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AndreaColombo

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Everything posted by AndreaColombo

  1. How do you envision the move away from talent trees? Could you elaborate more on your idea?
  2. I imagine that’s unintended and would be fixed if the Woedican classes were ever made available to the player officially. Until then, this is the sort of cheese I like in my Deadfire sandwich :D
  3. A common complaint I've seen, and with which I'd tend to agree, is that caster classes don't have many passive talents to choose from. This especially hurts caster/caster multiclass combinations, but is also a general limitation casters face. On the other hand, it is also true that caster classes are generally starved for ability points more than melee classes—and especially so Druids and Priests, who don't get to increase their spell counts via grimoires. Whatever the case, with The Forgotten Sanctum being worked on, I believe this is our chance to request additional passive talents for caster classes. A few ideas: A talent that increases AoE size. An upgrade to the above that reduces the size of the friendly-fire AoE while leaving the overall AoE unchanged (this would probably be very popular.) A talent that increases the duration of beneficial effects on allies. A talent that increases the duration of negative effects on enemies. The latter two could be rolled into the same talent but the magnitude should be relatively low to avoid making it too good. Perhaps it could then have an upgrade to increase the magnitude. A talent to increase spell damage. A series of talents to increase accuracy with a specific subset of spells (based on school, keyword, theme, what have you.) An upgrade to Far Casting and Rapid Casting to increase the effects further. We also need a baleful version of Salvation of Time: A spell to increase the duration of existing afflictions/negative effects on enemies. Thoughts? What talents would you like to see for casters?
  4. Here's the second poll. https://twitter.com/WorldofEternity/status/1037392534928936960 When I saw it, I already knew what would win before I cast my vote. I voted "ice", FWIW (and "spider" in the previous poll.)
  5. I understand running out of space: In the second half of the game, effects can really start to pile up. What I don't get is why the *entire* pop up must disappear out of the screen. Can't it display across my screen top to bottom, and just the cut beyond the bottom of the screen if it's longer? Right now, if many effects are present, the top of the pop up appears below my character's portrait and literally everything is cut.
  6. While we’re at it, I *hate* how the pop up with my character’s active effects goes completely offscreen the moment effects start piling up. I’m referring to the one that shows when you hover your cursor on the effects’ icons next to your character’s portrait.
  7. Buttercut and Wuthering Strike now finally have a third companion! :D
  8. The game is too easy because A.I. is dumb and enemies' stats don't scale at the same pace as the players'; not because full attacks were too good.
  9. Wasn’t there an affliction that makes enemies run around? That should make them trigger disengagement attacks. IIRC during the beta days Boeroer had a concept build around this.
  10. So, for my understanding, with the mod installed a Spiritshifted Druid's claws do not get the usual scaling bonuses? Or they scale like in the base game, except based on PL instead of CL? Out of curiosity, why wasn't the Stormblight's attack changed to also count as Unarmed?
  11. Silly question, but does INT increase the AoE for these item-granted passive effects too? I'd expect so but can't remember and don't have the game handy.
  12. Man, these kick really hard in the nostalgias...! It would indeed be amazing to have day/night tracks for cities/villages and wilderness areas. And there is something about the BG/BG2 ambient sounds. Unfortunately I can't name it but damn, did every place feel alive—even Beregost or Nashkel. BG and Athkatla were simply thriving with activity—or such was the impression I got from the background noise. Each merchant had a catchy phrase in a funky accent that would fit so perfectly with the environment. Sound design in the Infinity Engine games was truly A-grade (and they even supported EAX for environmental audio effects). Almost 20 years thereafter, people are still discovering unused sounds that have been lying around since the game's release in 1998, but were never heard due to bugs or engine limitations. There's a mod called Infinity Sounds coming out that restores all of them and, having tried the alpha, holy damn does it make a difference!
  13. Agreed: Argwes Adra was also pretty good and would look great with the green shield. Sanguine Plate would be an obviously perfect match for the namesake blade, though the Magran shield and hatchet would probably also go well with it.
  14. I'm all for more music and more ambience, but TBH I loved the Deadfire soundtrack and I love how they actually bothered with environmental audio, seeing as it ceased to be a big deal for whatever reason.
  15. My game is modded and might as well be in need of a verify/repair. If you're not getting the same issue, I think you may disregard
  16. Completely agree with you guys. Max damage on full attacks for other styles would have been a better solution.
  17. BG2 also didn’t have a complex relationship-tracking system like Deadfire’s. Honestly, the system didn’t quite turn out the asset I thought it would be.
  18. While we’re on the cosmetic fixes bandwagon, Tekehu’s eyes and the height of cloaks on Aumaua models are both definitely not fixed yet. Likewise the missing partial hair with the cap of the laughing stock. Glad to hear the blade’s fixed, though
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