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Everything posted by AndreaColombo
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Portraits
AndreaColombo replied to iscalio's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Why don’t you screenshot your character and resize with Paint? Should do the trick. -
That would merely introduce gratuitous unfun nerfing instead of addressing the actual problem. Melee combat is fine and it is fun. It is not its fault that spells are unappealing; it should not be changed on that account. Spells are the problem; spells should change. 6s and 3s are too much. We could try something shorter (e.g 4s and 2s respectively) without being necessarily fast cast (except summoned weapons, of course; those need to be fast cast.)
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EDIT: Not all spells need to be fast cast. Some can have longer casting times; just not 6s. 6s is an eternity. I wouldn’t cast a Fireball if it took 4s, cause I can probably roll a Barbarian that deals more damage than the Fireball with less liability in that time—but 4s would make more sense.
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Out for the holidays Part 2. 12/22 - 1/2
AndreaColombo replied to Sking's topic in Backer Beta Announcements
Merry Christmas and happy new year to the whole Deadfire crew! -
Portraits
AndreaColombo replied to iscalio's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
We so need a watercolor version of Verse’s portrait! -
[BUG] 0.0.0.0021 Backer Beta Release 2.0886 BB
AndreaColombo replied to Olauron Mor-Galad's question in Backer Beta Bugs and Support
Dual wielding is supposed to reduce recovery time; it’s always been its perk since the first game. As for the solid UI, I believe it behaves like that because the art for it isn’t ready. It was the same thing in the first game’s beta, IIRC. While we’re at it, though: font ligatures weren’t working on the first beta build. Haven’t had a chance to try with the new one—could anybody confirm whether they do? -
Honestly, why would I take a caster who can only use 2 spells per level with a long casting time (and run the risk of being interrupted and lose the spell) when a full party of melee characters can mop the floor much more efficiently?
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Subbing thread. I’m also in favor of returning to MIG as it was before the update.
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We can reach 0 recovery with all weapons provided a sufficient investment in the Alchemy skill*. How much it is worth it depends on party synergy and each individual character. DW just makes it a lot easier. * though not in the beta; for 2H and heavy armor you need to be close to the level cap.
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Casters are way too slow. Ciphers are suffering a lot from it, as they’re generally better off auto-attacking than casting from a DPS standpoint. Summoned Weapons are entirely useless unless they are made to be fast cast. As it is, combat’s over by the time they’ve been summoned. Evokers are only good when they use fast cast stuff like the Minoletta spells.
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Agreed. Right now, with 2W style Fighters still have an advantage to reach 0 recovery. If that becomes a general talent and the Devoted stays at +2 penetration, there won’t be much of a reason to play Devoted over Berserker. I hope this doesn’t become true or I’ll need to bid farewell to the LoP
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The problem is—Devoted was very popular, which is a clear sign of good design that people enjoy. If other classes are unappealing, it’s not the Devoted’s fault; it’s not the Devoted that should be nerfed. I agree at +2 it’s not as good a deal for losing the versatility. My issue with using Berserker for speed is that its speed boost doesn’t stack with either Lightning Strikes or Potion of Deftness; Armored Grace does. A Fighter still technically makes it easier to reach 0 recovery.
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Guys, after taking Healing away from MIG and nerfing both Tenacious and Devoted, 0 recovery is all I have left. Stop giving Josh ideas
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Let’s not give the devs ideas on how to nerf the only good thing left (i.e. dual wielding) Modals need a rethink, IMO. They are way too extreme in general, to the point most them are actually never useful.
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Likewise. Thanks for the analysis; agree with your observations.
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I’m pretty sure the Devoted shouldn’t be able to pick multiple proficiencies (I.e. they’re still going to fix that regardless of the nerf.) Sucks about the nerf, though. Now you need a multiclass synergy to get what a single-class Berserker user to give you from day one?
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Decoupling a Monk’s abilities from whatever weapon they are Wielding was a long-time coming, tbh. IIRC it was reported as a bug early on in the first game and never fixed. It does suck that you need Resolve for Torment’s Reach, though. Told ya the change to attributes wasn’t a good idea
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Let's gather feedback for AI customization here
AndreaColombo replied to Doppelschwert's topic in Backer Beta Discussion
I will contribute feedback in January when I’m back from my holiday; however I wanted to echo the OP right away about adding the possibility to use items in quick slots. Using the A.I. to get rid of all manual steps in my customary start-of-combat buffing routine is the one thing I look forward to the most and that includes chugging potions. -
Awesomesauce to have you guys back here
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My personal favorites: Helwalker/Devoted Helwalker/Shifter Berserker/Devoted Berserker/Shifter Devoted/Soul Blade If an unarmed proficiency is added: Devoted/Shifter* *though synergy is better with Berserker and Helwalker. If summoned weapons become fast cast: Devoted/Wizard Berserker/Wizard Devoted/Priest of Berath
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Backer Beta Update 1: Patch Notes
AndreaColombo replied to Sking's topic in Backer Beta Announcements
Had a quick look on my dad’s computer. I was honestly disappointed that summoned weapons still have a 6s casting time. Until they are made fast cast, they’ll remain entirely worthless. Pretty great not to have the flickering UI issue anymore though -
[Bug] Invisible Quarterstaff
AndreaColombo replied to Andraste's question in Backer Beta Bugs and Support
Were you using Arcane Veil, by any chance?