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Ninjerk

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Posts posted by Ninjerk

  1. What I'd really like to see is Zealous auras all being baseline (perhaps with some nerfs for *Balance* even though I think ZE and the other not-ZF-one are incredibly underwhelming), make F&C a class ability you can select on level-up with Deep Faith included, and have a separate F&C-like ability that would give you bonuses to offensive stats based on your dispositions (very small amounts of accuracy, attack speed, that sort of thing).  Now your paladin provides a similar accuracy buff to priests while being more front-line capable and you can build him in two different directions (off-tankish support or offensive support).

     

    EDIT: I also think the order-specific abilities should be baseline with balance adjustments.

  2. Full disclosure, obviously this won't be a problem with most people so this is probably a low priority bug.  I've been restarting PotD playthroughs with the intention of playing around with character builds and seeing what exact classes I can get through the Shadow/Phantom packs.  After while you get tired of listening to Odema, the animancer hanging from the tree, etc. so you spam spacebar or enter through the parts of dialogue where you don't have to make a choice.  If you do it fast enough, sometimes the dialogue will ignore what Master Volume you have set and play at full volume (I'm at 0% MV right now and Odema said his line that ends with "something in the air tonight" full volume).

  3. Shieldbearers are probably fine, but play to their strengths.  IMO, grab Lay on Hands and take the Shieldbearer specific LoH talent (+Deflection buff to LoH target).  One nice thing about paladins is that they have per encounter healing beginning at level 1.  Another nice thing paladins have going for them is Outworn Buckler which provides the paladin himself/herself with 13 deflection and +5 to all defenses without a loss to accuracy (compare to medium shields which give 12 deflection and -4 accuracy) and apparently the "Herald" enchant on the Buckler provides the +5 extra defenses as an aura to other party members (so they will all get +5 deflection, +5 F/W/R).  Quite an item for a tank/offtank with high passive defenses (which you can get by roleplaying!).

  4. Are there any tricks to beating penhold when he confronts you? I cant beat him very reliably in my non ToI run and i really dont want to give him the forged affidavit 

    If you give him the affadavit, there's an option that is damn near identical to "After what I just did for you, you're still going to hold this one over Osric?" that will result in him giving you the breastplate.

  5. tl;dr: Avoid Madhmar Bridge if you're trying to get Triple Crown Solo.

     

    So i'm on, er... I was on my third Triple Crown Solo attempt, and I just transitioned into Madhmar Bridge (the broken bridge that used to lead to Defiance Bay), and I spawned directly on top of a Xaurip Skirmisher. Even though I transitioned in scouting mode and had pretty good Stealth, because it was so close, it detected me immediately and stunlocked and killed me. Even if you had min/maxed stealth, if you didn't transition into Madhmar Bridge in scouting mode, it would detect you immediately and stunlock you to death if you didn't have enough armor or deflection.

     

    That's stupid. This reminds me of the Duriel boss fight in Diablo 2, where he spawns at the entrance of the bos chamber. What made it worse back in the day was that he could start attacking before you finished loading if you didn't have a decent rig, and many Hardcore characters died to him with no chance of fighting back. In fact, my first ever Diablo 2 death was to Duriel; my sorceress died before I finished loading (fortunately, she wasn't a hardcore character). IIRC, Blizzard moved him back a little bit from the entrance so he wouldn't start wailing on you the second you transitioned, making the fight a lot fairer (though still pretty tough).

     

    Please move the Xaurip a bit further away so it doesn't automatically aggro you.

    Yeah, that ended one of my earliest monk or fighter TCS attempts.  It was after that that I started making non-ToI games to test content.

  6.  

    Fighters get a +1 uses per encounter talent for their key active, Knockdown. Why no talent like that for Pally Flames? Step it up Balance Man.

     

    It's disheartening that Paladins are still stuck with the base 2/encounter Flames of Devotion even at level 12. A solution would be that Paladins get 1-2 more charges from increasing their order's alignment. Maybe even give players a choice at level 1 to either add more charges to Flames of Devotion or improve Faith and Conviction through behavior. Another possible solution would be for Intense Flames and the order specific Flame of Devotion improvement talent to add 1 charge each.

     

    But there are also other issues that should be looked at when it comes to Paladins, in all honesty. For example the range of aura's is pathetic, even with 18 int they barely cover melee range. They should be base 4.5 meters base or something close to that. There are many more issues similar to that, making the Paladin seem not too hot when directly compared to other classes at the moment. But maybe we should create a separate thread to go into detail? 

     

    I've considered making a thread about it.  They really dropped the ball with this class.

  7.  

    A little tip for anyone masochistic enough to try a Paladin, you're going to have to go with an Aumaua, and take Bull's Fortitude (probably at level 2 to make the Temple less random) to get to Act 2.  I'm reasonably sure you can't get your Deflection high enough to avoid getting hit altogether so you have to make sure you get stunned very little (I got as high as 122 Def against Phantom stuns, I think, and would get grazed very seldom by their stuns).  Act 2 will open things up for you quite a bit, but I don't know how masochistic I actually am to try continuing with what I believe now to be somewhat of a subpar build.

    Were you running Goldpact with Fast Runner and Enduring Flames?

     

    No, I ran a Kind Wayfarer because I originally thought I was going to be able to use the endurance heal on killing blow to sustain myself (little did I know how much trouble I was going to have just hitting things) and ended up just building the character to try to scrape by the Great Hall phantoms.  I could probably come up with a more optimal build now looking back, but it's torture playing that class by itself.  The most exciting thing about it was reading the phantoms' stun accuracy versus my (IIRC) 122 defense against it.  Act 2 opens things up quite a bit, but not enough for my liking.

  8. Paladins really are neither well-equipped to be counted on for damage, nor can they be built to be particularly effective at it compared to other classes.  I think Bleak Walkers and Kind Wayfarers are particularly weak because at least one of each of their order's particular class ability enhancing talents rely upon them striking a killing blow when they're not terribly effective at delivering damage in the first place.  It doesn't help that they also have to spend talents to get to that point.  (In my personal opinion, Paladins could use a retool).

     

    If you're going to go with a paladin, I would suggest choosing Shieldbearers of St. Elcga and buffing up Lay On Hands to save allies while providing passive +Acc/Spd/DR and being able to offtank in a pinch provided you're RPing it in a way that is consistent with the order (Darcozzi and Kind Wayfarers could be okay too depending on how much KW's Flames of Devotion heals and how much Accuracy Darcozzi give to their Liberating Exhortation target, imagine popping cooldowns on a barbarian teammate and they can't be stopped until LE is over).

    • Like 2
  9. A little tip for anyone masochistic enough to try a Paladin, you're going to have to go with an Aumaua, and take Bull's Fortitude (probably at level 2 to make the Temple less random) to get to Act 2.  I'm reasonably sure you can't get your Deflection high enough to avoid getting hit altogether so you have to make sure you get stunned very little (I got as high as 122 Def against Phantom stuns, I think, and would get grazed very seldom by their stuns).  Act 2 will open things up for you quite a bit, but I don't know how masochistic I actually am to try continuing with what I believe now to be somewhat of a subpar build.

  10. Dear Obsidian,

     

    Being a huge fan of titles like Baldur's Gate I took Path of the Damned difficulty simply so this wonderful experience would last as long as possible. I wanted to be forced to eat consumables and search for items that help with certain enemies and experience the game in it's full potential rather than just run through the game on normal without any serious challenge. The game still seemed too easy... Boring...

     

    There is only one initial playthrough of the game and now that I am close towards the end I realised mine is ruined. I did a quick bug search and sure enough my Eder is overpowered due to stacking bug and the game is too easy. I also experienced other bugs like the Raedric Castle problem.

     

    They way I see it yet again I was sold a car without a wheel. It is that simple. Yet another product in the gaming industry that is unfinished, rushed, clearly broken.

     

    If this would be any other industry we would never hear the end of it. Just imagine calling help line of some company saying "You sold me a coffee machine that gives tea" and hearing "This is a known issue".

     

    Do you know who buys these game right after the release or even pre order ? Your most dedicated fans. The new normal is to poke us in the eyes with a stick and turn us into slave testers.

     

    I feel offended obsidian. The experience I bought from you is broken. You send a clear and loud message:

     

    "DO NOT PRE ORDER" & "DO NOT BUY RIGHT AFTER RELEASE"

     

    Regards,

     

    exFan

    Try it on solo.

  11. Congratulations ! Interesting choice to go with the cipher, I've read a lot of vets raise the idea that the chanter would probably be the best option for this achievement, why didn't you go with a chanter ? Or did you try/want to and then, what made you switch to cipher ?

    I'll take a bunt at this one.  Ciphers can attack every possible defense by level 3 (if not at first level!), scale better (speaking from limited Chanter experience, though, so take with a grain of salt), and get accuracy buffs on a good number of their spells (if not most).

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