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Logos

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Everything posted by Logos

  1. In a subject verb object questioning sentence, you get a form of 'do' before the subject. And after a use of do/does/did, you always get the infinitive. So 'say', in this case. -> "Why did Josh say they are very powerful? Specifically considering all the cool new loot we got in-game."
  2. 1. It is viable but not optimal. 2. If you are outside of melee range (a very short distance from the character you are targeting), you will only use your pistol. If you are in melee range, you will only use your dagger. 3. Yes. 4. You enter stealth before entering combat. You do this by pressing left alt. You can only do stealth attacks with a ranged weapon if you are within 2 meters of the enemy you're attacking, which on your screen corresponds to maybe 4 centimeters/2 inches.
  3. I know we like to treat it as an optimization problem on this forum, but at its core deadfire is a role-playing game.
  4. Yes, resolve. And if your class doesn't need skill duration or area of effect to be effective, intelligence as well.
  5. How many uncharted islands did you find? All of them, and I got the achievement for it. The only achievements I didn't get were the 'max out negative reputation with companion' one, and the one for finishing the principi questline, because it's bugged. edit: iirc, they were grouped by major zone, and there were about 3 per zone, so I'd say 10-12 in total.
  6. Without spoiling too much, is it a main quest? Would it make sense to avoid buying a new ship and go for this instead? It is a main quest, it would not make sense to avoid buying a new ship in favor of this one. Thank you, exactly what I was looking for -- well, at least one more surprise and option coming up then. =) Main story quest, or side quest though, i.e. potentially missable? It is potentially missable.
  7. I just finished a playthrough earlier today, and in total it came in at 35.6 hours. I played pretty much non stop since Tuesday evening. I played on normal, and as far as I can tell did every quest and went to every island. I read everything except for some of the books and text like "you enter a fetid jungle" after the tenth or twelfth time a near identical description started up when exploring on the overworld map. I think the biggest difference in play time is going to come down to how long you spend in combat. I set up my AI pretty well, and sought out battles that were two or three skulls above me at the beginning of the game. Once I had the experience and items from those quests under my belt, it made battles at my level go much faster. It also made it easier to do three skull/red quests going forward, which made appropriately leveled encounters go much faster, and so on. At some point I stopped having to do anything and could just let the battles unfold on autopilot, a few boss battles and high level areas excepted.
  8. There are very few good helmets in the game. Off the top of my head I can only remember one that was so good it stuck out in my memory. Going godlike is not as much of a drawback in deadfire as it was in poe.
  9. As for strong builds, a single class wizard using nothing but (empowered) missile spells is insanely strong. I imagine a nature godlike evoker that buffs itself with infuse with vital essence (lvl 2 spell) would be even stronger. I ended all of the end-game fights before they even began with two casts of the level 9 missile spell. Before I got that spell I used bouncing missile and concussive missile in almost every fight and it consistently wrecked faces. I played on normal (I'll go for potd next), but I could consistently beat enemies with 3 red skulls over their head with empowered missile spells. edit: the level 8 biting wind spell that does raw damage and weakens is really, really good too. It vaporizes entire screens of enemies at once.
  10. I just finished the game with a single class subclassless wizard with 4 res, max int and max mig. There was only one res-based thing I couldn't do in the entire playthrough (barring a few conversation options that could be solved with other skills/attributes) (minor spoilers): and it was that I couldn't acquire a weapon I probably wasn't going to use anyway. Other than that I found there to be no drawbacks to dumping res.
  11. I lost tekehu after I joined the royal deadfire company and killed queen Omakase. It only happened at the very end of the game though.
  12. I actually prefer 5 party members. PoE1 was too easy with 6. I had 4 ranged damage dealers and 2 tanks. Literally could take on anything. PoE 1 was tuned for 6 party members, PoE 2 will be tuned for five party members. Having five party members in PoE 2 will have no effect on overall difficulty in that regard.
  13. Six party members instead of five, non-garbage wizard subclasses, more high level rogue and ranger abilities, the old inventory system.
  14. Having a spider-sense that informs you of review embargoes must be the lamest superpower ever.
  15. Watching D&D for me is interminably boring. The whole point of D&D is that conflict resolution is only limited by your imagination. Watching other people think in your place is like buying a speedboat and then only looking at the pictures other people take with it on instagram.
  16. All the high level mage spells look interesting and fun, though some of them are situational. I'm thinking particularly of the enemy buff stripper, the major grimoire imprint, and Llengrath's spell reflection. There are also a lot of summon weapon spells, which is counterintuitive to me. If you want to play a fighter, why not roll a fighter? If it's supposed to help when enemies make it to melee range, they have 3+ second cast times. If it's supposed to be for wizard fighter/barbarian/paladin/rogue multiclasses, why put them at level 8 and 9? Still overall I think there are enough interesting wizard spells at all levels that I'll probably go pure wizard instead of evoker on my first playthrough.
  17. My favorite classes in PoE were cipher and wizard. In PoE 2 my favorite class is still wizard, but I dislike the changes that were made with respect to grimoires and castable spells per battle, and the subclasses (with the exception of evoker) are garbage. This especially stings when looking at classes like the chanter, who got three great, useful, distinct subclasses but which I have no interest in playing. Cipher, rogue, druid, and fighter all got great subclasses as well. Cipher currently only works as a multiclass, and while it is fun to chunk people from stealth with an assassin/soul blade, the assassin/bleak walker does the same thing much better. I guess we'll see how it plays in the coming weeks and months, and maybe my opinion will come around once I've had some time to play and we've had several balance passes. (The first thing I would change would be to drop casting time and recovery drastically for almost all spells, and move to one banned school instead of two per wizard subclass.) PoE 1 is a much better game now than it was at release, I'm sure the same will hold for PoE 2.
  18. Twin arrows only works with the hunting bow and the war bow in poe 1. Guns get powder burns.
  19. First I do the koiki thief quest, then the lagufaeth hunt, then I go to the island with the shipwrecked cannibals, and then I go to poko kohara.
  20. Yo Josh, I speak German too. Hit me with a weekend update, I wouldn't ****ing care.
  21. I left in 2013 and it was a dying ship even then. I am amazed SomethingAwful still exists in the year of our lord 2018.
  22. So does anyone still have good builds? I haven't played the beta extensively, but in this beta build and in my estimation there are two clear standouts: the nature godlike evoker and the bleak walker/assassin. The mage works because self-buffs give you extra power levels, which you can then improve with more power levels, and then cast the level 4 minoletta's missiles spell. This kills pretty much anything. The bleak walker/assassin works because of the passives each class gives you. If you break stealth with flames of devotion on a two-handed sword with savage attack activated you can again pretty much one-shot anything. I've been playing with the idea of making a character that can't be hurt and has normal damage output, but currently it's much easier to create a character that has normal damage mitigation but has insane damage output. I'd love to hear your thoughts on this.
  23. I would embrace apathy, but I don't care either way
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