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SeekDWay

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About SeekDWay

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    Derpdragon of the Obsidian Order

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  1. Fighter + Chanter => Bard Ranger, Chanter => Harbinger Ranger, Rogue => Stalker Ranger, Monk => Forerunner / Alpha Ranger, Paladin => Sentinel Ranger, Priest => Overseer Ranger, Druid => ??? Ranger, Barbarian => Feral Rover
  2. Data is duplicated on the talent progression files (CLASSabilityprogressiontable, talentsabilityprogressiontable, etc. ). If you find and edit the data in both objects, not reloads is needed and everything works from the get-go. Descriptions are not duplicated.
  3. Hello, I am trying to switch a per rest talent to pet encounter. I found and changed the correct variables (cooldown and type). I have only one small problem, when I first pick that ability on level up it shows the old description and adds it as a per rest ability. If I save and reload my modification work and it is per encounter. I am having the same problem for all changes to talents. Any idea why this is happening and, if I can fix it(make it work without save and reload)?
  4. Eder "romancing" Pallegina at best. Sagani returns home to cook shrooms for the kids.
  5. A bit of a Ranger dream going on here: Brutal Takedown is now baseline. Faithful Companion is now learned for free at level 4. Stalkers' Link now works with any weapon. New Talent: Brutal Takedown *Requires Takedown 1 per rest The ranger's animal companion will knock itself and the target Prone with increased accuracy (+10). This ability deals double the usual Takedown damage to the target. New Talent: Concussive Shot *Requires level 5 1 per encounter The ranger's shot inflicts Concussion to the target, in addition the target is also Dazed for 9 seconds. New Talent: Blackout *Requires level 5 1 per encounter The ranger's shot inflicts Blinded (7 seconds) in a small area around the target, but deals no damage. New Talent: Designated Target Passive *Requires level 11 Whenever the ranger lands Wounding, Concussive Shot or Blackout on a target, the animal companion has 8 seconds to charge the target ignoring collision and gaining a +30 bonus towards disengagement attacks. The charge attack cannot be interrupted, is more accurate (+20) and inflicts Flanked (8 seconds) on hit.
  6. What gives? Just another thread with an overly exaggerated title about a topic that most people don't give a **** about.
  7. YES! Need romances so much >.< Romance already exists in PoE. In fact it is the first game I've played that supports polygamy. Take Eder for example, sometimes he is engaged to more than 3 of different characters! Josh Sawyer took a page out of Bioware's book of bromance and added some Obsidian spice to it. Romances in PoE are short, unrestricted and have great replay value. Biodrones need not look any further. Till Death Do Us Part On topic I would like some more banter and ambient conversations voiced, anything that adds to the atmosphere, but not fully voiced.
  8. X <- Eder X X <- Chanter+Pallegina X X <- spellcasters X <-ranger pet X
  9. On the contrary, the suggestion I started this post with (and continue to defend) is one that would allow the player to have plenty of extra exp without overleveling. That's the whole point. You missed my point entirely. There is no overleveling content in this game, because it is not some linear corridor console crap. Every player should be able to reach max level before the end of the campaign and enjoy having a fully evolved character during the last arc of the game. The way most people seem to see it is that "oh no, only super hardcores get to max level", which I don't agree with. PoE is too progression heavy, unlike BG games which had retarded progression for most classes to the point where it didn't really matter for non-caster classes (2e just sucked that way) once you've reached a certain soft cap. Your entire mindset about this is alien to me and I sincerely hope Obsidian will never adjust the exp curve to BG levels. A completionist should be rewarded with better gear, better disposition with NPCs and general recognitions of their deeds NOT exp. I'm ok with lowering exp gains by lets say 10% from traps and locks or a bit more if they nerf bounties, because there are too many quests during Act1 and 2 and too little later in the game, but anything more than that is pure madness. Now if we are looking at difficulty later in the game, that isn't due to higher exp it's due to little to no AI, dump path finding and retarded stat distribution between acc, deflection and endurance.
  10. Great post, but lets not start this again. Hasn't it been what a week or more since then? Who cares about this anyway?
  11. Can confirm, no bounties and was level 9 as well. @Zwiebelchen I follow this thread, but I disagree with the notion that people are taking into account a more casual playstyle. The only good suggestions are reducing "invisible" exp dumps like traps, locks and bounties. The rest is just "The player shouldn't have that much exp at point X in the game", which is bullocks considering most exp is coming from side quests.
  12. I hope they don't change the exp curve at all. A non-completionist will almost never max out as it is. I might sound a bit offensive here, but so be it. This thread is about a bunch of people, who not only want the game to be harder but to be unrewarding as well. Level progression in PoE is one of the few really good things the game has going for it. Overleveling content isn't the problem, it's the core game mechanics that are broken (deflection, acc, stat trinity, retarded pathing, overabundance of per rest abilities).
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