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Osvir

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Everything posted by Osvir

  1. It's called being hyped PBJam (Not demands, but the hype takes many shapes and forms). Let me tap into my hype for a second and I'll show you what it looks like: RELEASE IT NOW! THIS VERY SECOND NOW I WANT IT IN MY STEAM LIBRARY NOW!!!!!!! NOOOOOOOOOOOOOOOOOOOOW!!!!!!!!! *deep breathe* Zen... Zen *huff huff* ... see? It's just hype. 26th of March is just around the corner... SOON O_O
  2. I made this thing in Paint. https://www.dropbox.com/s/4fpwgo99yoevanu/kiting25no25.png?dl=0 Without a Slowed Recovery Rate you have to run a shorter distance before you turn around and fire. Meaning, you get to fire off more times, in a shorter distance, before the enemy catches up to you. With Slowed Recovery Rate you have to run a longer distance before you can turn around and fire. And eventually the maps will run out of space, because the maps are limited (They are not sandboxes). In many IE areas, the space is much larger (Take Dyrford Crossing for instance, and compare with Baldur's Gate wilderness, there's less space to run in). In essence: It mitigates kiting, and makes less of an incentive to kite, but it doesn't prevent it. And, Sensuki is right. It mitigates movement and makes movement less of an incentive, but it doesn't prevent it. However, there are more tools for movement (abilities and talents) whilst being in-combat than there are tools for kiting. I posted those here (this thread a couple of pages back), and those are meant to "break engagement" so that you can re-position, target something else, push enemies back, knock them down, stun them and more... There are tons of incentives for allowing the Player (If they want to) to move around whilst being in combat engagement, there's few incentives for allowing the Player to kite "out of combat engagement". Baiting is not the same thing as kiting. https://www.dropbox.com/s/osffctes9j0vhtw/baiting.png?dl=0
  3. You finding this project reminds me of the Kingdom Hearts 3 on E3 reveal. Those feels haha. Thank you Sensuki for sharing. Insightful, we are more alike than I thought
  4. Aumakaua
  5. http://www.intel.com/content/www/us/en/architecture-and-technology/realsense-overview.html It looks awesome. A devkit goes for something like $99 (Camera) and I'm thinking of picking one up but... glorified advertising. I saw there was a gaming laptop too with it. Specs: http://www.asus.com/Notebooks_Ultrabooks/G771JM/ Price: http://www.amazon.com/G771JM-QH71-CB-17-3-inch-i7-4710HQ-12GB-DDR3-GTX860M-2G/dp/B00Q9E64FG Should I just wait for the Hololens?
  6. This^' Haha, you know, that's probably exactly what the main character felt/feels too and might be what the designers wanted you to feel too "Where the hell am I? Who the hell is this Irenicus? What the F************************************K!!!!". EDIT: I don't mind unlocking quest areas by finding people to talk too and such (I am unsure because I never left Athkatla before at least unlocking some areas, but if you go to the gates, don't you open up new areas like Baldur's Gate?). What I do felt a little bit sad is that I couldn't travel back to the Sword Coast in BG2. I understand why, from a technical perspective, and budget as well. And that BG2's story wasn't designed for it either... but still! :D (Which is why I hope that if Obsidian makes Pillars of Eternity 2 start in another region, that they keep the Eastern Reach/Dyrwood in it and consider its participation in the plot).
  7. @Arv: It was a nice stream and interview, really cool chat and it felt really friendly overall, and pretty down to earth. I checked out a little bit on your Icewind Dale play, was pretty cool (I don't look at LP's, 6 player co-op, never tried it/seen it). They need to be overpowered and have no movement penalties or engagement rules either (That could be a pretty darn difficult challenge). Essentially: not follow the designed rules "The Infinite Rulebreakers". Or "Infinity Outlaws" xD
  8. I... I have.......................... nothing..... HAHAHAHA!! http://www.gameinformer.com/b/news/archive/2015/03/20/butts-the-vr-experience-might-not-be-what-oculus-had-in-mind-but-that-s-ok.aspx?utm_content=buffer5403d&utm_medium=social&utm_source=twitter.com&utm_campaign=buffer
  9. https://eternity.obsidian.net/login If you still can write it in. Sign in, "My Products" under your name, and then "Surveys". EDIT: Nvm
  10. I get a digital, but that hard cover looks awesome! And.. if one wants to perhaps, research the lore, mechanics, rules, and maybe try and set up a PnP group or something
  11. Ffff! I really want one of those hard covers....
  12. Sounds like a build built to kite (and it isn't bad that the system allows you to do it, guerilla tactics :D). I'm talking about a standard/diverse/realistic party scenario "What sort of party members will the player most likely have?". The companions aren't going to be all ranged after all, or be built for that purpose. Unless you're going after adventurers and really want to kite. The game doesn't forbid you to do it which is why I said it "mitigates" it. Adam said it was designed to prevent kiting, correct? "Prevented" Does Not Equal "Forbidden" and/or "Impossible".
  13. Comparing it with having no recovery, it becomes harder to kite. No doubt about it.
  14. 2) Why? That slows my recovery. I am best moving next to a target, using Barbaric Yell and then not moving. 1) Haha, I feel somewhat belittled Steam says I have 124 hours on the Beta (I think it's more likely that it is around 100 active hours) so uhm yeah. No, not noob, but I don't optimise until later because I like character concepts more than I like "Master of Combat" characters. 2) Eh well, my bad for not clarifying/giving you the same idea/image. I was recalling a scenario where my Barbarian was off to the side of a Lion group, used Barbaric Yell (hit all of them of course) and then moved in to engage. Lots more happened of course, 6 characters and all that. Think I roved once or twice in that encounter with him. *Frankly, like I told Luckmann, I believe that the more you optimise, the more you become static. Just look at the meditating Fire Godlike Monk build. Heck, the more you optimize your preparation, your combat, and tactics, the less incentive you create for yourself to move around or do anything out of the ordinary (I'm talking generally, in the Infinity Engine games, Skyrim, Fallout: New Vegas, Dishonored, Divinity: Original Sin, Wasteland, WarCraft, driving games and so on = ALL games). If you have the greatest build and greatest preparation and everything, you don't need to do much except "Click Button" and "Ride Train". An optimal build also makes combat more predictable before it even begins... And suddenly everything became predictable...
  15. Ah! But you do need to knock enemies down, or stun them, or paralyze them, or get talents and such, if you want to break engagement without taking too much damage. It also helps offset the movement penalty, and I have already explained how. Make a roving Barbarian if you want to make a roving Barbarian. Nothing is stopping you. Use a Barbaric Yell, then move. Or Instill Doubt on the enemies. Debuff them even, and then move. Hobbled, Blinded, all you can think of. Give the enemies an equivalent of the "-25% Slowed Recovery Rate" penalty you get and it will add up. Use a Ranger to interrupt an enemy about to make an attack, so that you get time to both move and attack, before the enemy gets a chance to do anything. Then do the same thing for another one. Use Wild Sprint to get from point A to point B even faster (and you don't need to be in Engagement to use it). I think I saw the Cipher have an ability called "Pain Lock", which heals the character when they take certain damage too, and there's Watchful Presence to aid with any disengagement attacks you might get from using Wild Sprint. But anywas, I do want to try out your Mod(s) at some point, and I hope you'll enjoy or try the ones I intend to make but not before I've finished the game.
  16. Look at the list again (you can comment on Adept Evasion if you want but Johnny already did). I use Knockdown as an example in this discussion out of many examples. I also want to add that, sure, knocking someone down and beating them down is a good way to beat someone down. But it is also a really useful technique to get out of difficult situations, or to move around, or to focus someone else, or get some time. Sure-shot interruptions (mostly). "This is not turn-based!" *sigh* Haven't we had this discussion before and I've explained this to you? "In Turn-Based, you could see Prone, Stun, Paralyze etc. as: You get 2 turns and the enemy gets 1 turn. Without the Slowed Recovery rate, you'd get 3 turns for 1 turn." I.E. "If we compare" or "Equivalent of". If the mechanic from a Realtime game (like Pillars) would be translated into a Turn-Based game, this is what it would do. And if this mechanic would be in a Turn-Based game and be translated into a Realtime game, this is what it would do. There's TONS of abilities in Turn-Based games that are "Add X Effect for 2 Turns on Enemy" or better, "Enemy is Prone for 2 Turns". In turn-based games: - "Enemy is Prone for 2 Turns" (Enemy gets 0 Turns to do anything*, Player gets 2 Turns to do everything*) In realtime games: - "Enemy is Prone for 10 Seconds" (Enemy gets 0 Seconds to do anything*, Player gets 10 Seconds to do everything*) * ... within that timeframe.
  17. Thanks for the correction I was wondering about that.
  18. Nope. You'd get 4 or 5 turns/actions for 1 enemy turn with the same Disengagement Tactic example without the Slowed Recovery Time penalty (that is, if you want to move around). I can agree that it wouldn't change/no difference if you just stood still (with or without movement penalty), but that's what you don't want to do...? It hurts mobile characters in legitimate gameplay. I will make videos. Right? EDIT: Simplified examples: Say you got 8 actions by standing still, and 6 actions by moving around a lot (-25%), during the same amount of time. Enemies get the same treatment. Now, let's say the Prone Duration is 4 actions (half the time). You can either take those 4 actions standing still, or run away and take 3 actions (-25%). It prevents kiting. During the Prone Duration, the enemy can take 0 actions. You lost 1 action, the enemy lost 4 actions. *shrug* In Turn-Based, you could see Prone, Stun, Paralyze etc. as: You get 2 turns and the enemy gets 1 turn. Without the Slowed Recovery rate, you'd get 3 turns for 1 turn.
  19. It is related to moving around. If Slow Recovery Rate is a penalty on moving around, then knocking down an enemy is definitely a Grandia-style advantageous tactic to "push" back the opponents "Active Time Bar" or "Turn" and you will be able to...: A) ... re-position. B) ... use abilities. C) ... take several turns/actions (Ex. if both enemy and player attacks attacks every 1 turn, using Knockdown or similar allows the player to get, say, 3 turns for 1 enemy turn) Enemies get a Very Long Recovery Rate (E.g. Prone Effect Duration+Their Recovery Rate), and the Player gets a Slowed Recovery Rate. Sounds like more than a fair trade to be honest. These are "Prone, Stun, Paralyzed, Dominated, Confused, Knockback etc." effects, in the list I wrote up. Some of them single target, some of them AoE. I can agree that an AI could be tuned to dodge the AoE but that's pretty much it, some would still be hit by it unless you buffed the AI immensely to be able to always dodge, or the Player is bad/unskilled at targeting (a.k.a. not good design).
  20. Just thought of throwing this in here, mobile abilities+build inspiration: Talents: - Graceful Retreat - Fast Runner Barbarian: - Wild Sprint - Powerful Sprint Chanter: - The Thunder Rolled like Waves on Black Seas - The Lover Cried out to the Beloved, "I am Yours!" - At the Sound of His Voice, the Killers Froze Stiff Cipher: - Tenuous Grasp - Whisper of Treason - Mind Wave - Amplified Thrust - Mind Blades - Mental Binding +many more Druid: - Charm Beast - Winter Wind - Hold Beasts - Returning Storm - Calling the World's Maw - Overwhelming Wave - Relentless Storm Fighter: - Knockdown - Bonus Knockdown Talent Monk: - Long Stride - Force of Anguish - Stunning Blow - Flagellant's Path Paladin: - Zealous Charge - Liberating Exhortion Priest: - Aggrandizing Radiance - Halt - Repulsing Seal - Pillar of Faith - Baring Death's Door + Lots of Healing (If you suffer a disengagement attack) and buffs to lessen damage/chance of disengagement attack and debuffs as well. Ranger: - Takedown - Binding Roots - Master's Call - Brutal Takedown Rogue: - Escape - Shadowing Beyond - Adept Evasion - Coordinated Positioning Wizard: - Arkemyr's Dazzling Lights - Slicken - Fleet Feet - Wizard's Double - Bewildering Spectacle - Fetid Caress - Binding Web - Ardous Delay of Motion And many more (I only got to early 3rd Level Spells). I skipped some, and probably missed some (Intentional). This is just to give some inspiration to mobile/disengagement builds
  21. I've built a Duelist/Fencer Rogue and Cipher (Rapier and Padded). It tends to become more of a Supportive Melee unit in my experience. I focus Dexterity, Perception and Intelligence. Cipher is better than the Rogue at supporting (Eyestrike is AoE, for instance, and has Mental Binding and Psychovampiric Shield). The Rogue has better melee capabilities. This type of Fencer is not a tank, but it can take the attention from 1 or 2 enemies and tends to have high attack speed and interruption.
  22. Any chance I can have your Steam account for a week? I can continue on my save file on my Steam later. o:)
  23. The "Like This" button? Sorry I couldn't resist xD
  24. @Luckmann: People screw up all the time and, being able to make amends for those mistakes and come out on top is only a good thing. It'd be really really bad if it had been "Damn! I made a mistake, oh well, now I have to reload the game". As for having to fail to achieve my situation? Not at all. My Barbarian, my Wizard, my Chanter, my Rogue and my Priest are all pretty mobile during combat even if I prepare, only the Fighter is static but has tools to become mobile (Knockdown). Whilst you have a point that "People get better" that works in your disfavor as well, because eventually a game can become nothing but a calculator because you get so good at it. There is no dynamic in hitting an "exact number" every time. Thus min/max optimise is the least dynamic choice. Just saying strawman-ing
  25. Link? I can't find it on NEOGaf~

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