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Theedarkcorner

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About Theedarkcorner

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  1. Rangers can be very powerful. Go with the stalker subclass. Note that you don't need more than 10 perception because they have tones of accuracy buffs. I'd also go with 3 res and 7 con if you're staying in the back. Pair it with a class that can buff your companion, such as a Paladin.
  2. I had a lot of fun using the Tall Grass pike in PoE (https://pillarsofeternity.gamepedia.com/Tall_Grass), building a barbarian for max crit potential and watching groups of enemies knocked prone for the whole fight. I'm hoping I can do something similar in Deadfire. What controlling weapons have you found so far?
  3. My computer "helpfully" reminded me that tomorrow (technically today, now) is the release date. I've been watching the clock ever since.
  4. Unfortunately, I don't have a twitter account, but that's good to know! I'll check out his feed at least.
  5. The most important part of POE II for me is the music, and since the audio stretch goal was met last February 2017, i.e. a year ago, it seems fitting we should hear some new music this month! What do you guys think? So, if you see this, Justin Bell, when can I hear some new tunes? Please and thanks!
  6. That looks soooo pretty. It also gives me an idea. If fog of war/view blocking is being implemented then perhaps characters can peak through keyholes, when close enough, to see into the next room. I loved comical moments in BG2 when I'd open a door, see hords of monsters running at me, then close it again. But moments like that require having your party be the only ones that can move through doors, which can be used as a really cheap tactic. Advantages to "sometimes" being able to peak through keyholes: - level designers can garauntee players get to scout out certain areas where the need
  7. I usually went for "core" settings, especially when the games were based on D&D. And no, visceral gameplay of the kind I think you mean here is not my cup of a tea. Still, I'm surprised you'd rather watch that combat log than enjoy the game. Those games weren't that difficult, especially if you had a solid PnP background. Certainly no need to let that little window take over your gaming experience, but to each their own, I guess. I recall, although not so fondly, mates that were all about rules and stats, and they min-maxed as much as they could. Unfortunately, that didn't translate into R
  8. In that particular screen shot you can see more of the south corridor, yes, but what if there were more corridors to the South West and North East? If you stack up those UI elements in the U-shaped interface then you'll find that it covers more of the screen than the original. Plus, there's a lot of empty space needing to be filled with buttons to be useful. If we're talking BG buttons, then a lot of them only need to be on-screen temporarily. The problem with the U-shape is that it maximizes the distance between buttons. When these buttons need to be used frequently, the user will constantly
  9. In that particular screen shot you can see more of the south corridor, yes, but what if there were more corridors to the South West and North East? If you stack up those UI elements in the U-shaped interface then you'll find that it covers more of the screen than the original. Plus, there's a lot of empty space needing to be filled with buttons to be useful. If we're talking BG buttons, then a lot of them only need to be on-screen temporarily. The problem with the U-shape is that it maximizes the distance between buttons. When these buttons need to be used frequently, the user will constantly
  10. This is by far the best "user" redesign. All the other user redesigns suffer from: - small, indistinguishable buttons (little circular buttons aren't fun to press, nor are they big enough to contain their own graphics) - buttons are spread out too far (The one where you have to click a portrait on the right and drag you mouse all the way to the left to select actions is ridiculous! Try doing that for every individual character every 5 seconds and see how you like it.) - Take up way to much space - the circular ui elements create wasted space, even if you can see the game scree
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