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Everything posted by AndreaColombo
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[3.01] Bugs with soulbound items
AndreaColombo replied to Sappy69's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
The issue with Twin Sting is general: all soulbound weapons from PX2 aren't flagged as universal right now. -
Caed Nua resting bonuses exist for all stats and amount to +3; same applies to the +2 bonuses from food. +4 items exist for all stats, but no +3 item is there for INT. Weapon bonuses to attributes, which stack with bonuses from other equipment, are available for MIG, CON, and RES (can't recall any others.)
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Are you on 3.01? I definitely did not have this problem when fighting the Kraken—I remained behind the crystals to buff and fight the tentacles that spawn with the Kraken on PotD and the Kraken remained there, congratulating itself on its fat Jabba look. I do agree that the fight was underwhelmingly easy. A legendary, massive beast like the Kraken should probably be level 15 or 16 and a lot tougher.
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I can provide a saved game if needed, but reproducing this is as easy as to equip The Unlabored Blade on any character and using the console to unlock it whole. This is what the unlocked blade looks like in game: Bright and with golden decorations. This is what it looks like in your inventory: Dull and black. Very minor inconsistency issue, but it's a pity that such a good-looking dagger is stuck with a dull look in your inventory
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Hi Zeraili, the 0-recovery variant of this build has the highest single-target melee DPS attainable, especially if you use Maegfolc Skull, Lilith's Shawl, and the +3 MIG resting bonus from Caed Nua. No point in dual wielding anything if you can reach 0 recovery with a two-hander, for two-handers pack the highest base damage to begin with (and estocs, in particular, come with a handy 5 DR bypass to boot) Rogues have higher burst damage thanks to their class abilities (I've seen bursts as high as 300+ damage in other players' screenshots and videos), but likely fall behind this build in terms of sustained DPS. Rangers, on the other hand, can probably be built to have a higher single-target DPS if used ranged in conjunction with their pet (they can have very good AoE DPS too using Stormcaller with Twinned Arrows and Driving Flight.) In the next few days I will be posting some updates and observations based on my most recent play through, so stay tuned
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From my experience, RES and PER enable most dialog options (with RES enabling the most), followed by INT, the Lore skill, and the Survival skill (the latter having a fairly small impact.) There are some checks on MIG for threatening your interlocutor (mostly increasing your Aggressive disposition) or DEX to rush your enemy or catch stuff, but they are few and far between. MIG, DEX, and CON all have checks in scripted interactions, however, alongside Athletics and—to a much lesser extent—Mechanics. It is worth noting that dialog options unlocked by skills and stats are not always necessarily the best. Some of them may belong to a disposition you are not pursuing, or result in a subpar outcome. I was pretty happy with my high-PER, high-Lore protagonist in terms of dialog. Sometimes I wished I had more INT to enable a few more options, but I've never cared too much for RES even though it is the stat the unlocks the most stuff (and allows for a peaceful resolution in some tough encounters.)
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Update 3.02 Beta is Live
AndreaColombo replied to BAdler's topic in Pillars of Eternity: Announcements & News
Patch notes need to be compiled manually by looking at the tickets that have been closed since the previous patch. It can be a daunting task. Brandon said we'll have a list a Monday; in the meanwhile, those who kept an eye on the support forums should have a rough idea of what major fixes to expect. -
A. I'm not arguing your logic. All I'm saying is that DEX would be mechanically too good if it improved both Action Speed and Deflection. B. I guess we'll have to agree to disagree on this one. Yes, I too find it jarring that Barbarians need be intelligent in this setting, but that's because the class design includes the Carnage ability (which was never inherent to any Barbarian in any other setting.) Now I'm not saying there should be no Carnage; it's kewl and everything. The side effect is that in this system it benefits from INT. I'm willing to pay this price to have a fun ability (but I'm mostly taking this example to make a general point here; I don't particularly like to play Barbarian characters in any setting.) C. Again, I'm not saying you can't have a system that is both rational and fun. I'm saying it's really hard to design and possibly even harder to code. Given the time and resources at their disposal, I think Obsidian have done a very good job with the current system—it is certainly more balanced and interesting than AD&D's (and, frankly, than any D&D edition's as far as I'm concerned.) It could be better, but ain't that always the case with everything? I don't really think PoE's attribute system is "ridiculously irrational and annoying." You most certainly can. My main Fighter build reaches 0 recovery with a two-hander, plate armor, and Vulnerable Attack. Sure, I need a potion of DAOM for that but, as I said, I would rather buff and wear plate (which vicariously makes me look totally badass) than to wear lighter armor and do without buffs. A matter of personal preference, really. If you stack attack speed bonuses, reaching 0 recovery is rather easy and you don't even need DEX for that.
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^ So you would have DEX affect both Action Speed and Deflection, while armor would bestow a recovery penalty as well as a Deflection penalty? While I understand the rationale, that would make DEX a tad too good and an absolute must-pump stat for anyone using armor (and especially so heavy armor.) It would also further polarize tanks in heavy armor versus DPS in lighter armor—a polarization that was already a fairly big issue when the game released (and was later ameliorated by improvements to the A.I., the introduction of Durgan Steel, and our understanding of how to stack attack speed bonuses.) I also understand the argument for INT, but I would personally find the inconsistency rather jarring if the same effect was achieved via different attributes depending on the class (and I bet it would be a nightmare to code—don't even wanna think of the bugs that would ensue!) A bit too simulationist for my taste. I'm all for having a balanced attribute system (and the current system, while not perfect, is fairly good in that regard imo), and I appreciate consistency between attributes and their effects, but ultimately this is a game: Having fun should take precedence over being realistic when both things can't be achieved simultaneously to a satisfactory degree, or without exceedingly hacky code.
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Closing a few loops on lore
AndreaColombo replied to TeraAkron's topic in Pillars of Eternity: Stories (Spoiler Warning!)
My understanding is that Ondra re-purposed the Eyeless to destroy the Pargrunen dwarves and shut down the White Forge. She didn't want kith to have the ability to infuse souls into steel and have something as powerful as Durgan Steel at their disposal. Not sure why they didn't keep on going against the rest of the Engwithan civilization's remnants, though. I mean, clearly the Leaden Key didn't want the forge reopened as that would attract the Eyeless, who would then destroy everything including their precious machinery (thus thwarting their plans.) But why the Eyeless didn't destroy that stuff when they destroyed the forge is indeed unclear. -
Azzuro the merchant
AndreaColombo replied to zered's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Yes, unless you're using the IE Mod. In that case, you can cheat without typing "IRoll20s." You could launch the game with the mod to cheat, then revert to vanilla for playing (the current iteration of the mod is unstable and causes crashes during combat.)