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AndreaColombo

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Everything posted by AndreaColombo

  1. FWIW, I prefer the Deadfire system. Weapons feel more unique, and it shows that more thought and effort went into each. The unfortunate side effect is that each weapon must have taken longer to design and implement, so we've got less of them in general. We need more, which seems to be happening with the DLCs (on 2nd August we'll get new equipment from the free DLC and more equipment from the paid one.) I loved the first Pillars, but finding a weapon with a lash or the slaying enchantment felt boring cause I could slap those on any weapon I wanted. I'll say this, though: Not many lash weapons at all in Deadfire, as it seems. I was hoping we'd get a flaming sword—because it's iconic for fantasy games and because we were shown an early version in one of Josh's teasers that looked super badass. Hopefully in one of the DLCs...
  2. Saved Game: LINK Steps: 1. Load the attached saved game. 2. Use the console to spawn a dummy (cre_dummy) to enter combat. 3. Select the Watcher and activate The Dichotomous Soul ability. 4. When the twins spawn, let them attack the dummy. Observe both twins deal ridiculously low Crush damage, probably because they're using regular fists as weapons: Not only does this make no sense because the twins are made of fire and ice (and should therefore deal burn and freeze damage respectively); and not only because their fist damage and penetration should match the Monk's progression; but also because this is a PL 7 ability. If this is the damage they deal, this isn't worth a talent point at any PL. Notes: The issue has existed since release and had already been reported, but still exists as of 2.0.
  3. Ah, must be the frost-themed plate I mentioned; looks pretty kewl and has a matching helmet
  4. I’ll report it again tonight to confirm it’s still there in 2.0.
  5. I’ll check this evening or tomorrow.
  6. ^ Brandon did mention the ability tree one in the stream, though; said it’s being actively looked into for a future update.
  7. Surprised there’s no mention of a fix for the damage dealt by the twins summoned by The Dichotomous Soul. Is that still an issue? It’s been outstanding for a while.
  8. Subbing thread. Pics of the bow and it’s stats/enchantments please?
  9. Mechanically or aesthetically? Mechanically it wasn't spectacular, but I wasn't really using it for the mechanics myself.
  10. So Brandon mentioned this in the stream and said they're looking into what they can do, and I'm practically percolating with excitement right now :D (Yeah, that's how much I love the Sanguine Plate. I probably won't sleep tonight.)
  11. Possibly not in the form of further speed nerfs, seeing as recovery is already way too long across the board.
  12. A little bird told me Beast of Winter adds a “frost-themed” armor to the game; no idea whether it looks like White Crest, but it’s possible it’ll be the same level of awesome. I just have a thing for the red color myself
  13. ^ I believe it should be easy to make them available via mods once the DLC lands. I’m actually a fan of companion-/sidekick-only races and classes as it makes them feel special. They have something unique to bring to the table that would otherwise be unavailable. I feel that giving the player access to avian/marin/endings godlikes or the unique companion subclasses would cheapen them and make the relative companions less special.
  14. But you don’t get that armor from a Fampyr IIRC it’s a quest you get from the Vailian Ambassador in Defiance Bay; you kill the goons and their leader is wearing the Sanguine Plate.
  15. You can make a mod that turns spells into a per-test resource, though. Going by memory, that’s the example BMac used in his modding guide
  16. Are community-reported typos being looked at for patch 2.0? https://forums.obsidian.net/topic/97853-typo-thread/page-1
  17. You know what I wanna ask, don't you? (hint: will there be a Sanguine Plate to go with our Sanguine Blade in any future DLC?)
  18. In a way, this is easier to balance (not saying DA:O was balanced, which I can't because I haven't played it; also not saying Deadfire should employ the same system. I'm speaking in general.) Developers know you will always face enemies at your apex, so all encounters can be balanced expecting it. In a game that has per-rest abilities, fights need to be challenging for people at their full power while still being generally feasiblefory those who aren't (in the sense they stand at least a chance to win if they play their cards right.) It becomes a very delicate balancing act where different players' skills are no longer the only variable; you also need to account for what resources they may or may not have by the time they get to each encounter. In an open-world game you also can't tell which pieces of equipment the party will or will not have. Hard to make it all work.
  19. The problem with solutions that make resting inconvenient just because it's tedious for the player to do (as was the case with camping supplies in the first game) is that they encourage cheating more than resource management. If I know I can do it within the game rules, but it's time-consuming and/or tedious, I'll just cheat to remove the inconvenience—also because I value my free time too much to waste it going through areas and loading screens just to achieve the same result cheats get me in 5 seconds.
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