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dirigible

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Everything posted by dirigible

  1. Nice, Hickory! My only advice is, for chant 4, swap them so that haste comes before fire. With your current setup, your team won't get the haste enchant until the fight is well underway, and the enemies have already reached you. If you swap them, then you'll be hasted immediately so you can reposition as much as needed, and then soon after you'll get the fire effect just in time to start hitting the enemy.
  2. I wish the game would tell you this EDIT: to add to this, at level 11 all your level 1 and level 2 spells are refreshed after each fight. I am guessing that at level 12, all your level 3 spells get refreshed as well.
  3. The ONLY enchantment that has a hard cap on how many you can do is the Superb armor enchant. You can only do that one twice, as far as I know. The Superb weapon enchantment may also be the same. Every other enchant you'll be able to do almost infinitely, if you have the money.
  4. Well, yeah... if you look at your character screen, you are literally called the Champion of [insert location].
  5. You're describing the Stuck condition. Or possibly the Hobbled condition. You definitely are not describing the Prone condition.
  6. However, slimes clearly don't have any eyeballs, and clearly cannot be "knocked down". They're a blob of jelly. When I can't tell what a creature's resistances should be, then it's up to the dev to make it clear. Going into Divinity Original Sin, I wouldn't think that poison would heal undead creatures. But it does, in DOS. That's just how their universe works, and it's consistent. Any undead you go up against, you'll know that poison will heal them. I'm okay with that. What I'm less okay with is monsters being immune to certain things for no apparent reason or, less annoying, NOT being immune to things that they logically should.
  7. Now imagine if ever Wow! That's just like... in Eternity! Now imagine if everything else in POE was as logical.
  8. I think Divinity: Original Sin actually did a very good job with this. Cast fireball on a fire elemental? Congratulations, you just healed the fire elemental. They established strong internal rules about what is immune to what, and how different elements interact. As an example, fire causes poison clouds to explode. When you hit a zombie, poison comes out. What happens when you set a zombie on fire? An exploding zombie. Everything in the game was designed to be simultaneously obvious and thought provoking. Skeletons are highly resistant to piercing damage. Well duh, they're just bones. But on the flip side, they're highly susceptible to crushing damage.
  9. Dude, people are complaining about literally everything. And yet the poll asking people if they liked the game? Overwhelmingly, people love the game.
  10. Necrothread with my strat: As soon as the fight starts, retreat from the dragon. Dragon is slow. Spend this time buffing up your party as much as possible. Once the dragon catches up, the fun starts. 1. spread out around the dragon. If/when it does its AOE attacks your buffed up party members should either be out of the aoe or should be able to survive 2. kill the adds. They aren't very tough, so you should be able to dispose of them easily enough. If you can, trick the dragon into killing them for you. The breath attack will one-shot them. 3. Start laying cc on the dragon. It's very hard to get anything to stick, but once it does each additional attack becomes easier. Example: I hit the dragon with stuck (which greatly reduces its reflex) then I hit with slicken to knock it prone. Then I keep knocking it prone over and over. This reduces its defenses to something you can actually hit past, and keeps it from wrecking you. 4. Wail on the dragon
  11. How can one person be so wrong? Fists start out crappy and become incredibly strong later on. Get the talent that increases attack speed by 20% when dual wielding (fists count) Then get the talent that lets you toggle -20% attack speed for 5 armor penetration Congratulations, you just added 5 damage to your melee attacks. My endgame monk deals 19-24 damage with each fist (+5% burning lash per wound), and attacks very quickly. He has significantly more HP than Eder, while having the exact same Constitution. Same Endurance. His deflection is lower, but his other defenses are comparable to Eder. He is easily the best source of dps in my party AND acts as a completely competent offtank.
  12. You may want to submit this in the technical support (bug report) subforum
  13. Using your fighter example... You can use knockdown up to 3 times every single fight. I personally do not find this to be a limiting number. What I DO find to be limiting is my ability to get the knockdown off at the right moment - eg before the enemy reaches my mage or casts their spell. Intelligence cannot help with this - Dexterity can. Dexterity will also make him do more damage while attacking. It will also decrease how much time it takes for him to drink a potion, or pull an enemy into melee, or swap between weapon sets. Intelligence doesn't help with any of these things.
  14. 3% action speed is inherently better than 3% duration bonus, since it benefits everything you do.
  15. Ah, I see. In that case, I would simply nerf the duration scaling on Intelligence from 6% per point to 3 or 4% per point - more in line with the scaling on Might and Dex.
  16. I don't know why you hate priests, but taking away the AOE bonus from Intelligence and the healing bonus from Might is a massive nerf to them. In fact, priests would have NO stats which augment their healing ability at all. I disagree that my changes would be impossible. The most drastic is the complete removal of one stat. Without knowing how their system works, I don't know how doable that would be, but modders have done more, in the past.
  17. Well ... With these changes, each stat contributes meaningfully to damage while still specializing your character. A max-Perception character will be great with ranged weapons, but perhaps less so with melee weapons or magic. Also, each stat has its own flavor. No two stats do, as you say, essentially the same thing. I don't think that Intelligence's control over AOE size and Duration is overpowered, as is. AOE and Duration are two numbers which are hard to make the most of. 50% larger AOEs doesn't usually equate to 50% more damage - a lot of that area is wasted.
  18. Devs tried tying accuracy to one of the stats. It wound up being imbalanced, because accuracy is the single most important number in the entire game. I, for one, definitely put thought into the mechanics of my revised stats suggestion. I wanted to achieve a result which made sense thematically while still promoting interesting and balanced gameplay. So far, most people seem to think my proposed stats look pretty good. My mod-fu is weak, but I'll see about testing it out once I've finished the vanilla game
  19. Looks great. I like how the cat forms read much clearer. Easier to tell what they are.
  20. That sounds a lot like something I suggested in a different thread: stats being the result of your character choices Ex: Aumaua start with 8 con, 8 might, 5 dex, 6 per, 7 int, 8 resolve Coastal Aumaua get +2 con, +3 might, +3 dex, +1 per, +1 int, +2 resolve Rangers get +1 con, +2 might, +5 dex, +4 per Wolf Companion grants +2 con, 2 might, +2 per And then you get 6 points to spend wherever you want So a Coastal Aumaua Ranger with a wolf companion would have 13 constitution 15 might 13 dexterity 13 perception 8 intelligence 10 resolve with 6 points left to spend anywhere they want
  21. I'd actually prefer the other way around - for both weapons and armor. Like, most of the bows, swords, and armor you pick up aren't going to "fit" you. You can use them, but they won't be ideal. But if you craft equipment, then it's made perfectly for you. I dunno. This just isn't that type of game.
  22. Sorta, yeah. Str/Might/Fitness should improve the damage of war bows, but not crossbows or firearms (and not really Hunting Bows either, since a hunting bow is gonna have pretty low max poundage - you'd just snap it if you tried drawing it too far).
  23. Whoa I like that! Thanks, bro. I think it adds a lot more customization while preserving the "no wrong choices" concept. Every stat is useful, and they lead to different builds. A ranged DPS is gonna focus on Coordination and Perception, and will be interrupting people a lot. A melee DPS is gonna focus on Fitness and Coordination, and will have good natural deflection. You can put a wizard in full plate, stack Resolve and Fitness, and turn him into a pretty capable battlemage. Also the fact that each stat contributes to damage in one way or another
  24. Well... sort of. There was one npc who I thought was wrong, but didn't deserve to die. Unfortunately, my only options were "side with him" or "attack him". Fortunately, attacking him allowed me to take him prisoner. I wanted to reform him and release him as a better person, but the game doesn't really allow that. So instead I just kept him in my dungeon until someone came and paid me money to release him.
  25. I generally don't build a strategy around having my entire team dead. Rather than have Fan of Flames in my spellbook, I'll have some other spell which doesn't require a tpk before it becomes useful.
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