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PK htiw klaw eriF

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Everything posted by PK htiw klaw eriF

  1. The Wind the Shakes the Barley. Absolutely beautiful historical drama without any frills. Would highly recommend. I don't think there's necessarily anything wrong with that or that such a thing would make one a bad critic. A big problem I have with a lot of critics is that they come off as too pretentious and aim to use a lot of words to say little, and it would be refreshing for someone to say they liked something without pulling a nonsensical justification out of their ass.
  2. Deadfire seems to be a lot more complex than PoE, and PoE was signifigantly more math heavy than I remeber the IE games being. That said, I think the issues are mostly bad and confusing stacking rules, lack of progression in the armor/penetration system, uneven application of power level, and recovery time. Stacking rules would probably be the easiest to address, and should get a look immediately. It's unintuitive and dumb that the Paladin aura doesn't stack with the Fighter stance or that stacking an ability and racial doesn't give double resistance. Armor/Penetration is good on paper but for whatever reason it didn't adjust weapons to fit the new system and caps the bonus/penalty. A solution to the penalty would be to have diminishing returns/penalties for being over/under the armor value so loading out on penetration isn't completely useless and there's some benefit to being only a little above the armor rating. I believe MazQuest had a chart with some sort of similar suggestion, but he has too many good ones to keep track of. Weapon balance is an issue in itself, but with the changes to armor the limiting factor for fast weapons has disappeared making them the best to use in most cases while negating the advantage 2-handers had, solving this within the current armor system could be done by giving 2-handers an inherent 2 higher penetration(making them suited to dealing with medium armor instead of light) as well as homogenizing weapon damage like in PoE so we don't end up with clearly bad options like the warhammer. Power Level simply needs to affect more things. As of now, there is little reason for anyone but a caster using direct damage spells to use it on anything but replenishing resources. This would also even out multiclasses by giving them an actual disadvantage for most of their abilities. Enough has been said of casting times, so I'll just say I agree with everyone that it takes too damn long to do anything in Deadfire.
  3. America, tis a silly place.
  4. I have a pretty good idea what he was thinking, I'd just tell him to stop looking at infographs and read recent studies instead of being obsessed with skull size.
  5. There are grenades and bombs. More consumables generally. Request for DPS output leveling out with all other weapon style sounds wierd. I expect the weapon style is THE style. Think out of box dude. You're asking for a system that already needs a lot of tuning regarding casting times, multiclass/power level, and armor/penetration to be even more complicated by the introduction of a new bonus regarding consumables. If they were to add this, they'd have to run through several passes attempting to ensure it isn't OP or UP, time which would be much better spent making sure the stuff already in isn't horribly implemented. As it stands, keeping single weapons as the accurate choice serves a purpose for balance and just needs to be tweaked in terms of the talent/ability and weapon balance to function well.
  6. If it was up to me everyone would sound like a Texas ranger.
  7. Yeah, the base passives make it a prime candidate for not getting hurt at all, the auras and stances add a lot(even though a couple don't stack), and both have some good abilities from PL 1 to 5. And we still don't know what PL 6-9 abilities are across classes so the synergy could be even better.
  8. Seems like a headache to get down though, and at this point I'd like them to make single weapon competitive outside of sabres in terms of damage or fix casting times than add more to the weapon styles.
  9. That ! - quick access to quick slots (one free hand should quickly access an use items) - disengage bonus defence also for one-and-halfhand weapons like quarterstaff. Use staff as a cane, cast with a free hand or drink a potion. I think that's over-complicating it. Honestly if it was +3 Accuracy and 15% Hits to Crits for the talent/ability and the same +12 to Accuracy for just doing it then we'd be fine.
  10. Sneak attack now applies to any affliction but on their own Rogues haven't changed much conceptually. Subclasses either add more to attacking from stealth or invisibility, bonuses from being flanked or hurt, or some Illusion spells. No AoE damage, same disabling attacks, and one new active ability is what Rogues have up to power level 5. You should still be able to use scrolls and spellbind, in addition to multiclassing.
  11. https://www.youtube.com/watch?v=hptKRQcx6IE
  12. What is Iselmyr ain't there? I guess not matter what, Aloth found time to bulk. Probably because of the long cast times.
  13. If the DLC affects level cap, then I would guess we could hit level 24 and get level 8 abilities with multiclasses and level 10 with single. If it's not at launch than I'd bet after the first DLC drops we'd get a SI multiclass. And hopefully Bleak Walker and Kind Wayfarer SI flames match the FoD flames in terms of color.
  14. Probably so it's different than the style bonus. I'd say that is a better solution than miss to graze, especially considering single wield is the least likely to miss in the first place.
  15. Well it is relevant to the power of abilities in PoE and a reason to tune previously per rest abilities for Deadfire. As it is now I think capping spells at 2 per encounter for each level is a decent enough solution to this(if they fix casting times), but if some classes are consistently ahead or behind that is indicative of balance issues and should be addressed.
  16. The Paladins gets it for 30 sec every encounter while the Wizard gets it 4 times per rest. That means you've got to rest a lot more for the Wizard and do backtracking when your 2 camping supplies run out, or play conservatively and watch the Paladin outdo your blasts or spell mastery. A fully rested Wizard/Priest/Druid will dominate the other classes, but a few tough encounters down the line and they significantly fall in usefullness while other classes (mostly)stay the same.
  17. Honestly I think Wizards would be better if forced into a specialization with no maluses (like Paladins and Priests) that gives a passive ability beneficial to casting their chosen specialization. Evokers are the only ones who did this well the last I played a Wizard focused on casting, with the abilities granted by other specializations not being nearly as good. If we want to keep generalists, do the above for specialists and give vanilla wizards some sort of useful active ability and/or passive.
  18. I used both with my future Mindstalker and Warlock (or Battlemage) and want to use other members or possibly sacrifice them.
  19. Dude. Wow. The temptation to watch that is incredible. But I must be strong. April will be here soon. It's just the beta.
  20. I'm leaning toward Priest atm. I may end up doing a mercenary for frontline instead of Eder or Maneha and giving them Tidefall and Sanguine Plate, is Barbarian or Fighter better for that? Otherwise party for sure will include GM, Hirvais, Zahua, and Pallegina.
  21. Using this thread so I don't clog up the catalogue. I've got an idea for a third import to Deadfire, a Bleak Walker/Priest of Magran Templar who uses sword and firearm(Magran's favored weapons). My question is which is more fun of Paladin or Priest for PoE and what's a good party composition using story companions?
  22. That's my current expectation too, to be honest. I'm still wondering why so many changes from the first game were necessary. Was Pillars 1 really THAT bad? THAT flawed? For a such a SEEMINGLY bad and flawed game that SEEMINGLY was in DIRE need of so many overhauls of many of its core mechanics I was able to enjoy the heck out of it. Let's face it, 2 months will never be enough to refine all the new changes. It will take a long, looooooooooong time before all these new changes will finally arrive at a level of quality/fun that PoE version 3.0+ was. Let's be honest, PoE at 1.whatever wasn't near as fun as 3.0+. I hate the new casting times but stuff like the Armor/Penetration system could be good with a lot of tweaking.
  23. Why does it matter whether it is downloadable for the Switch or not? Is it a question of disk space? Download time/bandwith? Does the same apply to the games you play on your computer? The Switch doesn't have much space.

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