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Doppelschwert

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Everything posted by Doppelschwert

  1. I see, thanks. I was getting at the definition of the styles: onehanded ->1 weapon / 1 free slot twohanded -> 1 weapon / 0 free slots shield -> 1 weapon / 1 shield twoweapon -> 2 weapons the corresponding talents should only work with their style, but when it is true that the talents for onehanded and shield both apply to the shield style, then that is clearly a bug. you learn something new everyday i guess.
  2. So you're claiming the mechanics for the talent is different from the mechanics for the weapon styles? Since equipping and deequipping a shield on my Eder changes his accuracy. You are only supposed to get the accuracy boost to 1 handed when the second hand is free, which seems to be consistent with this experiment.
  3. I really liked the larder door. My only regret is that I couldn't give it a burning lash. The image of bashing a burning door into the face of my enemies is something I will always hold dear to my heart.
  4. As far as I know, there is no release date for the expansion announced so far. I'm eager to replay the game with some less traditional builds by using the multiclass talents that have been mentioned at recent interviews. These talents capture a signature ability of a class and makes a minor version accessable to the other classes as well. So, what do we know of these talents? - Barbarian: Frenzy - Chanter: Summon Skeleton - Cipher: Charm - Druid: ? - Fighter: ? - Monk: ? - Paladin: ? - Priest: ? - Ranger: ? - Rogue: Sneak Attack - Wizard: ? This information should all be contained in some form or the other in this thread. Judging from the cipher, I'd guess the caster classes all yield a spell, maybe magic missile for the wizard and a simple heal for the priest. Monk might be something with unarmed damage, and fighter something equipment related, but otherwise I have no idea what's up for debate. Sneak Attack alone seems to help a lot with turning classes more towards dps and all talents so far seem to make a lot of nice roleplaying concepts realizable as well. I'd just be happy to see a list of the available talents in advance, just for thinking up some nice characters for the time we'll be able to actually play the expansion. So, what do you think are the missing abilities? Do you think there will be additional talents available on top of the multiclass ones?
  5. Ok, truth to be told, I lied a little in the 50 hours estimate. I actually have 45 hours clocked in at the last boss, and I skipped these things: Companion quests for half the companions, the last 3 stages of the endless paths, raedric part 2 and half of the bounties. I saved half the companions for my second playthrough and I simply missed raedric part 2. Regarding the paths and bounties I actually waited for a couple of patches to fix some talents I took before I wanted to tackle the more demanding combat encounters. I think some issues are still not fixed, so this keeps being on hold. Maybe I was a bit optimistic when I assumed this can be done in 5 hours, but even then 10 hours should be more than enough to get to a total of 55 hours. My game is from gog - I assume if the reloads are in the steam estimate of gaming hours, mine would be higher as well. But this is the time my save states, and the difficulty is 'only' hard, not PotD. Even then, just going by the number of maps I would be surprised if the first episode could have enough maps to get close to 10 hours. Again, it doesn't matter since the change are attractive enough to warrant a new playthrough. Maybe on PotD this time.
  6. 20 hours seens mighty optimistic to me. It took me about 50 hours to completely finish the main game, so i'd guess it will take at most 5 hours for each episode for me. Nevertheless, since the add-on increases replayability, I will start over again, so replaying the game in 60 hours is more than enough to keep me occupied for a long time given my time available for video games.
  7. I'm wondering what I missed in 1.04 to have that much of a slower level pacing than everyone else? I hit the level cap in the final dungeon and I believe that I did every quest in Act 1 / 2 and up to lvl 12 in Od Nua, at least I cleared all areas and spoke to every named NPC I could find. I also did every quest I found in Act3, in total only skipping the bounties, a certain quest from a frightended villager in Act3 and half of the companion quests, party of 6 so no exp bonus. The pacing was still off, but the total amount of exp seemed fine to me.
  8. I think this is pretty bad design in the sense that it breaks the consistency of the game. I totally missed this quest on my first playthrough because every other quest giver in the game i can think of has a unique name, so I didn't bother to talk to the frightened villager (even though I can vaguely remember there being someone like that, but I quickly explained that name away as flavour because I believed he was simply a refugee from defiance bay or some such).
  9. Why would there be a separator? You have Ressources / Offensive / Defensive as categories the way you desribe it. Seems reasonable.
  10. The reputation that is shown in the character log is broken down in descriptions like 'Neutral', 'Ally' and so on, but I'm pretty sure that the game treats reputation for each faction as a single (hidden) number, and the descriptions correspond to Intervalls on these numbers. So you can imagine your reputation as a number between -100 and 100, where -100 is bad, 0 is neutral and 100 is good, where 0 is the starting number for every faction. Let's assume the description 'Neutral' has the range -15 to 15, then what happens is that when you start with 0 to Twin Elms and then probably get something like +5 / +10 from the quest, you're still inside -15 to 15 and the character log does not change. It just means that a lot of small impact or one large impact action are needed to change your displayed reputation. If you start slaughtering people in a faction, you'll see in the log that you lose reputation with everyone that dies, while your displayed title in the char log only changes every couple of kills.
  11. In my game he walked around the keep. From the altar to the training hall to the head of the guard and then back to the altar (maybe he visits these places in reverse order, not sure anymore). Maybe try sending different people to these places at the same time or wait at the altar for some time?
  12. http://forums.obsidian.net/topic/74923-dual-wield-unarmed-weapon-other-bugs-weapon-related-bugs/ - Bash counts as an ability instead of an attack for autopause purposes - Wielding weapons in the off hand while using fists as weapon in the main hand has all kind of issues - Interrupting Blows not working
  13. Thanks, I already saw this post. I meant ingame There is a lot which is known by now but should be clarified ingame as well.
  14. Fair enough. They should still clarify how lashes work, though.
  15. Still, lashes are the only exception to that rule, so in general this is a clarifying suggestion. Lashes should also be explained as secondary hits, because that's what they technically are.
  16. Huh, I encountered this as well, but I was thinking it was intended behaviour since I didn't care to change the order of activation around. Anyway it's inconsistent since there should only one modal be active at the same time.
  17. I got another confirmation after my first add-ons where shipped and they both times had my adress truncated. I'll be really furious if my stuff won't get to me because there was an arbitrary character limit on paradox' end that wasn't there in the backer portal where I entered my adress.
  18. Tried to contact the devs about it, but so far they seemed to be busy with other stuff :'(
  19. I appreciate the general optimization stuff, thanks. I hope the next patch will be able to focus more on broken abilities and unintended mechanics like the wolf companion, interrupting blows or the monks single-weapon-in-off-hand problems.
  20. Yeah, they do. Not only that, 'Duality of Mortal Presence' stacks with other modals, so you can use it in conjunction with 'Cautious Attack' to further boost your Deflection. And then there is also 'Crucible of Suffering' which helps against enemies with Effects on hits. Last but not least, 'Stunning Fist' is Wound independent und a shorter, stronger version of Knockdown. If you want to build a pure tank by stacking defensive talents and using Weapon/Shield style you have a very unique tank that occassionally CC the enemy when he actally gets a wound.
  21. Huh, I just did the quest (worked fine for me), but I can't remember finding notes from Azo before heading into the rest of the sanitarium. I spoke to the High Warden, then I spoke to several animancers, finally to Azo's apprentice in his room, who mispoke about the experiments. This enabled me to go to the High Warden again to get access to the rest of the sanitarium. In the end, I guess it still boils down to first speaking to the high warden before doing anything else, because I did that and there was no problem.
  22. During the backer beta it was announced that the mechanic was changed, however, I'm too lazy to search for a quote. The reason given was that it was really hard to give feedback on how much damage was mitigated and how it worked and that it was simply not very fun to deal with the way it was implemented, so they scratched the mitigation part. The game also doesn't mention it anywhere (does it?) so there is no reason to be confused about that playing the game. In general, you shouldn't trust the wiki on anything because everyone is rather busy playing the beta/game instead of updating it. By the way, it's perfectly viable to build a monk that uses almost no wounds at all, you just have to use turning wheel as a means to use them whenever you happen to get some of them. What's badly communicated is, however, that wounds wear off after some time. And that you need 8/10 damage to get one (with/without lesser wounds). I'm sure there is a funny build using 'Dangerous Implement' to gather wounds for a backrow ranged monk who occasionally casts some wounds spell into the fray (while changing weapon sets). That's a good idea for a support character on my second playthrough ^_^
  23. Note that it seems to be without the hotfix since the version is a bit lower than the one currently used by steam.
  24. Bump because there are several other people that would like to have the option. http://forums.obsidian.net/topic/75301-equipping-weapons-only-in-off-hand-high-accuracy-dual-wield/
  25. http://forums.obsidian.net/topic/75038-taking-interrupting-blows-breaks-interruption/
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