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Everything posted by AndreaColombo
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Starcraft doesn’t have pause during which to issue commands Why does everyone want normal speed to be a slow drag? Watching my guys sit idly through an endless recovery cycle or my casters take forever to miss an enemy with their spell is the opposite of fun. Can’t we just have a slow mode for people who want slower combat like in the first game and get normal speed back to reasonable recovery and casting times?
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how does the penetration mechanic feels like?
AndreaColombo replied to Ancelor's topic in Backer Beta Discussion
@Silvaren - all VOs in the beta are temporary; IIRC, they mentioned they haven’t cast all actors yet so we can assume there will be more variety in the final product. -
Did they implement the elusive walk toggle?
AndreaColombo replied to daven's topic in Backer Beta Discussion
Now we just need cyan circles for neutral NPCs like in the IE games -
how does the penetration mechanic feels like?
AndreaColombo replied to Ancelor's topic in Backer Beta Discussion
Yeah, but no comparison to Verse’s “Damn thing couldn’t pierce cloth!” in Tyranny -
Removing non class specific talents was a bad idea
AndreaColombo replied to Boeroer's topic in Backer Beta Discussion
Doppelschwert - why do you think being powerful and role playing are mutually exclusive? They really aren’t. Besides, I do enjoy meta- and power gaming after my first run. It’s a play style like any other, not an inherently evil thing. Moreover, having 5 proficiencies (which is still going to be possible) means nothing to me if I’m only ever going to use one or two. Being forced to take stuff I won’t use or care about doesn’t equate good role playing or good game design. -
Cat Flurry: inconsistent signage convention in speed bonus
AndreaColombo replied to AndreaColombo's question in Backer Beta Bugs and Support
Since we're talking about spiritshift, a question for QA: Do the natural weapons of spiritshift forms count as unarmed attacks? If so, there really should be an unarmed proficiency to select so we could have a Devoted/Shifter multiclass that gets the Devoted bonuses while shifted -
The ability "Cat Flurry" which you get when spiritshifting to the cat form is indicated in attack speed breakdowns as "+33%", even though it's a bonus and all other bonuses are indicated with a minus sign: Since it's about reducing attack time and recovery time, I believe the minus sign is better suited; Cat Flurry should probably be corrected to match.
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Master Thread of Typos and Text Errors
AndreaColombo replied to AndreaColombo's question in Backer Beta Bugs and Support
"effecting" should be "affecting": "explative" should be "expletive": Compound adjectives that include an adverb never hyphenate (but if they've been consistently hyphenated throughout the game, it may be too much of a hassle to correct them all): -
*Missing String xxx* Mega Thread
AndreaColombo replied to Aarik D's question in Backer Beta Bugs and Support
It may be a stretch to call this a missing string problem, but I figured I'd drop this here: This was on my main. Let the record show that I named my main "Charname" ironically. Perhaps Deadfire's using charname as a throwback token and it results in this error message? -
Cloaks clip against a male dwarf's back, at least when the stoic pose is in use:
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Oh, Priest wherefore art thou?
AndreaColombo replied to IndiraLightfoot's topic in Backer Beta Discussion
Priests suffer very much from two things, in my opinion: Like Wizards, Priests too suffer from casting times that are generally too long. Self-buff (including weapon summons) should be fast cast. Casting times should be slightly shorter across the board. Unlike Wizards, Priest cannot compensate the meager number of spells they get at level up by casting through grimoires. Hence, they should learn extra spells at level up. As they are now, you're basically pigeonholed into taking must-have spells (just to find out they take so long to cast that by the time you're done, combat's over.) A multiclass Priest has some utility, in the sense that you can play it as a Fighter and only take healing spells, Suppress Afflictions, and Devotions for the Faitful. Not much of a Priest, but at least they've got some use in combat. Casting classes were hurt very much by the lengthy casting times and absence of the graze mechanic for spells, imo. A full party of frontliners tend to be more effective than a mixed party that has casters. Even Ciphers are only attractive when multiclassed with Fighters so you can stack the Soul Whip and Biting Whip damage bonuses on a DPS-oriented character. -
Agreed. All self-buffs should be fast cast and summoning weapons should count as a self-buff. I can let the enemy come to me, but in a party, by the time I'm done summoning the weapon the rest of my guys have already mopped the floor with my enemy. Unless of course my party is entirely composed of pure Wizards and Ciphers
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[Spoilers] Interesting Console Command Finds
AndreaColombo replied to fortuntek's topic in Backer Beta Discussion
Ah, thanks for that. I'm a little rusty with the console commands -
[Spoilers] Interesting Console Command Finds
AndreaColombo replied to fortuntek's topic in Backer Beta Discussion
What about the console command to level up characters? I can't seem to use "FindCharacter" anymore to get the names to use for the level-up code. -
A very quick plea for Obsidian (combat speed)
AndreaColombo replied to Starwars's topic in Backer Beta Discussion
I did mention there should be a slow mode toggle like in the first game, though. I'm OK with combat speed as it is now; I don't want normal speed to be slowed. I want other people to have the option to slow it down without taking the speed I like away As for recovery, to be honest slow drags are unfun and I get bored staring at my men do nothing through an endless recovery. Wearing plate and using two-handers currently curbs your DPS big time and forces you to sit through boring combat sessions. It's fine for 2-handers and plate armor to be comparatively slower, but +100% recovery from plate armor is an exaggeration. -
I'm a frackin' idiot XD What about the bonus crit damage from being a Devoted? I understand the subclass is currently bugged in that it lets you pick multiple proficiencies, then slaps a -10 Accuracy penalty on you regardless of what you wield (as shown in my screenshot's Accuracy breakdown as well)—but it is getting me the bonus penetration. What about the bonus crit damage? I sure hope it's not the 3 points of extra damage that MaxQuest can't wrap his head around*, as that would be a rather measly bonus (around +15%). If I'm committing to a single weapon type for the entire game, +3 penetration and +15% crit damage won't do. I was expecting at least +30%. * but if it is, it should be displayed in the damage calculation breakdown and it currently isn't.
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A very quick plea for Obsidian (combat speed)
AndreaColombo replied to Starwars's topic in Backer Beta Discussion
Nope; I specified “that I know of” -
Female human model is missing her right elbow when wearing exceptional plate armor: Long hair style has an odd bald spot behind the head:
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wrong spell description for chanters
AndreaColombo replied to Madscientist's question in Backer Beta Bugs and Support
Here's a different one: Fighters and Monks don't cast spells, so I don't think their character record should call their abilities "spells"