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Everything posted by Jojobobo
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Something else that isn't really an option, but I feel like should be in the game, is a timer for the item summons - which as far as I can tell there isn't. It would make combat that little bit more manageable, as you could potentially time your second summon perfectly so you have a constant stream of them - or at the very least you're not caught short when you think you have time to squeeze in the animat's healing but just miss out.
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I'm playing a solo Rogue on POTD and it's working well so far, I'm level 5 (about 100 XP off level 6) in Defiance Bay. I'm playing a tank rogue, which may sound crazy but I'm building towards Deep Wounds with high deflection for Riposte and also with Hiro's Manlte for Retaliation (they hit and I hit and inflict DW, they miss and a lot of the time I hit for DW). Early game, high Mechanics is an absolute must, in the tutorial section you can disable all the floor traps for a lot of early XP and high Mechanics (without going into spoilers) allows you to complete/get to late stage in many quests which you wouldn't be able to normally. You need to remember that not all areas need to be completed really early game. I think I will be able to Anslog's Compass now as Xaurip Skirmishers can't paralysis lock me so effectively anymore, but this is a prime example of picking and choosing your fights - leave more tricky early game quests until later when you can cope with them. I'd imagine with a full party many of the problems I'm having would be easily resolved.
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I think they probably released the game a little too early in hindsight, as a fair few of the classes got a big shake up and these things could have been resolved through more beta testing. However at the same time I appreciate they couldn't **** around so many backers for what seemed like forever, and obviously there always a few more bugs noticed when you take things alpha in any case. From my experience, the game seems really polished now. My laptop broke during the late v1 patches, and once it was fixed I thought I'd take a break until the full White March expansion was released (i.e. now). I've noticed lots of little really nice tweaks, such as making drugs useful, touching up a lot of the items to makes them more useful, introducing balance tweaks like item summon durations (a little harsh, but certainly not giving players an extra boost so I'm okay with it) which all seem to work really well. With this level of polish, the game now does feel very much like a classic to me - which I maybe wasn't feeling on the game's release. What I want now is for Obsidian to bring this high level of balance to PoE sequel, as well as some innovation, without a load of patching. I think they're now capable of it, and I really want to see them have this kind of success without some many player gripes out of the gate.
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Azzuro the merchant
Jojobobo replied to zered's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Cool, thank you. -
Azzuro the merchant
Jojobobo replied to zered's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Just to check, Hiro's Mantle hasn't changed has it? Last time I played the game was pre-2.0, and I've noticed a lot of items have changed since then, so I wanted to make sure it still had retaliate as it's integral to one of my builds. -
Are the creatures summoned through items now limited in duration through a patch, or am I just encountering a weird bug? I'm trying to solo as a rogue and want to use them for flanking, but the animat seems to disappear very quickly (having not suffered any damage) which is making it problematic to kill that first rooftop guard at Raedric's Hold and so break into the castle. EDIT: Just checked in game, I was a bit rusty on how to do it hence the question. Apparently they do now have a limited duration, which is crazy especially when it's only 20 seconds for the animat - that's barely enough time to use both its knock down and healing (and I thought the point of it's healing was to heal itself primarily though you can use it on the player, 20 seconds isn't even enough time for it to accrue any damage). Though summons are useful in regular play, they were a massive help playing solo due to them introducing flanking. Now it seems they're borderline useless, especially if they're all just 20 seconds now (even 30 seconds would make it slightly useable, 20 seconds is way too short). Maybe they're longer when you're not on PotD? Still seems like madness, and not something that really needed balance though a patch.
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You can just use something with Retaliate to re-apply Deep Wounds, I've got a tanky rogue going solo currently and it's what I use (with max Per for more tankiness). Though Int does affect the duration of Crippling/Blinding Strike, honestly if you keep it at 10 then they will still last for 10 seconds on a Hit which is pretty long; plus as long as you're flanking an enemy (using figurine summons or party members if not solo) you get sneak attack damage so only 10 seconds is not the end of the world. Still, I wouldn't recommend dumping Int entirely.
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Stealth and Mechanics
Jojobobo replied to Gary1986's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I heard somewhere it's 12 for the Endless Paths, so if you get Gloves of Manipulation (you can use the loot lists someone posted up to determine what loot you're going to get from what chest on what day) then you'll need 10. -
Graphical Glitches on Mac
Jojobobo replied to Jojobobo's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Hi there, yes it's a mac book pro and here's the link for the log and a save game for Ondra's Gift where for me at least when I load it I can immediately see the visual bug: https://www.dropbox.com/sh/jc10jwqx4wlc0pq/AAAU0AVW_CDmfI2J1AUCCCOva?dl=0 -
Graphical Glitches on Mac
Jojobobo posted a question in Pillars of Eternity: Technical Support (Spoiler Warning!)
So I recently had to upgrade my OSX to Yosemite from Mountain Lion and now I've been getting some graphical glitches in maps when it's daylight, interestingly it's fine at night. The issue is a series of small black rectangles that appear in pairs on the left of the screen, as well as a pale line running diagonally from top left to bottom right (and yes, this is only happening in the game). I'm unsure if the OSX update is somehow the issue, or if it's something people experience anyway - at any rate I was hoping to resolve it. I've tried fiddling with a few of the graphics settings, but nothing changed. Specs: Processor - 2.5 GHz Intel Core i5 Memory - 8 GB 1600 MHz DDR3 Graphics - Intel HD Graphics 4000 1024 MB OSX - 10.10.3 Can't seem to find my logs folder for some reason, and it's telling me my save file is too big, but I've got some screenshots of what I'm talking about: -
I'm afraid of crabs - would I care if I had to fight them in a fantasy game? No. Get over yourself.
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Statue of Yenwood
Jojobobo replied to Jojobobo's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Right, I thought it would be his signature sword - Whispers of Yenwood - silly me. Thanks anyway. -
What's the Statue of Yenwood in the Endless Paths for? I assumed I could give him his sword (so I went all the way back to the Gilded Vale to buy it back from where I sold it) but it doesn't seem to work.
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Common & Recurring Bug List Patch 1.05
Jojobobo replied to Baladas's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
I just had another hefty Heritage Hill reload because of this (Dargul's paralyse like crazy). Even though it's only cosmetic, for a serious adult RPG it definitely breaks the tone. Sort it out. -
XP since 1.05 ?
Jojobobo replied to Panda Baby's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I'm almost level 9 now (PotD solo), and I haven't done all of what Defiance Bay has to offer, or any bounties, or Dryford Village - I find it hard to believe level 12 is unachievable. I guess I'll wait and see. This was all based off the OP saying he was doing Triple Crown, which really doesn't seem to be the case from later posts. -
I like challenge - so yes bugs that make the game easier like the stat stacking bug, which I encountered, and another bug where my Battle-Forged was also stacking and not wearing off, which I encountered, tend to bother me. Further - if the game is far easier in terms of balance than the devs really meant it to be - I want to play an iteration of the patched game that represents a more precise level of difficulty to their original vision, and if those difficultly goal posts change on every patch that is annoying (especially when, in terms of experience, your character is a higher level at a stage on the game than they should be - you can't just undo that with patching). If you're keen on story and don't care squat about difficulty then good for you, but that's not me. Also, some of this stuff should have really maybe been handled before release rather than me waiting a month or so for a proper difficulty tweak as well as resolving many of the bugs which were making the game easier. As someone else in the know earlier said however (too lazy to read back), it seems like 1.05 was the major overhaul, so I needn't worry about huge changes to the difficulty from here on in. I'm playing solo PotD right now on 1.05 and it seems to be working well. I was just slightly concerned this current vein of massive patching would continue for some time but now that doesn't seem likely at all now, which is great.
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Common & Recurring Bug List Patch 1.05
Jojobobo replied to Baladas's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Two bugs I've noticed that are annoying but I'm too lazy to make a thread about (plus I don't think they really warrant a whole thread) are: 1) Summons that die whilst paralysed don't disappear. You will find the dead summon frozen in its paralysis position on every map. Very immersion breaking, even if the bug is just cosmetic. 2) If you lay a trap and then target an enemy who has triggered that trap before it the trap AoE zone has faded, you disarm the trap and regain it. This is annoying as it feels a bit cheap with the more expensive traps and I'd usually rather be attacking the enemy anyway. It even happens when you have an ability (e.g. Crippling Strike) selected which you'd think you override the character wanting to disarm a trap, but it doesn't. I'm not sure if this resulted with the devs introducing passive item/trap detection - on the whole I've noticed that when I'm disarming traps now the red shading that signifies a trap doesn't disappear immediately like it seemed to in the previous patches/unpatched version of the game.