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plenilune

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Everything posted by plenilune

  1. What do you all think of the new arbalest from Deadfire pack? Looks pretty OP to me. Thinking of starting a new character with this.
  2. 3.0.5 patch for DVD? Also, patch dl section is dead... http://eternity.obsidian.net/downloads/patches
  3. Still waiting for this. If the devs are unwilling/unable for w/e reason, they should just say so.
  4. Well yes, on PotD I would make sure my backline has enough deflection + DR so the added deflection becomes more meaningful. Does the AI look at both deflection and DR when targeting the most vulnerable? Or can I skimp on DR..
  5. Speaking of PotD. Now that AI is smarter, why would anyone choose the Defender talent over Guardian stance? Enemies seem to attack whatever they feel like, and your accuracy is too low to punish anyone breaking engagement. That +10 deflection from Guardian is so much more useful, because they protect the ones they attack. Sure the range is short, but if the enemies are going to attack your backline, why bother keeping a distance.
  6. I made a lv1 Barbarian and the math doesn't add up. 15 - 3 - 3 should be 9, but he has a deflection value of 10. What gives? http://steamcommunity.com/sharedfiles/filedetails/?id=417627522
  7. That makes sense, that most people are not at the extremes of personal traits. I'm actually happy that this aspect of the game is not as game-y as I was led to believe. Happy RPing!
  8. Well, shouldn't they matter, this being a CRPG? I presume the choices with the biggest consequences have higher disposition requirements.
  9. From what I've gathered, the dispositions system is designed to reward players who respond to dialogue in a consistent manner for role playing reasons. So, I decided that my character would be "aggressive and passionate," but the term seems to be interpreted so broadly that it does not really align with my character, i.e. aggressive as in bold vs hot-headed, passionate as in romantic vs zealous. Also good vs evil can be a deciding factor in dialogue options but dispositions does not take that into account. I know JES' recommendation is to pick whatever feels appropriate for my character (and maybe turn off the qualifiers), but I also don't want to be locked out of dialogue options linked to a high level of disposition later in the game. Most likely, if I truly role-played my character, I'd have a moderately inconsistent distribution among all personality types, and be punished according to the system. What are your thoughts?
  10. I suppose that makes sense. They could write a bit about that in the tooltip.
  11. I can't figure out what it means when an item description says something like DR:10 (Pierce:13 Burn:9 Freeze:9) Does that mean I get baseline DR of 10 to all damage types, plus 13 pierce, 9 burn and 9 freeze? I feel stupid.
  12. This is a good idea. I did NOT enjoy dragging stuff to the shared stash that had to be opened explicitly. It should be a simple drag & drop. Way too much time is spent managing inventory in these types of games.
  13. I'd rather they use the time to create a proper UI that 80% are happy with. They have a lot of UI work left...
  14. I beg Mr. Sawyer to rethink the whole attributes system. It's not so much about MIG affecting spell damage as it is about a buff wizard passing all those MIG checks that involve physical feats. If the goal is to avoid dump stats why not give spells distinct bonuses based on a variety of attributes in a way that makes more sense? i.e. require DEX to cast lightning spells effectively, RES to cast spells like charm, or MIG for more physical spells. That way you can make a generic or specialized wizard and still be effective without being locked into one stat.
  15. The faces we get to choose from are all quite young-looking. All I ask for is at least 1 old looking face for each race/gender combination, and grey-ish hair color to match. It would be a shame to have all these character creation possibilities yet unable to role-play an old man.
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