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Glasny

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About Glasny

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  1. From what i've tested Stahlbart is correct. Buffs overwrite each-other but offensive chants do stack. Ancient memory also stacks.
  2. I'm amazed by the spoiler. Does it mean you inspired Obsidian into making this game? Hats off to you sir, thank you for this wonderful gaming experience.
  3. This hits the spot ... Side note: There is a way to auto-pause on trap find but it also applies to other hidden objects (can't remember which box to check though)
  4. 4/5 here too. The game still needs a few bug fixes, balance changes and AI fixing to get to 5/5
  5. You don't. It's just one of the failings of the 'make-multiple-PCs-and-call-them-a-companions inn imo'. The idea of which (for me) is just them being lazy and going 'We created 6 companions with stories, but now I am tired. Lets give the playerss the tools to create generic companions for their party and call it a day!'. And it's not like the cost of creating a companion would have been very high and thus the few we got - they rarely interact with the world so I can't imagine giving them a backstory and stuff being so hard for a writer to do... ...but good to know about the moon godlike....I didn't realize their self heal was good enough to replace a priest. Now maybe I could create non healer PC and not having to suffer the Dunce (or was it Durance....) in the party:) ---- If you want characters with back-stories and voice-acting, you can use one of the 8 (not 6) available to you. As it was stated above, you obviously don't realize how much work goes into the scripting of characters... I'm glad to get to choose between both options. By the way... How is that related to a moon-godlike thread ? ---- Back to subject : I agree with the idea of removing the aoe of the heal and making it proc once or twice per combat. Currently it is OP I'm hoping races will get rebalanced in 1.05 or 1.06 patch, currently some are much better than others...
  6. Interesting stuff about the constitution stat and dual wielding here However, the race / class comparisions seem irrelevant because of the conditions of your test. Still, thanks for this valuable data What language did you use to code your program?
  7. Good luck with that :D I struggled to clear the vicinity of the cave at lvl 6... (It depends on difficulty settings though)
  8. I disagree with all my heart. One of those in front and five glass cannons in the back. I "sacrifice" even more on my fighters. And I disagree with you completely. Creating a tank whose only purpose is to suck the enemy into attacking him uselessly to "protect" the glass cannons behind him is total cheese in my book. All you're doing is turning the AI against itself. Any "realistic" enemies would quickly realize that trying to attack the unhittable tank was pointless and just turn to go after the other party members. Frankly, it's not that hard to create a tough to hit tank who can also deal respectable damage as well. For crying out loud, Eder fully armored up with a 1H weapon and a shield and various other buffing items can be a very difficult to hit tank while still making most enemies who dare to engage him pay for doing so. And he's a lot more "realistic" in my book than some excessively min-maxed, next to no offense, aggro magnet tank whose only purpose is to abuse the AI. What you are saying makes no sense... In EVERY IE game, the tank is the damage soaker. How is that cheesing? No, that's not the job of a true tank. A true tank is not a character that's nothing but a damage sponge. A true tank goes to front line, tries to be as tough to hit as possible while at the same time dealing a respectable level of damage to those attacking him. Characters who are nothing but damage sponges are just cheese-tanks. Well, that's a point of view. In my book, a tank is primarily a "damage sponge" and utility character. If you want to build yours with more DPS, that's fine, but don't try to turn your opinion into more than it is.
  9. I disagree with all my heart. One of those in front and five glass cannons in the back. I "sacrifice" even more on my fighters. And I disagree with you completely. Creating a tank whose only purpose is to suck the enemy into attacking him uselessly to "protect" the glass cannons behind him is total cheese in my book. All you're doing is turning the AI against itself. Any "realistic" enemies would quickly realize that trying to attack the unhittable tank was pointless and just turn to go after the other party members. Frankly, it's not that hard to create a tough to hit tank who can also deal respectable damage as well. For crying out loud, Eder fully armored up with a 1H weapon and a shield and various other buffing items can be a very difficult to hit tank while still making most enemies who dare to engage him pay for doing so. And he's a lot more "realistic" in my book than some excessively min-maxed, next to no offense, aggro magnet tank whose only purpose is to abuse the AI. What you are saying makes no sense... In EVERY IE game, the tank is the damage soaker. How is that cheesing?
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