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Tanos

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About Tanos

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  • Pillars of Eternity Backer Badge
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  • Deadfire Fig Backer
  1. is it possible to unlock anything in gog? The codes only seems to give already claimed games when entered on the gog platform :-c
  2. The coupon codes or whatever they´re called, hand em over! This is not a request - This is a robbery so you better hand em over right there so i can see em. Yarrr
  3. probably the best caster feature introduced in an isometric rep games since.. the beginning of isometric games really. It's quite remarkable how much of a difference it does when you don't need to worry and wait before casting the spell as much. Now you can spend that time to sit and wait for the increased casting time instead . Oh well can't win them all.
  4. This is a copypaste from a reply i made in another thread that sums up much of what i feel on the subject. InsaneCommander, on 19 Mar 2018 - 3:29 PM, said: Much like you i never "spam" rest and i limit and manage my spell usage so it will coincide with my health loss usually resulting in 1 or sometimes 2 rests per area. Unfortunately people who prefer a more strategic and adapting approach are going to be a bit disappointed. By introducing the per encounter approach with far fewer casts(1-2) per spell level the flexibility of the system has become quite... limiting. Combined with the e
  5. Much like you i never "spam" rest and i limit and manage my spell usage so it will coincide with my health loss usually resulting in 1 or sometimes 2 rests per area. Unfortunately people who prefer a more strategic and adapting approach are going to be a bit disappointed. By introducing the per encounter approach with far fewer casts(1-2) per spell level the flexibility of the system has become quite... limiting. Combined with the extremely narrowed down spell selection (2 spells per spell level) you are essentially forced into having at most 2 approaches to rotate through for every single en
  6. A picture says more than a thousand words: You can thank me later. Edit: apparently it won't render. Spent 15 minutes trying to make a a pun of someone getting kicked in the side to no avail
  7. I sure hope they will not force non-skippable ship battles in order to access non naval combat content. Two ship battles was enough to make me never want to do another ship battle again. I found the combat too un-intuitive (What parameters should determine what the best course of action?? Why can't i move in the same direction two turns in a row? When can i use the cannons?) and it's way, waaay too tedious. During the second naval battle there was but a single thought echoing in my head: get me out of this screen, get me out of this screen, i don't care just get me out of this screen, get me o
  8. Not to ruin your day... but... you probably want to move this to the pillars of eternity(1) forum rather than the current deadfire forum.
  9. Yeah druids will probably be the most viable dual caster class due to its martial abilities that can synergize with buffs. Priest/wizard or multidruid multi classing druids that does not want to focus on physical attacks in spirit form will have a harder time though. Iam begining to lean on multiclassed casters having fewer class resources (ie. fewer spells per encounter) rather than having lower spell levels on their casts since then you won't have to worry about the spell synergy. However, if there are some super powerful self buffs there will probably be some crazy class synergy between a p
  10. Well put. I would also argue that this has an even greater effect on the lack of flexibility than the limited casts than the spell level has, although their impact does accumulate.
  11. For most damaging spells, multiclassing translates to 0.5 less penetration (0.25 per power level). No effect on base damage (with the notable exception of Soul Ignition which has 0 penetration but a significant % damage boost). It only has an effect if you're right near the threshold where pen = AR or pen = 2*AR... and it's functionally equivalent to reducing AR or boosting penetration through buffs/debuffs (which grant much larger bonuses/maluses). Edit: power levels have additional effects, some of which aren't listed in the UI. Detailed here: https://forums.obsidian.net/topic/95031-arc
  12. Oh, for **** sake. MIGHT MEASURED THE POWER OF YOUR SOUL GOD DAMMIT It’s nice to know that you found explanation which works for you, but: “Might represents a character's physical and spiritual strength, brute force as well as their ability to channel powerful magic. During interactions, it can be useful for intimidating displays and acts of brute force. In combat, it contributes to both Damage and Healing as well as the Fortitude defense.” At no point in the game was it used to represent the “POWER OF YOUR SOUL.” Emphasis mine. It's quite explicit that Might is not just physic
  13. You should try multiclassing 2 casters and it might change your perspective. The only synergy between the 2 classes will be buffs and debuffs since spells are only affected by (outside of attributes) powerlevel, which by the way is lower than a pure caster. Add to that the fact that the casts will also be of a lower spell level and you will have a multiclass that suffers from low synergy.
  14. Fair point, just bear in mind the Deadfire Backer Beta has a numerical value stat sheet showing you what numbers mean on the "normal" scale. A 13 in a stat is by their own definition "legendary". So a check requiring a 19 in a stat is pretty insane by that standard. Just for reference straight from the Deadfire character creation screen: If 19 points in an attribute is divine.... then what does a score of 30 imply?! Divine among the divine? Obsidian has sure went out of their way to change the perception of the attributes, since in the dnd games a 10 score in an attribute wa
  15. Character development in deadfire has seen a major overhaul from it predecessor. Much focus has obviously been put in to make the leveling up more intuitive by having all abilities that the character will ever be able to choose from visible for the user at once, in addition to implementing a tier level structure to inform the user of which abilities the user is currently able to choose among. There has also been a major reduction of available abilities when leveling up by removing all cross-class abilities while granting a more narrow selection of class specific abilities. This also falls in
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