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Everything posted by AndreaColombo
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What’s Pallid Fate again? Death Godlike’s Second racial?
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Is it intended for Devotions for the Faithful to suppress both Warrior Stance and Potion of Deftness? I reckon its wording was changed from adding to "melee Accuracy" and "ranged Accuracy" separately to just adding to Accuracy, but I wanted to double check to make sure it's not a bug. In the first game it would have stacked at least with the stance; probably with both.
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Couple animation glitches
AndreaColombo replied to AndreaColombo's question in Backer Beta Bugs and Support
Ears and eyebrows on the male elf face clip through the hood: -
Summoned weapons: Universal but not for the Devoted?
AndreaColombo replied to AndreaColombo's question in Backer Beta Bugs and Support
Yes, but that is not my point at all. Besides, no ranged weapon proficiency applies to Kalakoth's Minor Blight that I know of. -
Summoned weapons: Universal but not for the Devoted?
AndreaColombo replied to AndreaColombo's question in Backer Beta Bugs and Support
That's a point I understand, but then a proficiency should exist for Kalakoth's Minor Blight and most summoned weapon types should be available from level 1 so you're not strong-armed into choosing staves -
Just briefly checked a Devoted/Conjurer. It is an interesting and fun build to play, with the potential of becoming fairly powerful. However, even though summoned weapons are universal, they will not benefit from the Devoted's bonuses (and will incur the -10 Accuracy penalty) if you haven't chosen the appropriate proficiency. This means you must forgo weapons like Kalakoth's Minor Blight entirely since there is no proficiency for them, and in fact you are pretty much forced to go for staves as that's the only summoned weapon type available from level 1. I wrote feedback on this in the bug subforum. Additionally, casting time for summoned weapons is way too long. At 6 seconds, even a character with 20 DEX takes too long (4.2 seconds) to conjure up a weapon. In that time, a melee character has buffed up, sipped a potion, and killed someone. To make a Fighter/Conjurer build viable (which I think we should, as it's a fun build), summoned weapons should be fast cast (this would help the Devoted/Priest of Berath build too, which is also good.)
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Master Thread of Typos and Text Errors
AndreaColombo replied to AndreaColombo's question in Backer Beta Bugs and Support
In the Conjurer subclass's description, there's a missing line break between the two penalties listed (all other classes have a line break between each penalty): In the description of Thrust of Tattered Veils, there appears to be an extra space between the initial article "A" and the following word "quick": -
Summoned weapons: Universal but not for the Devoted?
AndreaColombo replied to AndreaColombo's question in Backer Beta Bugs and Support
Additional feedback on summoned weapons: They should probably be fast cast spells. Right now they all have a casting time of 6 seconds, which is the longest and an unnecessarily tedious drag. Even with a DEX score of 20, which brings casting time down to 4.2 seconds, by the time my Conjurer's done summoning a weapon the rest of my melee guys are done moping the floor with my enemies. If a Conjurer's to be effective in combat by focusing on his summoned weapons, it shouldn't take half as long to summon them. -
As it turns out, summoned weapons will take a -10 Accuracy penalty from the Devoted subclass unless the correspondent proficiency is taken even though their description clearly states that they are universal: Similarly, the Devoted's bonuses don't apply to summoned weapons unless the correct proficiency is chosen. Two issues with this approach: There are weapons like Kalakoth's Minor Blight that don't correspond to any proficiency, so it's impossible for the Devoted to be proficient with them. If you want to play a Devoted/Conjurer who focuses on summoned weapons, you must select a specific type of summoned weapons beforehand. Staff is the only summoned weapon type available from the get-go; if you want a pike, you must wait until past 10th level to get a summoned one (Citzal's Spirit Lance, unobtainable by a multiclass in the beta.) If you want a bow, assuming the black bow is still a thing in Deadfire, you must wait even longer. So basically you're strong-armed into choosing the staff and ignoring other summoned weapons if you're a Devoted. Also it doesn't make a great deal of sense to state that these weapons are universal if they actually aren't I believe the assumption here is that if you've conjured up the weapon yourself with your magic, you're proficient in its use? Shouldn't this apply to the Devoted as well?
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[Spoilers] Interesting Console Command Finds
AndreaColombo replied to fortuntek's topic in Backer Beta Discussion
The sword has no scabbard, unlike all other weapons we know we can use; somehow I doubt we can legitimately put our hands on bags weapons -
[UI] Minor ease-of-use tweak request
AndreaColombo replied to AndreaColombo's question in Backer Beta Bugs and Support
EDIT: double post; sorry. -
[UI] Minor ease-of-use tweak request
AndreaColombo replied to AndreaColombo's question in Backer Beta Bugs and Support
One more: When selecting weapon proficiency either at character creation or level-up, it would be nice to be able to right-click weapon icons to bring up a pop-up window that shows that weapon's base stats (like they appear when you right-click the weapon from your inventory.) This way you can make an informed decision on what proficiency to pick even if you don't know or don't remember each weapon's stats by heart. -
A case for not adding general abilities to Proficiencies
AndreaColombo replied to KDubya's topic in Backer Beta Discussion
I was referring specifically to this one post (screenshot for the benefit of those who are blocked by SA's random paywall): -
Should Might stay multiplicative or return to additive?
AndreaColombo replied to KDubya's topic in Backer Beta Discussion
The difference doesn't seem all too dramatic. It's 17 points of damage distributed on 3 attacks, or 5.6 damage per attack. Hardly game-breaking. Agreed. If the problem is that casters suck, you can make everyone else suck just as much or you can make casters as good as everyone else. I think it's clear which of the two makes for the most fun game -
Should Might stay multiplicative or return to additive?
AndreaColombo replied to KDubya's topic in Backer Beta Discussion
Do we know for sure that underpenetration is multiplicative? What other damage penalties can be tested in conjunction with it? -
One solution to Resolve/Concentration problem
AndreaColombo replied to dunehunter's topic in Backer Beta Discussion
It is stackable, and interrupts always take away 1 point of Concentration from whatever pool you have before they can actually interrupt you. The issue brought forth in this topic, from my understanding, is that this should be tied to Resolve (either exclusively or additionally.) -
How Does one get access to this beta
AndreaColombo replied to peddroelm's topic in Backer Beta Discussion
Backer portal. $35 for the game; $20 for the beta add-on. Welcome aboard -
Should Might stay multiplicative or return to additive?
AndreaColombo replied to KDubya's topic in Backer Beta Discussion
Overpenetration should be additive and gradual (which I believe we can mod in from the next beta build); it would keep the incentive to pursue penetration without making it overpowering. I agree multiplicative MIG can get out of hand; I would be OK with MIG as it was in PoE 1, but not with additive STR. No need to punish Fighters and hybrid builds because casters aren’t good. Make casters good instead -
^ we should make a feature request in the bug section for modals to stay on when you switch to another weapon that uses the same proficiency.
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[Spoilers] Interesting Console Command Finds
AndreaColombo replied to fortuntek's topic in Backer Beta Discussion
What’s the name of the Watcher for the purpose of adding abilities? Also, when using GiveItem is there a way to specify the number of items you want? I was browsing potions and there are some interesting ones, including one whose base bonus is +5 Penetration (!!!). -
One solution to Resolve/Concentration problem
AndreaColombo replied to dunehunter's topic in Backer Beta Discussion
I wouldn’t mind either solution. -
Should Might stay multiplicative or return to additive?
AndreaColombo replied to KDubya's topic in Backer Beta Discussion
I would rather make overpenetration additive and keep MIG multiplicative, to be honest.