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IndiraLightfoot

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Everything posted by IndiraLightfoot

  1. I've should've added lvl1 fghtr passives "for multi-classing". Not just fighter per se. IIRC, Arms Bearer and one more. You are forced to pick one of these lackluster ones too (as we can't save points).
  2. At least, fighters' first level choice needs a pickup. Right now, its an affront to any CRPG system lover. It needs something that is at least a choice and of some significance.
  3. Very good point. I'd report this in the bug subforum, at least as feedback.
  4. Three drawbacks when playing all custom AI like this: -I never used Empower -I never used any consumables in combat -AoE effects always pose a risk (but given how fast my party could kill stuff, it was barely an issue)
  5. A far as I can tell, they must have hit harder stuff a lot as well. They made like 70% of all the damage my party did in my playthrough of the beta. It's like death by a thousand paper cuts.
  6. Thanks for that pro tip. And well, I actually used Shared Flames on both my pallies! It's really fitting.
  7. I forgot to mention that I took the daring decision to dump Per and Res for my three Wildrhymers. In that way I had the rest almost maxed out. Was that really wise? And I knew about Int being a secret summon duration enhancer. Oh, and I had them run around in light armors (20% recovery penalty). Was that a right move?
  8. Not only that. They rarely take any damage! I checked. The average for my three beckoners was like 200 damage taken through the entire content of the beta (except Mr Super Frog by the beach). I mean - there are walls of bones and meat in between.
  9. I'm still tinkering with using the custom AI to basically make the game play itself, and I'm having heaps of fun. After several tries, I've found a party composition that absolutely thrashed through all content and all enemies, including the greater Titan blights. The longest encounter was the Titan fight: 15 secs. Hard fights: 10 secs. All other fights: like 3-7 secs. What I finally settled with was the bizarre multiclass Wildrhymer combo: ranger (Sharpshooter) + chanter (Beckoner). I made three such party members, standing at the back, being sharpshooters, and using that phrase which enhances your ranged weaponry plus a few protection phrases. Then I kept singing the Enhanced Skeletons tune (which make the skellies split in two when they die) . I had two of them wielding dual pistols with faster reload, and one of them wielding two wands. Let's just say that the one with the wands did the least damage. They all got antelopes, because I adore them. The skeleton summons do trigger traps for you! Great! However, antelopes don't (I reported that as a bug.) I had two basic tanks at the front: Devoted/Bleakwalkers. The one with dual sabres did quite a bit better than the one with dual clubs. I even gave them the passive: Engage one more enemy. Merely 30% of all killed enemies were downed by my party. The rest were killed by the hooves and skeletal bones of my summons and pets! And it was all pre-programmed. I more or less initiated combat, and then let the game play itself. I'm 100% sure PotD will be a breeze this way, as this was Veteran difficulty, and it's the easiest playthrough I've had, and I've mostly played on Classic difficulty. Enjoy the pics: The final image shows that my army of minions is at its worst in tight squeezes. "Oh, the fight's over already?" *Sips tea, and munches some dark chocolate.*
  10. Hi! Having played a super-fun summoning and pet-using party, I obviously wanted to use my pets and summons as trap triggerers. Well, my skellies do trigger traps. Thank you for that! However, my pet antelopes don't. What gives?
  11. I've played a lot more, and it pains me to report this: One of my custom parties consisted of three dual-wielding shred psyblades and two super-healing templars, and it sucked so bad compared to my other runs, all having instead used fighter as one of the characters' multiclasses.
  12. I'd love to see some overtime damage and standing in a non-paralyzing AoE conditionals, since we still have the problem of our custom AI party members not getting that they are in trouble in those cases. A Wall of Fire still melts any party member, for instance.
  13. I've noticed another thing that would be lovely to have, on top of having Empower as an option in the upper bar of a custom UI window: Please add the use of healing potions and other consumables under the custom AI options.
  14. When the Titan managed to bash one of my Warcaller's skellies to death, I was suprised to see that the game auto-paused for that. My expectation is that it shouldn't.
  15. IIRC, Wormerine has reported issues with this auto-detection several times. What happens, the game pauses (often you can't see the enemy!!!), and then our party goes non-hostile (or rather, thinks the coast is clear). However, the slightest movement of time or the party, triggers the attack, and you have enemies rushing you, when your party let down the guard. Expected behaviour: -Enemy auto-detected. Pause. -When I unpause, and especially when we have party AI on, my party should auto-attack the enemy/enemies.
  16. What the topic title says. It didn't twitch before. The entire screen's like pulsating every single second. However, the ghost cutscene on level 2 doesn't twitch. Nice to see that the weapon is ghostly ethereal now, though.
  17. Lovely list of bugs! And I can confirm that resting is bugged just as Wormerine described it, and this is new in this beta update.
  18. I need to play more (and lot of stuff look really nice now, and sounds nice too, though the footsteps are too loud.) My main gripe is that the multi-classing rhythm from earlier betas has been thrown off. Level 1 choices are not good, at least not for Fighters while multi-classed. Instead I'm forced to pick some garbage until something nice opens up. And this wonky multi-class rhythm keeps on stuttering my character building. The extra passives are nice, but they are extremely generic, and many times I really wish a few of them were more suited to the classes. All in all, I must say that level 1 to 5 as a multi-classed character has taken a turn for the worse, as in more unfun.
  19. When we pick weapons during character creation, there is still a lack of info and clarity. All we get is a tooltip briefly blinking the name of the weapon we selected. Suggestion/expected behavior: When a weapon icon has been selected, in the right hand field of the UI, there should be an exhaustive description of the weapon, with damage numbers and all. Now, it's just some modal ramblings. And that right hand info should be topped with a title == the name of the selected weapon. Like: Rapier Description. Damage range. Lastly, modal explanation.
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  20. Action Speed is important and mentioned when we pick Attributes, but it lacks in-game explanation. There's no blue link to the concept "Action Speed", like with Stride or Reflex, for instance. I'd love to see one.
  21. What the title says. Now, with our new nice and shiny Empower button, it's high time we get to add it to actions that we rig under certain conditions. Put it as a symbol with a toogle on the same icon bar as the toggable Allow Break Engagement.
  22. No, it's the arrow-thingie! It was introduced in the last beta, and it's pretty horrible.
  23. Like AndreaColombo underlined in the General feedback thread, please let us be rid of the bad "tac"-sound whenever we click option in dialogue UI windows.
  24. Agreed. That enervating noise needs to die in a fire!
  25. Aw, that's sad. I really do hope they fix that. It's pretty annoying, even if it's a minor thing.
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