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AndreaColombo

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Everything posted by AndreaColombo

  1. Love how they made them imposing and scary. Hopefully they're as tough as they look!
  2. Hey Sking, thanks for the clarification. That would put "regular" Act III at around 10-11 (on PotD of course), with scaling up to 13-14. It's definitely better, but might still be too little for completionists once TWM pt. II drops. If the possibility exists to make Act III scale up to 15-16, that would be A. Oh well, if not Cheers!
  3. Sking, just some feedback about level scaling here (unfortunately I have no access to the beta patch so I can only base my judgment on what you wrote). Isn't a 33% difficulty boost too little? If memory serves, Act III was originally meant to be feasible by parties that only played through the critical path, which would put most encounters around level 8-9 tops. If you boost them by 33%, you're looking at encounters balanced for level 11-12. Completionists could reach those levels in the main game with no expansions—so a 33% boost would have been a good idea for the base game—but now, completionists will range levels 14-16. If encounters scale up to 11-12, completionists will still ROFLSTOMP everything. What's the point of scaling, then? Could you suggest to the team to implement something more aggressive? Completionists deserve some love too. We need content for level 14-16 durgan-steel-packed parties
  4. http://www.escapistmagazine.com/news/view/166367-Obsidian-Unveils-The-Eyeless-For-Pillars-of-Eternity-The-White-March-Part-2#&gid=gallery_5665&pid=1 Check out the screenshots ... they're HUGE and have incredible reach and must hit real hard. Interesting that they'd be god-forged. I thought they were some kind of fully organic giants, like Eoten's bigger brothers. Judging by their size, as well as by the implication made in TWM pt. I that they could easily walk through the walls within Durgan's Battery and crush them, they must be some seriously badass enemies. Level-16 Vessels? (Or maybe a new creature type altogether; wouldn't be too scary if you could one-shot them with St. Ydwen's Redeemer ) Looking forward to some challenge!
  5. Raw lash, FTW! Gonna be a favorite around these parts cool art, too.
  6. ^ been like that for a long time; they already have a bug written up for this AFAIK. On the bright side, it is a cosmetic UI bug only. If you check your damage in the combat log, you'll see the extra 20% applies normally.
  7. Neither Second version is the closest, but you need to multiply by 1.2 (not 0.2) for Heart of the Storm. Would be a pretty crappy talent otherwise
  8. ^ imho it's worth it for monks that take The Dichotomous Soul too (elemental talents apply to the twins' damage.)
  9. http://forums.obsidian.net/topic/84130-elmshore-task-failed-the-sealed-missive/
  10. I really want this to happen now. Fairly sure Chanters will get Wuthering Strike, though
  11. That I know of, spells' Accuracy counts as ranged or melee depending on whether the spell originates from the caster. They follow the same logic for determining whether Vulnerable Attack or Penetrating Shot apply. The description in Devotions For The Faithful is deliberate, as it stacks with any spells or abilities that grant "+X Accuracy" without specifying the kind. If you changed it to "+20 Accuracy", people would assume it didn't stack with other effects or abilities.
  12. Level cap can be reasonably expected to be 16. No details emerged on new weapons except that there will be a soulbound double crossbow (but it is not known to which classes it will bind.)
  13. St. Ydwen's Redeemer, man. Is there any problem it can't solve (apart from any problems related to creature types other than Vessel)?
  14. (using potions of daom all the time) It's very feasible from Act III on and you could probably pull it off for a chunk of Act II too.
  15. Sabra Marie is not good? The Rain of Godagh Field is also good, as you don't need Sky Dragon Eyes to make it Superb and has the Speed enchant which enables you to reach 0 recovery.
  16. Well, encounters for the lower levels of Od Nua are said to have been revised in general; I was hoping the other levels down to 12 had all been upped in a similar way.
  17. Press "D" to activate fast mode.
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