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AndreaColombo

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Everything posted by AndreaColombo

  1. ^ thought it lost that role the moment many creatures became immune to Prone anyway (though with the introduction of Ground immunities, it might have claimed that title again.)
  2. Mechanics being only really useful on one character is very (A)D&D-like. In IE games you also only needed one Rogue in the party who could find/disarm traps and pick locks. I don't think it's a problem. I used to pump Survival a bunch to make my Potions of Deleterious Alacrity of Motion last longer, but it looks like it has become a dump skill for me (I always get +3 to an attribute from Caed Nua as a resting bonus; not really interested in anything else) but I appreciate how the skill is now more valuable to more people. Ironically, now I'll probably be doing the Stealth/Lore thing except on my Mechanics guy and only invest a few points in Athletics for scripted interactions' checks. Play styles Shades, Specters, etc. should only be immune to "Ground" if my understanding is correct. Perhaps a Fighter's "Knock Down" is also flagged as "Ground"? It wouldn't super make sense to be able to knock a hovering creature down, imho. EDIT: You may want to report the wonky Accuracy breakdowns in the bug section.
  3. Amplified Wave was 35 Focus in 2.03; if 3.0 made it 60, like delfador suggests, that's +15. Time Parasite from 40 to 70 is +30. I'd call that rather hefty.
  4. I would add the Cipher nerf to the list of unwarranted changes alongside the Constant Recovery nerf. I don't recall anyone complaining about Ciphers after the last nerf, so why do it? "Time Parasite" was bad enough with a cost of 40 Focus, because it lasted too short to be worth my while (enemies aren't generally speedy enough to make me want to debuff their recovery; to boost mine, a Potion of Deleterious Alacrity of Motion is superior because it lasts longer.) At 70 Focus (a massive 30 increase!!), I would never even consider it. This was a very big change that feels completely uncalled for. Why? EDIT: nvm, Josh answered on SA. I'll reserve judgment until I play with the changes, but I'm still weary of them because of their magnitude.
  5. In TB, I could spend my every "action point" (or however they're called in the system in used) to get within melee range of you, just to see you spend your turn walking away from me. This chase could go on forever, and I could never get any attacks through. In this context, it makes sense to grant an attack of opportunity against a character who leaves melee range, so that they are discouraged from fleeing melee range before the attacker can attack at least once. In RTwP, the cost of moving is moving. Or, to be more precise, the cost of moving is the DPS I'm not causing to my enemy because I'm busy moving around instead. Punishing it further makes absolutely no sense, especially when a disengagement attack triggers whenever my characters move one pixel to the left or to the right. I should be free to move around as I please, which I probably wouldn't do that much anyway because I prefer to solve my problems through violence (i.e. DPS.)
  6. Any improvements in enemy A.I. that you can tell?
  7. That's not what I meant, though. Engagement is a terrible mechanic that doesn't belong in a RTwP game. It belongs in a TB game, which Pillars is not. Thankfully there's a certain mod that disables it
  8. Hooray! Once again, the universe is safe thanks to BMac Does that include the Caed Nua and Friendly Fire barks?
  9. Brilliant! Dumb question: How does the Tab cycle thing work? I type "Toggle Scaler" in the console and start tabbing?
  10. BMac—is there a console command to force scaling? I'm asking because—say I want a specific piece of equipment that can only be acquired in Act III, so I rush to it. I enter Act III at a level lower than 10 to acquire the item, then revert to Act II / TWM stuff and come back to Act III that I'm super pumped. The game won't ask me to scale difficulty, but I would definitely want to up the ante. Would be groovy if I could console-force it.
  11. Actually I think fists scale to +16 Accuracy, which is more than Superb weapons.
  12. To confirm—are action icons on portraits a toggable option?
  13. No worries, dude—we are all extremely appreciative of your work, and even more so knowing that you're alone doing two people's job!
  14. Indeed! My rationale for not using those rings is, why would I use up a perfectly good ring slot that I could use to powergame my characters into the stratosphere so they can cast a spell my Priest can already handle? The answer is, as with most other things on this forum, "different play style"
  15. Yeah, but they also removed a number of trash-mob fights from Act III and the second half of Od Nua, so hopefully the whole experience will be more interesting.
  16. Whoa, we've been missing out on so much audio content? Hope we're in time to restore it all for 3.0 final!
  17. ^ yes, it does. I consider it a very important stat for casters.
  18. I don't think we'll ever get crisp models at 1440p devs can't seem to repro. To think I bought this screen for PoE...
  19. IIRC you get one use of that spell per encounter on top of your per-rest uses. It does indeed get a new button, at least judging from Josh's screenshots on Instagram.
  20. My choice of 2nd-level Priest spell will be Suppress Afflictions. Can never have too many of those. 3rd level will be Dire Blessing; 4th level, Devotions for the Faithful. Not sure about 1st level; guess it won't make too much of a difference anyway.
  21. ^ never! As much as I'd love to check on bugs not listed myself, our rightful battle against Steam's iniquitous policies must be won That said, a question to Obs--why the Constant Recovery nerf? It had already been nerfed from "all the time" to 90s; now that it is 45s it could easily be absent and hardly anyone would feel the difference. Would rather have it scale in duration and/or magnitude with level. Oh, and I think you forgot to mention that Chanters get "Brisk Recitation" in the notes
  22. ^ Well, yes. Your attack animation would last about 38 frames instead of 30, and with the 4-frame delay your total attack speed would be 42 frames. Still not too bad; I was expecting worse. But I don't think I'll be dumping DEX on any of my characters anyway; I like speedy play
  23. This is only true if you have a high damage output and high DR bypass. The quicker you attack, the more damage you'll lose to your enemies' DR, so you need DR bypass and high damage to punch through as much as possible. IIRC, Matt traced a graph back in the beta days showing the correlation of MIG and DEX to DPS and it was X shaped: Up to a certain point, MIG contributes more to your DPS than DEX; then they "meet" and from that point on, DEX contributes more than MIG. EDIT: Just checked and it was not X shaped in the version of Matt's and Sensuki's paper I have. The paper still expresses the same point as I have, though. Boeroer—I still wouldn't dump DEX because it's the only thing that speeds up everything, and recovery is not everything As Dr. Hieronymous rightfully points out, DEX still speeds up your attack animation, which is equally important for DPS. It also speeds up your casting, sipping potions, switching weapons, and using scrolls. If you retrained to 3 DEX, your attack animation would slow down so much you'd practically eat away at the benefits of your 0 recovery.
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