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Infiltrator_SF

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Posts posted by Infiltrator_SF

  1. On 6/4/2019 at 9:03 AM, Boeroer said:

    By the way: Backstab is messed up anyway. It currently doesn't work with Shadowing Beyond for whatever reason and also not with arquebus. @Phenomenum found a way to fix this with a mod if I remember correctly. Our upcoming "Community Patch" will include that fix and also a change of Backstab: away with the stupid base damage bonus that makes heavy hitting weapons the best back stabbing devices. Instead Backlstab will add a portion of raw damage that is not connected to your weapon's base damage. Iirc it starts as 25 raw then (which is roughly the average base damage of the heavier weapons in Deadfire) - so basically like the former +100% - but no matter which weapon you use. It also scales its base damage with Power Level (like any other damaging ability: 5% per PL). So at PL 9 you would do 36.25 and not 25. This will make Backstabbing with light weapons viable while it will not make it worse with the heavy hitters. It also retains a bit more usefulness during the game since it scales. Have to check though if this will get included when calculating lash damage. Because if not it might actually be a worse with heavy hitters.

    Interesting, when would this community patch go live?

    Thanks.

  2. 1 hour ago, Boeroer said:

     A really great glass cannon "invisibility" build is SC Assassin or SC Streetfighter with Vanishing Strikes, Gambit and dual mortars. Destroys mobs in seconds while being untouchable.

     Another way is to use SC Monk with Whispers of the Wind (also makes you invisible which an be combined with the Stalking Cloak that stuns from invisibility). However, WotW does not use the AoE of WotEP but only its initial attack - so also no recommendation for WotEP here. Whith mortars again it's devastating though.

    When you say mortars you mean hand mortar and fire in the hole I assume? Where can I get more details about the build?

    Also, you can get PL 9 with multiclassing now?

  3. A few versions ago I wanted to make a glass cannon stealth annihilator build. So I made an assassin/soulblade with the intention of dishing out huge damage from stealth in an AoE.

    Unfortunately, the build was broken as the sword bugged out while trying to execute people - there was no aoe with soul annihilation for example, and attacks from stealth reset your attack but the initial strike didn't proc sneak/backstab miltis.

     

    Im just wondering if its fixed now, or if you guys have some other variations if it isnt.

  4. I have no mods and the sword is buggy as hell with soul annihilation. Have 0 recovery, AoE doesn't seem to be happening, lower base damage than a normal GS for some reason.. 

     

    I was hoping to have a stable game once all the expansions have landed, but it seems like obsidian just doesn't want to give me that.

  5. I am not sure what other weapons are bugged like this but the rapier Rannig's Wrath is  - the weapon loses its existing enchants (melee accuracy, action speed) if you start adding the other special enchants like flanking bonus or penetration on crit.

     

    Original:

     

    b445Mj9.png?1

     

    After upgrade:

     

    ybB0dwR.png?1

     

    I checked on my stats and the modifier is literally gone because my character screen doesn't report getting the buff from the flurry any more.

     

    This is not the case with other weapons that I've tried - they retain their special properties and have the enchanted ones added on top instead of being replaced by them. 

  6. I'm looking at rapiers for example, and I can't understand how has it come to pass that these things exist in their current state? Their base damage is horrendous, and their penetration/accuracy bonuses don't even come close to making up for it.

    I look at swords, 2 damage types, about 40-50% more damage, at the cost of, what? 1 penetration and 5 accuracy? I realize some weapons are more niche than others and not everything can be a power gamer choice, but come on, there's like half of the arsenal in deadfire that's just wasted space because their stats are so bad.

    • Like 2
  7. The best multiclass option in my opinion is Bleak Walker Paladin. As most bonus damage is now only additive, Flames of Devotion having essentially 40% multiplicative damage increase (50% with Eternal Devotion upgrade) is just huge. Also compared to many other melee attack abilities, it is Fire keyworded ability, which means it benefits from all Fire gear like Ring of Focused Flame, +Fire Power Level pet etc.. Most importantly, if one chooses to use two-handed weapons, the already ridiculously OP Chromoprismatic Quarterstaff is just nuts on this character, as Bleak Walker Flames of Devotion is tagged BOTH Fire and Acid, so the upgraded staff gives +4 to it's skill level, on top of obviously being the best two-handed weapon in the game hands down. Also paladins naturally have VERY high Defenses (my lvl 13 solo character with inadequate gear has 157 Reflex). Last but not least, Bleak Walker nicely complements the Assassin RP wise.

     

    Interesting find. I did try out the +Fire keyword but it didn't bring that much damage to be honest. At least looking at the combat log.

     

    Are you sure that this beats double sabre or sword? I mean, the alpha damage probably does, but the recovery must be a pain in comparison.

  8. From a pure DPS gain Multiclass I would say it's hard to beat the Devoted Fighter for an Assassin.  Tons of toughness to survive melee.  Tons of buffs.  Great build.

     

    I don't think you need toughness that much tbh. I'm finding that most of the time the cycle of stealth/burst > re-stealth leaves very little room for enemies to actually focus you down.

  9. I wouldn't say combat is dull, but it certainly requires less thinking and less resource management than before, when you would lose max hp over time, depending on your success. 

    Rest is unlike in PoE1 a no brainer and an easy reset on any kind of miss-step you've ever done, which are in turn harder to make - even if PotD was a demanding mode.

     

    I offer a solution for it - In PotD - no resting in non-taverns unless you clear the entire area of enemies. Furthermore, resting incurs a cooldown period and you can't rest in wilderness again unless a fixed amount of time has passed. These things do not require any major modifications to the game in order to be implemented.

     

    This means that you only get 1, 2 rests at best during adventures, which severely hampers your ability to shrug off injuries. If we add a GOOD PotD difficulty, this should, IMO, enhance player experience as people will need to optimize their rests when everyone is exhausted or risk losing out on potential value, or worse, having to call it quits and going back to town in order to heal.

    • Like 5
  10. As a fellow lover of Rogues, I'll weigh in.

     

    I think you've pointed to a symptom rather than the core of the problem. The problem, as I perceive it, is that Rogues have more-or-less no identity in Pillars of Eternity apart from damage dealers. The things that normally separate a Rogue from other classes in similar games is the utility they bring to the table outside of combat.

     

    For example, Rogues are usually identified as the ones who specialize in picking locks, disarming/dismantling traps and observing their surroundings for secret passageways and other hidden objects. In Pillars of Eternity every class can perform any or all of these functions while Rogues get no bonuses to them (other than starting skill point bonuses). Rogues are also usually the ones that play around with explosive devices (such as grenades, noise makers, flash bombs, smoke bombs, etc) and other "trinkets" (including magical ones) but Rogues don't even get the "Explosives" skill as a class skill in Pillars of Eternity, that honor goes the Fighter.

     

    I could expound further but the point is that the "identity" of the Rogue is not present in Pillars of Eternity.

     

    Instead Rogues are single-target damage dealers. The debuffs they apply are meant to increase their damage output rather than actually control or disable opponents because of the way "sneak attack" works in Pillars of Eternity. For this reason, a lot of a Rogue's kit feels like simply recycling the same couple of abilities under a different name because ultimately you're using them all for the same reason - to increase damage through sneak attack.

     

    Fixing this problem would unfortunately require a remodeling of the entire game system, not just the Rogue class, because the identity of the Rogue would need to be established as something other than "single target damage dealer" and that would require designing the class to have utility unique to itself which would simultaneously change the structure and design of other classes and the skill system.

     

    You are right that anyone can do the things you basically need a rogue for in most other games, D&D and otherwise. I think that restricting skills to classes might be a step in the right direction when it comes to that issue. Mechanics for example should be reserved to rogues, ciphers and rangers.

    • Like 1
  11. As a rogue player I generally disagree. I don't want to be a Swiss army knife, I want to be a bazooka. It's what I'm there for.

     

    If you want utility, it's what the multi class system is for.

     

    There are already plenty of support classes, the rogue is the best single target dps and it should probably stay that way.

     

    I dislike other RPGs that have taken the "every class can perform every role" approach, it defeats the point of having class variety in the first place.

     

    Of course that's really all just my opinion.

     

    Alright

     

    1. you are advocating FOR having 4-5 abilities that basically do the same thing? That's not wasted space or potential in your mind?

     

    2. While you certainly are free to hate on the class roles in other games, what I suggested is nothing like the swiss army knife you are implying. With my suggestions, they would still have no aoe, no healing.

     

    Just my thoughts

  12. I would first like to say that the stealth revamp and the vision cone in deadfire is miles ahead of what we had in PoE1. The system helps a lot in making rogues and sneaking more immersive, and backstabbing is an actual thing now unlike in the previous game where it was basically an afterthought. 

     

    That said, I think rogues here have another problem - too many similar skills.

     

    Hobbling strike, Blinding strike, Strike the Bell, Finishing Blow, Withering Blow, Sap, Gambit and Vanishing Strike. That's 8 attack abilities not counting the various upgrades for most of them. I'm pretty sure most players don't need them, and some are pretty much wasted space by the time you get to them (why would you ever use sap).

     

    You might say how it gives rogues options, but not really, most of these work pretty much the same and are boring in effect, with the exception of finishing blow and vanishing strike. Gambit single-handedly trivializes any kind of choice once you unlock it. But if you nerf gambit then you're just forced to use a combination of the other strikes.

     

    If you ask me, we should drastically reduce the damage of some of the strikes (strike the bell, sap, withering blow for example)  give them some sort of utilitary role, or replace them completely. Sap could stun the target but do 10% damage. Put in rogue-specific poisons that are more effective, cheap or can be used per-encounter like poison that lowers stats, armor, defenses or fighting capabilities of stricken targets. Put in skills that promote gun/sword combos. For example a Ranged or Melee attack that does not have recovery as long as you used the opposite weapon before it.

     

    I'm pretty sure I'm late to the party when it comes to these suggestions, but maybe for a bigger patch or expansion there's hope.

    • Like 3
  13. I'm one of those people who cares more about the companions' character and story arcs than their stats, so I'll focus on that in my impressions.

     

    I'm not too far into the game yet (just arrived in Neketaka) and have Edér, Xoti, Serafen and Aloth with me, and I also found and recruited Konstanten, one of the sidekicks. Edér is still Edér and he will be with me until the end. Xoti and Serafen have made positive first impressions and I look forward to continuing their arcs and finding out more about them. Aloth... I really liked his arc in PoE, but his chr is not connecting for me in Deadfire so far. Part of this, I'm sorry to say, is due to an encounter he had at The Wild Mare in Queen's Berth, which felt overly forced, unnecessary, and out of character (to me). Even though I think this was mostly due to the way the NPC involved with the encounter was written -- they felt like a complete caricature -- it really broke my immersion with Aloth's story. Which is a shame.

     

    Konstanten seems fun, and I am curious how the sidekicks will "feel" compared to the companions after some extended playtime, so he's taken Aloth's place for now.

     

    I did also run into Pallegina, but she had no interest in joining me whatsoever, so I guess I'll have to wait and see how that situation develops later on. She was a mainstay in my PoE party, so I look forward to her joining the fold again.

     

    In terms of class choices, I kept Eder, Xoti, Aloth and Konstanten single classed -- Fighter, Priest, Wizard and Chanter, respectively -- and multi-classed Serafan as a Witch (Barbarian / Cipher). My PC is a Scout (Ranger / Rogue). I am really digging the multi-classing system in Deadfire.

     

    Oh I'm looking into personalities as well, for example Teheku is at least, initially, really aggravating, obnoxious and egocentric which is immensely annoying to me, on the other hand, Eder is very likeable, sort of like a smart minsc.

     

    It's too bad the amount of joinable characters is low compared to the old stuff like BG2. If I recall there were at least 15 of them. All with full stories - sure, they weren't 100% voiced, but having to pick between 7 full compainons to make a party of 5 really feels restricted, the 4 sidekicks are alright but, you know, before pulling the BG1 > BG2 and PoE1 > PoE2 analogy people need to think about stuff like this.

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