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Everything posted by Osvir
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Per encounter abilities was a really nice surprise. The very first second or two that I noticed it in the description I was a bit "?" and then it dawned on me. Tried it out a couple of fights, loving it. Makes each fight feel different... for now. I think some "Abilities" should be "Skills". Some general passives/abilities/talents as well as, potentially, Class speific passives/abilities/talents that can fit or help any Class. It adds class diversity on a whole new level and opens up more doors to "build whatever you want". Example: [- Hold the Line [-- Every level improves chances of engaging 1 more enemy (Level 2-3 could be "Engage 1 more enemy" Level 4-5 "Engage 1 more enemy") [- Weapon Proficency (Like the Infinity Engine gams) [-- Every level improves proficiency with weapon. These could be added to the Skill System. Have their Balanced Max Value (What is the max level cap on Skills? "Athletics", "Survival", "Lore", etc.) be Max Level. Different Skills can have Max different Levels (e.g. Weapon Styles = 3-4 Levels. Athletics = 10 levels, etc.). Scenario: (Ex. Max Knight gives +10 Damage total, has 5 Levels) [ Knight Level 1 (3/3) [ +2 Damage [ Knight Level 2 (6/6) [ +4 Damage [ Knight Level 3 (12/12) [ +6 Damage etc. etc. Also, many are experienced with Wasteland 2 and Divinity: OS now, with big Skill arsenals. I think I will get used to Pillars of Eternity's Skill System, but it is probably what I think is the weakest aspect right now. Pillars of Eternity Skills (including my suggestion/idea that some* Abilities/Passives/Talents could be skills), could be this: * Perhaps not abundantly, but generously and reasonably (those abilities/passives that make sense).
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Sorry Volo, there's supposed to be an "In my opinion" in there.
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@PrimeJunta: I think "Interruption" is somewhat Grandia-ish. The ATB (Active Time Battle) bar you see on top of the characters before they attack (Cooldown/Attack Speed/Attack Frequency~): If you are doing an ability or just an attack you can see the bar going down (from right to left) and if you get attacked during this time you should see that bar "bumping" (taking more time). So yeah, Grandia.
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Whilst I am at it, these two threads are Official Class & Combat discussion outlets: - General Combat Thread - General Class Thread Try to divert Class & Combat posters to these two threads (if someone makes a new thread "fighter discussion" or similar or discusses these matters in another thread)
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Wizard issue: - Have you tried "stealing" the BB Wizards grimoire and put it on your Main? Have you made 1 Main Wizard, then went to Dengler (in the inn) and made another one with the same party? Can you still not cast spells? Does the grimoire still disappear? Have you tried finding loopholes, walk arounds, solutions to your problem so that you CAN test it? Otherwise, BB Wizard functions just fine so you can test spells with that premade unit. GOLD TIP: - Kill Merdreth and loot her group the second you start the game. This way you get a lot of gear and you can go sell to be able to afford 1-2 companions. You can repeat this as many times as you like (the loot respawns evertime you enter "Dyrford Village" map).
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What I wrote on the codex. Because many people are praising Divinity: OS today, yet don't realize the process it went through before getting to the stage it is in today. Just a reminder. I didn't play this one during early access. I own it, but have only been able to clock in around 4 hours so far. Not enough free time I guess, and generally I have been enjoying WL2 more. I'm seriously considering manufacturing a serious injury so I can get some extended time off work! Too many great RPGs in 2014! Divinity: OS is one of the best cRPG's made. It took about 6-7 months of Early Access before it was released. Wasteland 2 is supposed to take some 9-10 months right? (Release is 19th September) WL2 is also great, but from what I heard it was an utter mess as well in the beginning~ first build releases tend to be. Remember where WL2 comes from and how it looked like before the state that it is in today, perhaps then you will be more humble and insightful when looking at Pillars of Eternity Beta. I don't think your frustration is "This game sucks!", I think your frustration is based on excitement a la "I want this game so bad!". The issue with your presentation of your opinion is that it comes off as arrogantly. I am beta testing your opinion Marceror*, it is filled with bugs and issues! Because I think you have good intentions * It's just a joke
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Intellect increased duration/area not affecting Paladin abilities
Osvir replied to limaxophobiacq's question in Backer Beta Bugs and Support
Sounds like Character Creation+Character/Creatures based on your first post description. -
Should this thread should be pinned?
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What I wrote on the codex. Because many people are praising Divinity: OS today, yet don't realize the process it went through before getting to the stage it is in today. Just a reminder.
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Predefined tags: http://forums.obsidian.net/topic/67437-predefined-tags/ - Check it out for future reports. I know there's already a pinned topic in the Bugs & Support forums. Just want to raise awereness and put attention on it. EDIT: And I wrote attencíon (I guess the í and o creates the "?" in title font)
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Predefined tags: http://forums.obsidian.net/topic/67437-predefined-tags/ - Check it out for future reports.
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Unable to finish almost all quests
Osvir replied to derriesen's question in Backer Beta Bugs and Support
Predefined tags: http://forums.obsidian.net/topic/67437-predefined-tags/ - Check it out for future reports. -
[help/bug?] Can't progress in ruins under statue *spoilers*
Osvir replied to philby's question in Backer Beta Bugs and Support
Predefined tags: http://forums.obsidian.net/topic/67437-predefined-tags/ - Check it out for future reports. -
[BUG] Missing map or end of Backer Beta?
Osvir replied to Kharador's question in Backer Beta Bugs and Support
Predefined tags: http://forums.obsidian.net/topic/67437-predefined-tags/ - Check it out for future reports. -
Intellect increased duration/area not affecting Paladin abilities
Osvir replied to limaxophobiacq's question in Backer Beta Bugs and Support
Predefined tags: http://forums.obsidian.net/topic/67437-predefined-tags/ - Check it out for future reports. -
Combat XP Poll - Let's See What We Think Now
Osvir replied to SergioCQH's topic in Backer Beta Discussion
Too soon to poll on this with some 4-5 quests available and a limited amount of encounters. When the Quest System works (without losing quests) this poll become much more relevant. EDIT: I can't get a feeling for the No Combat XP when I can't turn in Quests and gain experience after all... The current Beta build is more or less "Zero Experience Mode". So... how can anyone have an opinion on a system that technically/functionally does not work yet because of bugs? -
I've had some epic fights that have been all "Woooo!" and some fights that have been all "Nooo... ooh..." and "Overpowered but awesome!!!". Woo! = Tactic works, positioning is flawless, I feel like a pro. I often feel I have lots of time to set up an attack, the vision range is really big so I can set up my entire party and then iniate combat. It kind of feels a little MMO-ish to be honest, "Pulling" enemies. Followed up with "Hold the Line". I would want enemies to aggro a bit sooner to create some more tension (to affect exploration as well as pre-combat preparation). Noo! = When characters bug out and they twitch trying to place themselves on someone else's place. Switching weapons can bug out and an animation loop starts taking the character out of combat. This is mostly how my party wipes begin. I've also made some bad calls, bad strategy and bad tactics and been wiped out because of carelessness. OP!! = Chanter Spells, Priest Buffs, Guns. There's probably more, but right now these are the strongest aspects of combat at the moment, in my opinion. It is awesome to have an even larger group than intended, and it feels nice too. It is my Strategy RTS gene talking, but I'm getting visions of a future Pillars of Eternity RTS game Guns feels extremely nice, and the sound effect is also really nice. I find combat easy to understand after some playing and learning, and that it is accessible (Note that I've been a part of the forums and the information flow for approx 2 years, so I have some meta-knowledge). I'm looking through fingers now though, excluding bugs and balancing in my analysis, the general feel of combat (envisioned without bugs) is nice. I can deploy tactics, strategies. There's a large arsenal of options to play a bit like you want, which I like too. With Auto-Pause options it becomes much easier to comprehend the combat at its current state. EDIT: Should this thread be pinned?
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Best. Metaphor. Ever.
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Link, I made a lengthy thread post. Will try out different classes... But I want try 6 Chanters because so OP. 18 skeletons + 6 Chanters xD EDIT: Most overpowered classes: - Priests Buff Spells are really strong (from a utility perspective) almost all of them are AoE. - Chanters are rather squishy if they get targeted. I haven't quite figured out the best way to build tanky builds but regardless, the Chanters abilities are SO strong. Classes I know have impact but can't always "feel" it: - Fighter & Rogue.
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Marceror, that's not how beta testing works... I reckon you want a bug-free full release. You'll get it. I suppose... I'll see you when the GAME has been released Peace. P.S. I vote an admin/mod change the topic title to the TRUTH "This BETA needs polish!", because right now the title is a LIE.
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[Bug] Path of the Damned/Trial of Iron/Expert Save File
Osvir posted a question in Backer Beta Bugs and Support
I started a Path of the Damned game, made a Chanter (want to make an all Chanter party). Attachments: - Save file - outlog.txt - Screenshots "Path of the Damned", "Save File from Main Menu", "Starting New Game, No Chargen, Stuck" Note: Summoned Skeletons never end their duration (Only from Save/Load or resting) 1- I fought Merdreth right away, to exploit Merdreth respawn loot (to get enough gold to buy AH companions) 2- Managed to summon 3 skeletons. Went to Winfrith(sp), sold gear, went back to spawn, went to Hendyn(sp), sold gear. 3- When I went to the Dracogen Inn, I noticed 2 skeletons stuck outside smith. 4- "You must gather your party before venturing forth" (Skeletons trigger party mechanics) // Should be unsummoned shortly after fight or before transition to new area. 5- Saved game (did not rest). 6- Quit 7- Loading does not work and an UI glitch has appeared. No earlier saves work. 8- Starting a new game (with save file in folder; any difficulty) starts the game without character creation with characters out of gear. Expected: Skeletons being unsummoned earlier, no Merdreth exploit, summoned creatures not being part of "party transition" variables, possibility to load game. Current fix: Delete Path of the Damned save file. -
Who manages http://pedevtracker.azurewebsites.net ?
Osvir replied to Headbomb's topic in Backer Beta Discussion
Probably very into the game atm, researching, adding, editting etc. -
I think this mechanic could have much more value on a higher difficulty~ The Stash is more or less book & ingredients pile for me. Economy is hardly balanced in the beta, and getting more gear than what the vendors can afford (through bugs/exploits). I think it's cool that they have limited gold, but I think it's too soon to say anything whether it's a good or bad thing.