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Everything posted by Doppelschwert
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It sounds like you are playing the game blind, that is, you haven't played it before? Solo potd is mostly about using metagame knowledge and sneaking away from fights that are difficult to take on, especially early. You're not supposed to kill all the creatures at that point, since the majority of exp comes from quests, not encounters. You should see if there are some items that lets you use summons and use scrolls to get past Caed Nua, afterwards the game gets easier. There is also a thread about potd solo if you use the forum search that has some tips. If you can't do it, then you should consider playing on a lower difficulty. I mean, what do you expect if you insist on playing solo in a game that is balanced for group play on the highest difficulty ? People that are not used to the game struggle on this difficulty even with a full party.
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I see, so my assumption about ancient memory being per second is wrong. Are all duration based ticks fixed at 3 seconds? I thought the length of a tick was based on its source. Of course, my calculations are way off then. I also just see that the numbers I took from ingame tooltips used the might modification, although they stated otherwise... I agree, 8.7 Endurance / 3 seconds is quite bad. But even under the assumption that ~9 Endurance / 1 second was attainable (which also wouldn't be OP, but imho still quite strong for hard difficulty), my point was not that it would be fun or effective to play 6 chanters with these talents, but rather that things like regeneration can quickly get out of hand if players start to stack and min/max abilities. I also feel like these abilities could use a buff, but there is an inherent problem with regeneration if there is more than one source available. If you make these abilities effective on their own, then stacking them is too strong, and if you balance them around stacking, the individual abilities are too lackluster to use them independently. If you had to choose between the two, then it's probably the safer bet not to risk giving the player a regeneration that lets them ignore incoming damage more or less, so I think that could be why regen ended up that bad. Either that, or it is actually meant to be early game bonus which outlives its usefulness over time. That may be by design as well.
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I wanted to squeeze the most out of this and combined Veteran's Recovery with a Trollhide Belt, then the Mantle of the Dying Boar and so on - and maxed out might. I don't know how tanky your paladin is, but for me this is just a wasted talent. I understand why it's weaker than fighter's Constant Recovery, but does it have to be so bad? THe fighter's is also not very powerful - and Rapid Recovery is just a joke. However you can make that worthwhile when you combine it with the cCloak of the tireless defender and a Trollhide belt (or any other item with regeneration). I therefore strongly vote for level scaling! I mean: they realised that the DR bonus of the ranger's pet should improve with every level in order to be able to keep them alive - so why not transfer this to recovery? OR: let it heal for x% of your max endurance instead of a flat number. That way it's automatically scaling. Seriously - after a few levels the effect (as it is now) is not noticable at all. Same for the Chanter's Ancient Memory + Beloved Spirits. Does anybody really wastes precious talent points for that? When they introduce a talent that makes phrases shorter - that's very powerful. The alternative is a talent that heals you (and others) for 0.8 end. per tick. Wow! That's really... lame? Well, I'm certainly not claiming it's super awesome, but I think it's quite hard to balance passive regeneration properly if there can be many sources. For example, you can make a party of 6 chanters which all have 'Veterans Recovery', 'Ancient Memory' and 'Beloved Spirits'. I'll just assume here that ancient memory stacks and hits once per second (since it's basically a spell targetting everyone from different sources), so you get a regen of 0.6 (Veteran) + 6* 1.4 (Memory + Spirits) = 9 per second for each character and that is available quite soon into the game (feel free to correct me if these assumptions are wrong, I wasn't really able to take time on the intervalls ingame). This is without items and any might bonus. This regeneration is easily enough to make you nearly invincible throughout the entire game on normal / hard, excluding the tough bosses. Now I'm neither claiming that veterans recovery is viable for PotD or well balanced right now, in fact, I'd say it needs to get buffed as well (seeing how it only makes minor contribution to the formula above), but I think the example shows why the devs might be conservative about giving away too much passive regeneration through talents and abilities.
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This. From a roleplaying point of view, if the idea of flagellants doesn't appeal to you, you can now build a martial artist around the other martial classes. I will probably play a suboptimal but viable fighter as a martial artist when the new expansion comes out. I can even add prestidigator's missiles for having some ki-energy balls flying around. Won't be optimized, but will be just plain fun for me to use. Apart from that, the benefit of unarmed damage is that it scales automatically and is loot independent. As soon as you hit the level intended for the fine entchantment, you get the fine enchantment on your fist, regardless of whether you found such a weapon already or have the necessary crafting ingredients, and its free.
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Yeah, I agree with most of your points. More or less, it boils down to: - Passives with "relative" bonueses are nice because they scale and are relevant throughout (Sneak Attack, Aura, Suffering) - Buffs / Debuffs are nice because they scale relatively (Frenzy, Shot, Mark) - Talents with numbers are bad because they don't scale and are worse / more limited than their counterparts (Radiance, Missiles, Summon, Recovery) Dunno where to put the charm. I think the design philosophy of making stuff a bit worse than the original talent is quite ok, but it's just too bad on the nonscaling stuff. Personally, I think the Recovery is therefore ok, since it's probably balanced around using all kinds of other regeneration on top of it. If you use the belt and have high might, it's not that bad, even if its just for fun. Works good with the self damaging implement talent if you want your wand user to be on his own in the back for a long time. The problem I see is that Priest, Wizard, Cipher and Chanter all get better spells / invocations that replace the ones which are the base for the multiclass talents, and then on top the multiclass talent is worse and more limited. Making them encounter based is a first step, but I think especially those need to scale somehow as well to be viable. Apart from that, I think for the wizard, aracane assault would have been a better basis, and the chanter should have gotten, well, a basic chant instead of a summon. I never choose the summons on my chanters, but every chanter has to, well, chant, so a chant represents the actual concept much better. Don't know about the cipher as I never play them, but I guess the priest can't have a healing talent because there already were such talents and interdiction itself is just weak/ way too situational. I would hope that there will be a second batch of multiclass talents in the second expansion, ideally with some benefit if you take both of the same class, but since we didn't hear anything in that direction and the addon is 6-8 weeks away, I guess that won't happen, sadly. While you are at it, just shoot him the link to this thread after some more people answered. Might give more an impression in case he is not aware of how some of the talents are seen by us.
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The first time I went to searing falls, I left the game running to go to the toilet. When I came back, the party was in the middle of a fight with a patroling drake, that was quite a memorable surprise. I agree, ambushes would be really nice, but only without scripted positioning of the party like at the end of the skaen cult.
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I'm pretty sure that I read the exact same complaint about this xaurip before, and I even vaguely remember that he got moved or something in a patch? Can't find it in the forum search. Either people wanted the xaurip to be moved because it attacked on sight while entering the map or it actually was moved slightly away so it wouldn't, something along these lines. Edit: Here you go: https://forums.obsidian.net/topic/76488-triple-crown-solo-tips-and-tricks-lets-compare-notes/ I'm also pretty sure that you can find a quote by josh where he says that the game is explicitly not balanced for solo play, and that they just don't want to force you to play with a party. If you want to solo play, then that's on you - they give you the option, but they don't promote it. At least, that's the official stance I remember, so feel free to correct me if this is wrong.
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I meant more or less the same, just that they gradually reduce over every combat encounter instead of staying full for x encounters and then dissappearing. But I think you should then treat area transitions on the world map as full rests as well, resetting the penalties, otherwise people start to save weak encounters at the beginning to cancel the penalties of resting in the later parts of the game.
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I don't think there is a way to implement the watchers curse affecting gameplay without being able to work around it or going against the underlying design philosophies. If penalties grow over real time, optional content becomes kind of discouraged, which would make them pay off less in terms of production ressources - but most content is optional and there to be explored. If penalties grow per rests, you discourage classes with per rest abilities and encourage per encounter classes instead. If penalties only concern the watcher, then you will disregard him. On the other hand, if penalties apply to the party, that doesn't make much sense story wise. If there were no per rest ressources, then my suggestion above could work. Otherwise, you need to argue that the curse affects everyone travelling with the watcher as a passive status effect like fatigue to make it work again. I don't see a better solution.
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If I'd implement a madness mechanic based on that, I'd probably change some basic assumptions: - make resting unlimited - when you make an area transition corresponding to travelling on the world map, you rest automatically during the journey Then, whenever you rest, you get your ressources back as usual, but also a madness penalty from nightmares. For every encounter afterwards, the madness decreases, so both your ressources and your madness penalty go down over time. You could then add interesting per rest abilities that either temporary reduce madness or increase madness for some powerful effect. Of course, the penalties from madness would need to be severe enough to actually impact strategic planning. In PoE, you can win the fights without using your main character, so unlimited resting for the other classes would be too powerful. One would need to argue about some dark aura affecting the companions or something, and as you can see, such a system would be a major new system on top of what we have now.
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Since we dont know much about white march part 2 - are there going to be any new talents for us to pick? I mean besides class abilities on level up for levels beyond 14.
- 18 replies
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- The White March
- Release
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Martial party
Doppelschwert replied to Heijoushin's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Yeah, that's a really nice aspect of the game. Played through with -melee chanter (no summons), -implement monk, -tanky rogue, -ranged fighter, -normal paladin, -normal ranger. Bending the classes into roles they were not set up for with the help of cross class talents made the game very interesting as i had much more balanced characters. As soon as you get the soulbound weapons, and distribute them among the party, they are really powerful as well. As I didn't want to use any scrolls, the optional major fights were too hard for me though, which is probably due to them being balanced around casters being in the party. -
I haven't personally tested GOG, but it should work just fine. There isn't anything that is relying on Steam. That's why I asked: Since GoG does not necessarily update, if pumpkinhead modes comes to GoG we could keep it until the next patch by not updating until then. I assume the mode gets patched out on 1st of november.
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- Update
- The Small Harvest
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Thanks for the update. Art looks splendid, I'm eagerly awaiting the expansion already! Is pumpkinhead mode going to be a thing on gog?
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Yay! Chris Avellone working on Divinity OS 2
Doppelschwert replied to rheingold's topic in Computer and Console
Even if they are more well known, mentioning PoE and those games is not mutually exclusive. -
Yay! Chris Avellone working on Divinity OS 2
Doppelschwert replied to rheingold's topic in Computer and Console
Interesting. I wonder why he wasn't mention as having contributed to PoE. -
I just skimmed through the thread, but I didn't see anyone mention that josh said that he would look into more content for the fortress for the second part of the expansion. I don't recall the source, but I think it was either something that can be found via his social media account or the pax retrospective. *shrug*
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Dragon Hate
Doppelschwert replied to AnjyBelle's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I apologize, although you probably understood my post wrong. I'll send a pm to clarify. You might as well complain about the second fight against a certain enemy mentioned by the OP, however. -
Dragon Hate
Doppelschwert replied to AnjyBelle's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I think someone implying that people who like this stuff are masochistic can deal with a little sarcasm. Regardless, what do you hope to achieve with this thread? This game was made to cater to nostalgia, and dragons are a part of that. Now that they are established in the lore, there will most likely be dragons in the possible sequels as well. In the most likely scenario, they can reuse the art assets they already did for this game, so they will most certainly reuse them. Even apart from flavour, it's just more budget effective to do that. Are dragons cliche and overused? Yes. But so is every other fantasy trope. The content of cräghold could've been less cliched as well, but if I wanted to play a game where they reinvented the fantasy genre, I wouldn't have bought a game that brings me back to the IE games. EDIT: Changed wording not to spoil anything. -
Dragon Hate
Doppelschwert replied to AnjyBelle's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
So you're not against the associated difficulty, just against the concept of a dragon as an enemy in a high-fantasy game, because it breaks your immersion, if I may summarize it like that? Good luck changing that. While you are at it, you might also ask for removal of elves and dwarves because I prefer my settings without them as well.