Everything posted by AndreaColombo
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Deadfire Physical Edition Obsidian Mockup (THQ Nordic)
AndreaColombo replied to Ethics Gradient's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Looks good! Very curious what the backer CE is going to look like I sort of expected the Obsidian Edition to include a printed manual, though.
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For Beta Players: Is the game optimised well?
AndreaColombo replied to teenparty's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)According to Josh, optimizations are in the works.
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Should multi-classing be more limited?
Good suggestions, Madscientist.
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What is the point of scaling with "power level" as opposed to level
Subbing thread. Agree with what Boeroer said.
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Launch Date For Pillars of Eternity II: Deadfire Announced, Pre-Orders Now Live!
AndreaColombo replied to Mikey Dowling's topic in Pillars of Eternity II: Deadfire Announcements & NewsKudos!
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Josh Sawyer's tweets and teasers
AndreaColombo replied to AndreaColombo's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)https://twitter.com/jesawyer/status/956356626654494720
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Josh Sawyer's tweets and teasers
AndreaColombo replied to AndreaColombo's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Have you entertained the thought they might have put random numbers and letters there to watch us hock our brains on their (totally absent) meaning?
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How good are conjured weapons?
You didn’t; it’s been bugged since the first beta build.
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Should multi-classing be more limited?
+1. Applying multiple fixes to the same issue at the same time has never worked out great IME. Let’s do one fix at a time until we hit the sweet spot.
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How good are conjured weapons?
That’s actually a fair point.
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How good are conjured weapons?
Quick question as I don't have time to check now—if you play a Monk/Wizard and summon the blights, do they count as being dual-wielded with the fist? If not, I'd bring this to QA's attention. While it does make sense that any other character's fist wouldn't count as a weapon, a Monk's always should because of Transcendent Suffering.
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Let's gather feedback for AI customization here
Following up on my request to grant us control over a Druid's Spiritshift in our custom A.I. sets: Include a condition called "Self: Is Spiritshifted (Form)"; one for every form available (including one for Tekehu's in the final game.) When selected, this condition should make the specific form's special ability selectable from the subsequent action menu.* *E.g. "Self: Is Spiritshifted (Cat)" would make "Cat Flurry" available in the actions menu. What this accomplishes: Enables us to use custom A.I. to make our Druids shift and use their form's special ability without our manual intervention. Enables us, through negating the condition, to instruct a Shifter to go from a form to another right away in a specific order of our choosing without our manual intervention. In the case of a Shifter, it would be good to have the option to set a behavior that shifts to a random form, then to another random form of those available, etc.. This would be for the convenience of those players who don't want to set multiple conditions in a specific order. You may even go the extra mile and add a box which, if ticked, makes the randomly selected form activate its special ability first thing after the transformation.
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Loading & Quitting Issues?
Same here. Loading the first time I fire up the game takes fairly long, though I did install the beta on a HDD. SSD would be faster, obviously, but this is still pretty bad—T:ToN was based on the same engine as PoE, yet it had nearly instantaneous loading times from my HDD all the time. Playing the game again after quitting makes it a little bit better. Quitting also takes a relatively long time, and that's not just the first time I fire up the game. Performance in general is still pretty raw and not quite ready for prime time, I'm afraid.
- Potions scaling with Alchemy
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Potions scaling with Alchemy
Intended, by the way. Too lazy to find the post from QA in the bugs section, but I've been maxing out Alchemy on my main ever since. Speed's been nerfed in the beta update, however, and the tooltips don't reflect that. So at 20 Alchemy you're not actually getting +125% attack speed from the Potion of Deftness.
- Crusader—Accuracy tooltip always shows effects of Sworn Rival
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State of Ciphers…
The problem is that single-classed Ciphers have lousy powers that cast too slow, and a need for pretty much every stat. It’s virtually impossible to make a very powerful single-class Cipher; you must either focus on damage, which only makes sense if you dump focus on Soul Annihilation, or on CC. Focusing on damaging spells will have you either generate focus too slowly, or do lower damage with your spells than with your attacks (and if you’re just auto-attacking, why roll a Cipher?)
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Let's gather feedback for AI customization here
Would be good to have a "Target: Not in melee range" or "Enemy: Not in melee range" condition to use with pull effects like Into the Fray.
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Analysis of Meta-Game [Abilities/Spells]
You're on a roll, mate!
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Ectopsychic Echo's duration not affected by intellect
That would be pretty interesting!
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Analysis of Meta-Game [Abilities/Spells]
And with no nerf to speed! :D
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Analysis of Meta-Game [Abilities/Spells]
I like this too, to be honest.
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[Bug] Marked Prey And Sworn Ennemy
They'd need consistent stacking rules first, though. Currently they come off as pretty arbitrary and all over the place.
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Analysis of Meta-Game [Abilities/Spells]
Why? They can approximate by "bonus speed is always good"; not every character must be at 0 recovery just because it's technically achievable @Madscientist I agree: If 0 recovery remains unreachable, DW needs a nerf. My point was that re-introducing 0 recovery would be a better, more desirable solution. Unfortunately for me, that doesn't seem to be a popular opinion.
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Let's gather feedback for AI customization here
^ Technically you can say "OR" by creating the same action twice with different conditions.