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Everything posted by AndreaColombo
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Dust in the Darkness
AndreaColombo replied to Madscientist's question in Backer Beta Bugs and Support
https://forums.obsidian.net/topic/95450-graphical-glitches—temple-ruins-and-poko-kohara/#entry1967000 -
Ciphers work fine? In the Deadfire beta? They were already terrible before the STR/RES change. Now you either play a ranged Cipher with spells or a melee Cipher with CC, the latter of which is especially bad. Melee with spells has become a substandard build that nobody would play unless they were willfully gimping themselves (them again, playing a Cipher altogether is already a clear sign of willfully gimping oneself in Deadfire.) Hybrid melee/caster builds lost a key synergy; there’s no mechanical reason to play one now unless you’re doing something niche like focusing on summoned weapons or Spiritshifting (and with casting times as they are, focusing on summoned weapons isn’t great.)
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Analysis of Meta-Game [Abilities/Spells]
AndreaColombo replied to theBalthazar's topic in Backer Beta Discussion
I reported it last week under the same assumption; let’s keep our fingers crossed. -
Analysis of Meta-Game [Abilities/Spells]
AndreaColombo replied to theBalthazar's topic in Backer Beta Discussion
Problem with Prayer/Litany spells is they can’t target Charmed allies for they count as enemies and the spells are ally-only. This way you can’t counter Charm with the relevant Inspiration from the Prayer/Litany spell, which I think is counter-intuitive and a missed opportunity. -
^ I think that was the plan with trinkets, which have been canned due to lack of developer time. Hopefully the expansion will bring them back to the table; I for one was looking forward to class-specific trinkets.
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Analysis of Meta-Game [Abilities/Spells]
AndreaColombo replied to theBalthazar's topic in Backer Beta Discussion
Probably a bug. Unfortunately so, though, as that's pretty badass XD -
Issue with druid spiritual forms
AndreaColombo replied to dunehunter's question in Backer Beta Bugs and Support
This needs to happen so hard it hurts. -
Analysis of Meta-Game [Abilities/Spells]
AndreaColombo replied to theBalthazar's topic in Backer Beta Discussion
I'm actually fairly sure the initial attack is still RES-based, but I didn't take a screenshot and my play time is over for the day. I'll run more ... experiments, tomorrow. -
Let's gather feedback for AI customization here
AndreaColombo replied to Doppelschwert's topic in Backer Beta Discussion
Bit late to the party here, but I've finally tried this out. This feature is AMAZING. Kudos to the team for going above and beyond with this custom A.I. tool! My feedback: Add an option to prioritize either ranged or melee for auto-attacks. This is relevant especially for characters who dual-wield pistols with a melee one-hander (or the blights with a melee one-hander); it would also be useful for characters whom you want to use ranged attacks until engaged in melee, then switch to a melee weapon if the condition "melee engaged" is met. Add an option to use the Druid's Spiritshift form. Unless I'm blind or mentally challenged, there isn't one. The standard Druid A.I. presets have it, but if you try to make a custom one, you only get your Druid spells to select from. Add the possibility to use quick slot items. Fundamental for chugging healing potions if your health is low, buff at the start of combat, or make use of scrolls. As already suggested in this thread, you could code this as "use quick slot 1/2/3/4" and it's up to us to position our consumables accordingly. Add the option to prioritize targets who are casting spells. (as suggested by Dr. Hieronymous Alloy) Add the option to activate or deactivate weapon modals. (as suggested once again by Dr. Hieronymous Alloy) Add the option to switch weapon sets. Not just via a generic "switch to the next weapon set" command, but rather with specific "switch to weapon set X" commands where X is the number of the weapon set. Add two conditions for Sworn Enemy. One condition for "existing Sworn Enemy target dead" so the Paladin can mark a different enemy right away; another more specifically for the Goldpact Knight: "Gilded Enmity is gone [because you've been hit enough times]", so you can mark another enemy and regain the AR bonus. And definitely add a tooltip to the action delay; it's impossible to know what it does without reading this thread as Cheston mentioned- 56 replies
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Analysis of Meta-Game [Abilities/Spells]
AndreaColombo replied to theBalthazar's topic in Backer Beta Discussion
The real bummer about Torment's Reach is that it uses RES for damage. Why on earth would it use RES? It's a physical attack; you literally stomp your enemy's face with your boot using a Chuck Norris-style roundhouse kick. I still advocate a return to MIG but if the current STR/RES split is kept, Torment's Reach should use STR. -
lightning strike has wrong description
AndreaColombo replied to Madscientist's question in Backer Beta Bugs and Support
Yep, it is 50% and it is correct in the talent tree. I think I made a suggestion to give us access to talent trees from the character record screen in the UI suggestions thread. -
Issue with druid spiritual forms
AndreaColombo replied to dunehunter's question in Backer Beta Bugs and Support
Heh, if I were QA, I would probably ask for more color re point 3. What’s acting weird? Why is it weird? What would the expected behavior be? How can get to see the weirdness in-game? -
Some comments on class design
AndreaColombo replied to randomletters543's topic in Backer Beta Discussion
Subbing thread. -
Analysis of Meta-Game [Abilities/Spells]
AndreaColombo replied to theBalthazar's topic in Backer Beta Discussion
Also it’s not like the people behind you couldn’t hear the shout—sound propagates in all directions if there are no physical obstacles for the sound wave... -
*Missing String xxx* Mega Thread
AndreaColombo replied to Aarik D's question in Backer Beta Bugs and Support
I had not selected a class yet; I was at the Sex selection screen. -
Druid doesn't draw weapon when Spiritshift expires
AndreaColombo posted a question in Backer Beta Bugs and Support
Note: I've had this issue with a Lifegiver, so that's what I'm using for these repro steps. Not sure whether the issue applies to other Druid subclasses as well. 1. Roll a Lifegiver Druid. 2. Equip him/her with a staff (issue might apply to other items too; I had a staff when it occurred.) 3. Set your game options so that the game automatically pauses at the start of combat. 4. Enter combat. 5. As soon as the game pauses, hit the button to Spiritshift. 6. Wait for the Spiritshift form to expire. 7. Observe that your character is in his/her fighting stance as though his/her staff had been drawn, but the staff is still resting on their back: I guess this happens if you transform before drawing weapons at the beginning of combat. -
*Missing String xxx* Mega Thread
AndreaColombo replied to Aarik D's question in Backer Beta Bugs and Support
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1. Create any character you want, so long as you give it the Stoic pose. 2. Use the console to give yourself a scroll of Firebrand (or, you know, roll a Druid and pick Firebrand as one of your spells.) 3. Enter combat and cast Firebrand. 4. Check your inventory screen. Observe that your character is positively committing harakiri with Firebrand, like this: I imagine the issue stems from summoned weapons' not triggering the "weapon in hand" stance.
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No joke, mate. If they had MaxQuest on the team we’d have a lot less issues with balance and consistency!
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I agree there was no need for a big overhaul, but some of the things they’re doing with Deadfire actually have merit. We need more internal consistency and a lot more UI completeness and clarity of information for a start, and a few basic balance changes as highlighted in this thread as well as KDubya’s weapon analysis.