivially, such a deviation from how the mechanics are supposed to work seems a bit poor.
  3. Yeah I took Zealous Endurance on my solo no-respec Paladin run, and now knowing about the beer stuff I kind of wish I didn't. The Zealous Charge/Zealous Focus combo seems a lot better as you can split a mob with Charge then just turn on Focus to take the guy out. I'll stay the course anyway, and just recommend people take the opposite option if I post the class build - I've already written it but I wanted to wait until I took out something meaty like the Alpine Dragon before posting. Currently level 13 so hopefully I shouldn't be too far off.
  4. I mentioned this in a recent thread, I found resting (with one of the Caed Nua resting bonuses) and reloading fixed it. This was with the movement speed resting bonus from survival causing the issue in the first place, so maybe it's not that related - still worth a shot.
  5. Thanks for the response Sking. For clarity, it's not single enemies I'm talking about - it's enemies in groups. Somehow how they're still not targeting their buddies fast enough and so they're still registering as a single enemy which makes the Charm effect end prematurely. Even then, the encounter ending issue is a rather severe problem - maybe it's not related but it seems similar. Combat will literally just stop and instant restart (and with it those Charm effects, which is why I think the issues have common ground), which as I mentioned doesn't recharge per encounter effects but will cancel effects you have active - this also happens with groups and can be brutal. I do tend to pull enemies to areas where I have better positioning, but even so the majority of the time it's still not far enough for them to want to wander back to their starting position so I'm not really seeing why it would end prematurely. Given that the encounter system is the crux of combat in the game, it being defective semi-frequently in solo play can be pretty problematic.
  6. Yeah, can this really be looked at in some fashion? I appreciate the "fix" might not be so simple as I suggested above. Quite often in solo combat I'll have the fight sewn up, (a Whispers of Treason hit for 12 sec, a figurine out, the relevant defensive buffs like Prayer Against X, Sworn Enemy on a target) and either (a) the Charm effect will go instantly for no reason or (b) the entire encounter will finish and instantly restart, cancelling all my active effects and so making me die pretty sharpish - per encounter abilities do not get refreshed in this process (even if they did I wouldn't want to be using x4 Flames of Devotion anyway because it's cheating, however I would obviously re-use the Sworn Enemy that gets cancelled). I'm currently trying to fight some Cean Gwlas in level 13 of Od Nua, and one of these outcomes is literally happening 4/5 encounters - usually the encounter cancellation and restart. Maybe this is something unique to solo play or my strategy, but it's incredibly frustrating to lose an encounter time and time again through no fault of your own - I've literally been at this single encounter for an hour already. I know this game isn't designed for solo combat, but still encounter mechanics do seem inherently flawed if this is happening so often - solo or not.
  7. Something specific I've picked up on is I think the enemy petrified and paralysis attacks need their durations severely shortening. As far as I can tell Adragan Petrification is 10s on a graze, 20s on a hit and 30s (!) on a crit. Likewise for Vithrack Exarchs and paralysis. For a player character by comparison, Mental Binding and Killers Froze Stiff give 8s paralysis, and Gaze of the Adragan 6s petrification. I think the base duration on hit here should be 10s, so 5s for a graze and 15s for a crit. This means that getting hit by one of these effects it's not quite the instant death sentence it is currently - particularly on a graze. And yes I know there's scrolls or a priest you can use for immunities, and you can of course shore up your defense against these attacks, but these are late game options at best. I also realise these enemies are low endurance, but I'm not a fan of situations where I completely kill them or they completely kill me - a little give and take seems a bit more fun. So if not for a patch now, I think the durations on these kind of mechanics need revising for PoE2.
  8. Didn't spot that, good to hear a new patch seems to be more or less confirmed.
  9. With my solo love I'd rarely be suppressing it in the first place, but it's certainly something to be wary of. I always find Eldritch Aim a little short-lived to be terribly useful. In terms of wanting to switch weapon groups, my main thinking was that none of the on crit status weapons are covered by Ruffian or Noble slightly discouraging sabre or Drawn in Spring use in your offhand for high damage. Having them all feel equally favoured is certainly nice from that standpoint, even if 4 accuracy won't be making a crazy difference.
  10. It would be worth fixing for the durations alone it seems, a fixed 3 sec duration (which as you say is occurring because ApplyAffliction is considering it a crit) which is then multiplied by Int (which should be high on a Barbarian) is quite a powerful thing. As I mentioned I was testing in full plate, so the fact you can have that high a DR and still chain status together is a bit crazy. I guess I'll hold off on making a Barb until this issue is resolved or until they say they're not going to make more patches, I would obviously want to try and pitch my attack speed plus armor to a level where I could reliably stun a group so given my aversion to respecing I'll wait to see what the score is. It's also not as simple as that anyway, because even if I did respec to up my Dex to make a given armour group viable I'd have to lower a different attribute which are all currently pitched at the level I want them so it'd throw the build out of whack. Either that, or I'll just do my testing with WÄ“ Toki instead to get an appropriate Dex which will work if the the stun weapons are patched, and also use WÄ“ Toki in the mean time. You certainly seem to getting to the bottom of these problems quickly Loren, maybe you should ask for a job
  11. As it's not really worth a thread, I thought I'd post this here. Thinking about Barbarians, it seems like Accurate Carnage is a little redundant now when you can just take Gallant's Focus. Gallant's Focus misses on one additional point of accuracy for Carnage, which is next to nothing, but has the added bonus of hitting your many target more accurately. What's more, as soon as you get HoF, all those full attacks will benefit from Gallant's Focus whereas they don't from Accurate Carnage (though obviously the resulting Carnage coming off those attacks does). Obviously, if you have room for an both Accurate Carnage and Gallant's Focus then great (or if you're running a Zealous Focus Paladin), however Barbarians have a lot of stiff competition for their talent slots (Vulnerable Attack if you want to up bypass more DR of your Carnage targets, Barbaric Blow, Sneak Attack if using an on crit status weapon, Two Weapon Style/Two Handed Style/One Handed Style, a Weapon Focus, Interrupting Blows, etc.). In some ways I think Gallant's Focus is a much nicer option than a Weapon Focus on a Barbarian too at least for a status abuser, because the on crit one-handers are all divided up between different Weapon Focuses - and obviously depending on enemy DR you may need to change to slash (Wē Toki), pierce (Cladhalíath) or crush (Godansthunyr - it also deals pierce but loses out as a pierce option due to the accuracy bonus of spears). Gallant's Focus reinforces flexibility in your approach.
  12. So I was testing out Godansthunyr, and I noticed that for whatever reason it's stun duration is entirely unaffected by graze/hit/crit on the stratus roll (as in, it's always 3 sec x Int modifier). I didn't test other weapons with these on crit effects, but I presume they're all the same as it seems unlikely they would be coded any differently. I thought this seemed a little odd, as I know from testing Silver Flash its blind durations on hit/crit are affected by graze/hit/crit on the status roll. Is this intentional or not? Seems to make being a Barbarian a little easier, as with Int 20 and Dex 10 with full plate and two weapon fighting, you're able to hit again with the on crit effect weapon within that 4.5 second window (no other speed boosters necessary). A minimum Int 20 Dex 10 spread is fairly low benchmark for such a strong effect - though granted you won't get such weapons until Act 3.
  13. I'm at level 11 solo PotD Paladin (more or less just like you) and I'm looking to get as deep as possible before WM and Act 3. I'll shortly finish level 8 (it's easy with the staircase there to rest before every encounter and then slam each encounter with all the figurines you have - I'd do this on every floor that you can). I would also strongly recommend high speed and Munarca Arret for trickier encounters like Adragans, they're fairly weedy when all their buddies are beating the life out of them - and you can target them with Sworn Enemy to facilitate Whisper of Treason crits. For Vithracks, some sort of Retaliation item normally does the job pretty well - they don't have massive endurance so while you're paralysed, so long as you can keep hitting them, you should be alright. The rather weird thing is the floors vary quite dramatically in difficulty, and so as long as you have some sort of Adragan/Vithrak strategy you shouldn't find things too problematic. In general, there's no real guide for this stuff as it's largely dependent on the class - when I was a solo tanky Rogue on PotD before I got down to level 13 before doing Cliaban Rilag or WM part I (Cliaban Rilag was a walk in the park with Drawn in Spring). As others have said, if you find it too time consuming grinding down the levels currently, then wait until Sacred Immolation lands. I think the really crappy thing about Paladins going solo is that they're really strong until about level 10, but then their lack of CC really starts to hurt you when it comes to mobs and you need to throw a lot into trash mob fights so you don't get overwhelmed - I found level 4 of the Paths particularly annoying for this reason as the groups of slimes, trolls and beetles are pretty damn large. It's ironic, because in the original Paladin description it implies the opposite is true ("When isolated, they can be vulnerable, especially against singular powerful foes") - singular powerful foes are more or less no problem with Sworn Enemy but 20+ strong mobs are a massive issue.
  14. As an update, it's definitely something to do with getting additional move speed by survival. I triggered it again by resting with a survival +2 item to get movement speed II, then changing to Angio's Gambeson. EDIT: It's fixed by any sort of resting, followed by reloading.
  15. I think it depends, I got bored and tried ranged options while I'm working on my "unique" paladin option. While no quick switch/coil of resourcefulness is fine adn workable (likely on a Cipher it's not so much of a problem in party play so long as you're far from the front line), with one of those options you have rapid fire alpha strikes which can certainly be more benefit to a party. It really depends on what you need, but I think Island Aumaua with an extra weapon slot would always be the way to go.
  16. Well it happens on maps where it hasn't been summoned, unlike any other figurine, so I would wager to say the figurine itself it somewhat responsible.
  17. I've noticed several weird features with the Delemgan, for one when it dies it doesn't disappear like other figurines do - lying there as a corpse. For two, semi regularly when it's kill it will reappear on maps - often flickering between a lying and an upright state with no animation in between, unlike killed paralysed figurine creatures however it does appear to go away with time. I thought I'd mention it as something isn't right there compared to the other figurines.
  18. So apart from stealth and combat, my character walks everywhere. I know some people have been clamouring for a run/walk toggle - I'm certainly not one of them I'd rather they ran. No IE mod where I understand this toggle exists, and no idea what prompted it. I think I have one save from a while ago where they were running, but seeing as I've done a lot since then (soloing the Dweller bounty for one) I'm really not in a mind to reload. Is there any fix, or should I just live with it? EDIT: Problem appears to be identical to this. I was using Deleterious Alacrity of Motion from Angio's Gambeson, a speed enchanted weapon at times and I had +2 movement speed from my Survival bonus (I equipped Jack of Wide Waters to get it to this level before resting, and unequiped). Can provide saves if necessary, and yes the version is definitely 3.03. If the problem is purely cosmetic I don't mind so much, but I don't want it producing other issues. EDIT 2: So the problem just solved itself, not on reload though nor on reapplying these abilities (I tried all sorts of combos of DAoM, survival speed bonuses and my speed weapon against the solitary lion at Woodend Plains - but none of it worked). However fighting Gramrfel, again making use of these abilities, did somehow work. I've kept the before/after/during saves if a dev is interested.
  19. That's fine, I just thought I'd make mention of it. It's easy enough to avoid if you know what you're looking for.
  20. Yeah it sounds like more or less the same thing. I just tested it with Tall Grass, and I didn't Prone in an area, so attacks where the rolls aren't synchronised don't work with the bug (as in with the Tall Grass,the roll against Deflection goes first, then the roll to Prone). However, testing it with Knock Down (Girdle of the Driving Wave) it does work - again presumably because the two rolls are simultaneous. Given that the Black Path has a rather enormous AoE, it is bit crazy. Here's the pic:
  21. Did not know that, that's pretty neat. But yes they're level 10. I guess that makes FoD particularly powerful at higher levels.
  22. I could be totally wrong on this, but I think it used to be a general +8 to accuracy and then they changed it. Probably thought the alpha strikes people were getting from arquebuses were a little much.
  23. Using Flames of Devotion, I got +30 accuracy rather than the +20 listed in the tooltip. If this is intentional, the tooltip should be updated. Below is the FoD hit and a normal hit with the same weapon:
  24. I know that the premature cancelling of these effects was on the player character was introduced to stop time wastage if there were no other friendly targets around, but reasonably often it causes these effects to be cancelled on the opponent too. I'm not sure if this is a result of them not targeting another enemy fast enough, but it's problematic when you have a limited number of spell holdings for Charm/Dominate on an item already. If possible, it might be better to go back to the old system for enemies (full duration of these effects, regardless of whether their are other friendlies around, which as I mentioned the game often has difficulty detecting) but keep it as is for the player character. I'm not sure if this would be doable or not, but I thought I'd float it out there anyway.
  25. As far as I'm aware, camping bonuses don't affect spells anyway - so it seems unlikely they'd affect Whisper of Treason, but it's probably worth checking. Or is that what you meant in saying, "not counting camping bonuses", I wasn't sure if that was you saying you knew they didn't work or you just hadn't picked any for the fight? I think the issue with Fighters is that they're a little dull, just having them sit there and do damage doesn't feel very rewarding. I think more unique builds could be made by combining their insane accuracy with spell holdings, but as what would be the best one to work with it's hard to say.
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