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Everything posted by IndiraLightfoot
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The pen issue for spells is a serious problem. It *sucks* waiting six seconds to cast a fireball and seeing a bloom of "No Pen". Yeah, that No Pen explosion isn't the explosion you had in mind when casting the spell. And how on Earth did the baddies avoid any damage? Is even Penetration the right threshold to measure this stuff by? Shouldn't it be Reflexes or something, and then only for half damage? (Hehe, my D&D heritage suddenly took hold of my thinking reins...).
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RANDOM VIDEO GAME NEWS - 'NON-FAKE-NEWS EDITION'
IndiraLightfoot replied to Rosbjerg's topic in Computer and Console
Yeah, I'm happy that they make these updated versions, since I don't like to mess about with mods. Also neat to have it all gather under Steam. Now, I can only hope NWN2 returns there as well. -
I suspect this problem goes for all outdoor areas with a number of compass rose exits at the edges. In this case, when you wander with your party on the overland map of the isle (The party is merely a portrait arrow), they always enter it at the bottom left corner. This in itself is dubious, since my party could have been coming from the east, for instance, where you can exit on the Ruins outdoor map. Well, in my case, my party obviously automagically entered the Ruins outdoor map bottom left, and then after a few encounters, they left it via the compass rose in the east. But they forgot something, so as soon as they were on the overland map, they re-entered from the east. And now they had been magically teleported to the bottom left again, a bit tedious. Expected behaviour: The overland outdoor area should keep track of where you enter and exit, so when you re-enter, you'll be roughly in the right place. Sure, this will mess up with certain trigger orders, but it should be possible. If you're feeling lazy, it's enough to code it so that the last exit transit used will be the entry point for the party next time, they visit the place. Personally, I find this latter to be slightly worse than a more logical west-east-north-south cardinal points tracking system.
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Great build, and I love that you picked a mountain dwarf. I'm playing one right now, and enjoy it immensely it. Perhaps, I'll make a mountain dwarf character as my very first one in Deadfire.
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[UI] Minor ease-of-use tweak request
IndiraLightfoot replied to AndreaColombo's question in Backer Beta Bugs and Support
If at least your first three suggestions make it into the game, it will be so much better, with a lot of easy access to important info, AndreaColombo! Great posts! -
strange feather visible on world map
IndiraLightfoot replied to Madscientist's question in Backer Beta Bugs and Support
Yep, this happens regularly. A huge White quill writing frenetically on the waves. Scary. -
Yeah, I'm much more optimistic now about the game. The encounter design is much better (at least White Marsh class). I found it pretty brilliant that traps leads to injuries (I missed a few of them, even on like my fourth playthrough). I had this annoying UI wavering problem - my mercenary wizard's action bar, for instance, and the portrait inside the Arrow pointer moving on the overland map, for me it was a blurry movement to it. And obviously, a lot of info missing when creating and levelling up characters.
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I'm not sure. At least in my case, I had already played the beta for like 7h, and I had learnt a lot, and I had meta knowledge. Still, getting that normal level-6:er equipment on each party member, the game went from "hard times each encounter (I'll likely make a mistake with at least two chars)" to "I can play the game pretty casually on Classic". I know I am a slow learner, but in Poe1, I was among the first who made that PtoD solo, so I'm pretty good at playing my cards tight in PoE1, at least. When I tried my best in this beta, I still stumbled and staggered more than I had expected on Classic, for instance. But with a little equipment, and me rolling up those characters myself, that made one heck of a difference.
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That's true. When I made my mercenary wizard, she only picked spells that can lower armour and such - so my meta knowledge made me roll a debuff mage, which normally would have been most counter-intuitive. And I do think Penetration becomes so problematic when it is this simple, but big threshold which you need to climb over in a number of combat situs. Since grazes have become a luxury, the AP system needs to accommodate for that and be more forgiving, and in that way give us back grazes in disguise. Weird.
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Well, I've tried that mod now that gives Vektor access to a number of basic weapons and armour, of fine quality and even exceptional. Moreover, I levelled up all the mercenaries from scratch, and equipped them all with appropriate fine weapon and armour and a cloak each. Nothing more, except my main got those gauntlets of graze hits and wiz and priest got a hat, so no rings, or any other trinkets. With a fighter/barbarian as my main, sporting two stilettos, all content in the game feels balanced, at least on Classic difficulty. This is the same content that I had a problem with even on the easiest mode, and I often got injuried, lots of resting, a few party wipes, etc. Now, I went 9 encounters in a row on the Engwithan Ruins island (including a certain Titan construct, that in itself was a first) without a single character getting an injury. Even tougher fights later inside the Ruins feel like a breeze now. Only then did I feel the need to time the Frenzy of my main. Simpler fights, I didn't have to babysit each party member. It felt like PoE1 combat in many respects. This means that the true beta begins during the next patch, when people can equip their level 6 party members appropriately. Very slight improvements equipment-wise make a huge difference in how the game plays as far as combat goes. So, most peeps having bashed their heads against this early beta, with the tools at their disposal, were actually much better than they thought. It wasn't you that needed to git gud, it was the beta. This also means that there may be a hidden balance to the game that normal beta testing cannot detect. This leaves me thinking (IMHO): -The injury system is in fact balanced and not too harsh -Penetration is more or less okay - but some sliding scale's needed -Combat is slightly faster than this beta can display (Balanced a bit by that 1h-wpn bug, though) Problems that still remain: -Caster classes have indeed problems with a lot of slow and unimpactful spells, which also rarely hit (even the retargetting is wonky or off) -Martial classes are in some respect slightly too slow (2H and big ranged wpns) -Single classes need more variety to them, a bit more to choose from and pick up at each level-up. -PoE1 had a lot of build freedom. Since we don't get a classless PoE2, it seems important to cherish that variety and creativity to char creation.
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Master Thread of Typos and Text Errors
IndiraLightfoot replied to AndreaColombo's question in Backer Beta Bugs and Support
Descriptive text for Battlewizard Grimoire, Level 2, Engwithan Ruins: Begins with "[Temp]..." The rest of the description looks alright, albeit brief. -
Take a look at this screenie: Apparently, thinks I have four party members with the same looks as the mercenary priest. Expected beahviour: Each character has their own portrait in the portrait arrow whenever offscreen.
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Alright, standard scenario: -Enemy spotted -Combat ensues -Druid wants to cast Wood Skin on party (which of course is on the way to nearest enemy, AI on or not). But the party is running, and you have been given an AoE circle to cast the spell, which makes it nearly impossible to use it in a predictable way, pause or no pause. Expected behaviour: Spells like Wood Skin should have a lasso effect, that is, I can mark a group of characters (as long as the lasso circle can contain them), and then, when spell is cast, I know which of my party members got the spell or not. Right now, casting Wood Skin feels like playing whack a mole (Nope! Sorry! You were to slow! Or you pointed the circle at the wrong spot on the map, and you failed to predict how fast various party members cover ground).
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In a very early room in the Engwithan ruins, three ghosts pop up, standing around the Adra stone in the centre of the room. Oddly enough, two of the ghosts do manouvers that leave spoiler info in the combat log! "Beza activates cleaving stance" "Falero activates cleaving stance" All of the sudden, I know two of the ghosts' names, and I know that they have fighter abilities. Exactly the same thing happens in the ghost room on level 2, where two ghosts stand around a killed companion. Expected behaviour: Ghosts shold be like cutscenes and leave no info whatsoever behind in combat log.
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I spot enemies before I see them
IndiraLightfoot replied to Madscientist's question in Backer Beta Bugs and Support
I can confirm this as well, and I have the same monitor res and autopause setting. -
Ghosts are *hard* to see
IndiraLightfoot replied to Katarack21's question in Backer Beta Bugs and Support
Yup, shy ghosts indeed! I report the same. -
Oh, literal you!
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Only two forms rather than five, heal in option, but always transformed and damage or accuracy bonus ! The dream of all ! Yeah, and add some movement speed and attack speed on top, and we're good to go. If you dedicate yourself to one shapeshift form, you should get rewarded handsomely. Imagine six stag specialist shapeshifters! What a stag party!
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I wonder if it's possible to do it from the front? I had stealth 8 on a character, and I almost went up to an enemy's face and backstabbed it. I was detected like inches before I could land a backstab. Perhaps it's hardcoded as impossible?