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Everything posted by AndreaColombo
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According to this: http://www.gameinformer.com/b/features/archive/2018/02/06/pillars-ii-director-interview.aspx?utm_content=buffer4fafa&utm_medium=social&utm_source=twitter.com&utm_campaign=buffer&PostPageIndex=2 He can indeed transform as a Chanter. No idea if he keeps chanting, though I would personally expect that.
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But those strategic choices could only be made with foreknowledge of the weapon’s characteristics and the fact it was there. If you specced your Paladin to use long swords and ran into Carsomyr, you felt like the game punished you for lacking meta knowledge. At that point you either had to restart the game from the beginning (which isn’t pleasant when you want to continue with the story) or keep going with what you knew was a subpar character for no fault of yours. That’s unfair and frustrating.
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Gimme your best and gimme your worst!
AndreaColombo replied to Cdiaz's topic in Backer Beta Discussion
Is there a need to remove pen buffs in Deadfire? There are very few already, to the point that it feels like we’re pitted against a system without the means to compete. Under-penetrating by at least 1 point is almost standard and there isn’t much you can do about it, so you’re basically being punished gratuitously for a good 25% of your damage output. That’s fun because...? -
Gimme your best and gimme your worst!
AndreaColombo replied to Cdiaz's topic in Backer Beta Discussion
and beards. Seriously, beards as they are now look like placeholders. Only a teenager's growing for the first time would look that patchy and irregular. -
Gotta agree with the general sentiment, here. While I do believe the Deadfire system too has the potential to become interesting and enjoyable, there was no need to reinvent the wheel as much as this game did. Introducing changes of this magnitude obviously means going through the whole bug-fixing and iteration process again, and it'll likely take until patch 3.0 again to get it right. Lots of extra work that wasn't really necessary, imo.
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Hammering thoughts can't be added using console
AndreaColombo replied to SaruNi's question in Backer Beta Bugs and Support
Have you tried using just “Hammering”? It’s a shot in the dark but it worked for me with a companion name that had two words; using the first one made the console pick him up. -
I believe if you turn off A.I. completely, your characters will do nothing (including auto-attacking) unless specifically instructed to do so by the player. If you want them to auto-attack without your input, you need to turn on A.I. (there should be some basic presets that only flee or auto-attack? Can't remember off the top of my head.) As for the pause issue, my best guess is that you hit pause right after the game's auto-pausing because an ability is complete. It happened to me a number of times in PoE1—I just wanted to pause and hit the bar right when the game did it for me, nullifying it. I agree on most other points. A couple extra thoughts: Concentration You either have it or you don't, but it's very important especially for casters and not easy to come by for all classes. Ciphers, for example, don't have access to a quick source of Concentration at the beginning of the game. I understand the purpose of this system is to add depth, but to add depth you need to enable to player to do things within the system. If Concentration is important and I can't get it, all it does is frustrate me. Giving access to sources of Concentration gives me a choice of whether to pick that particular ability, and whether and when to use it in combat instead of another. It enables me to actually do something about the interrupts system. AR/Penetration. Likewise. It seems to me like the standard when facing an enemy at about your level is to under-penetrate by at least 1—sometimes even if you're a class with penetration bonuses like Devoted or Berserker (which put other classes at -3; pretty harsh.) If the purpose is that we need to either buff ourselves or debuff our enemies to penetrate or over-penetrate, that's fine—give me access to buffs/debuffs that do that. Right now, you either have a Chanter with the invocation that debuffs enemy AR, or you play either Devoted or Berserker and suck up the 1 point of under-penetration. You can't add systems to add depth if you don't provide players with the means to play those systems. If buffing/debuffing is meant to have such a meaningful role, there should be varied buffs/debuffs available to all classes. Either that or penetrating should be the standard against enemies of your level unless they're bosses.
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Same. I requested this on 23rd November here and I stand by my request: https://forums.obsidian.net/topic/94591-ui-minor-ease-of-use-tweak-request
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Even though the latest beta build had this among its listed fixes: It appears that the ogre form from Form of the Fearsome Brute still suffers from the issue. Also notice how the ogre club is not displaying at all in his hands; the same is true in-game. And to nitpick: The transformation was done with a female character, but she still got the male ogre model. Last but not least—the ogre's armor has +100% recovery penalty for a measly 6 AR. That's not even medium armor and it's got the old penalty (pre-update 1) for heavy armor. Something's not right there.
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I don’t think that’s what Nail was trying to say. He was actually making a point that summoned weapons should have faster casting times—something there appears to be a strong consensus about on the boards. Anything slower than 0.5s casting with 0.0s recovery makes attacking with your regular weapon a more efficient choice, seeing as summoned weapons in Deadfire aren’t really spectacular. I also agree they should scale with power level, as part of the general issue with power level being very inconsistent in its application and not impactful enough to make single-class characters appealing.