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About GerPronouncedGrr

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  1. I honestly can't hear this. I'm not saying it isn't an issue for some people, but I'm curious to know if it's an actual audio issue, or if the voice actress in question simply has a sibilant 's'. If it's the latter, can it be fixed through post-processing? I'm no audiophile, I'm just asking for personal knowledge.
  2. As stated, I just picked up the crossbow 'Good Friend' which grants 3/day uses of Holy Power. Tried it out a few times, and it consistently does NOT grant the Holy Power buff when the spell is used. The spell animation doesn't display, there is no stat increase to anyone in the range of the spell (including the user), and the buff icon does not appear. Something is going on when the ability is used, because the combat log say that the spell was used and that the user (but no one else in range) was affected, but whatever is happening, it isn't the intended effect. I'm not going to bother uploading files; this issue is easy to test, and if it's only affecting me then it's more than likely because of mods, in which case my files aren't useful to you anyway.
  3. I'm wondering if it's possible for a graze to be converted to a hit, and then subsequently converted to a crit within the same attack roll, given that a character has the correct active effects and/or weapon properties.
  4. So, I've been enjoying the **** out of PoE, and I'm super happy with it in general. I beat it on Normal within 3 days of release and I'm working on my PotD playthrough now. Still, there are definitely some things that I feel could be improved, so I'll make my personal list here. Please try to remember that these are my opinions. I'm posting for the devs/mods, not to start a debate. I'd like to be able to see both Focus (Current and Max), and Movement Rate on the character page. Also on the character page (and I guess on the inventory page too, since the block is identical) I'd like to be able to mouseover any stat in the lefthand block and get a tooltip displaying how the final value was arrived at. For example, if I mouseover the Accuracy stat of a given weapon, I'd like to see something like: Accuracy: 35 = Character Level: 30 + Pistol: -5 + Fine: +4 + Weapon Focus - Ruffian: +6 An explanation of Movement Rate in the Journal would be great too. The Fighter ability "Knock Down" could use some improved feedback in the combat log. Currently, it simply shows the character engaging in melee (even if they already were before using the ability), but does not display an attack roll for the ability, nor even whether the attack hit or missed. Given the distinct lack of visuals for the ability, this could be substantially improved. The way characters, selection circles/engagement arrows, combat tooltips, and nameplates are displayed could be improved.Characters and their respective feedback markers should be more visible through terrain. There have been numerous occasions where I have been completely unable to see where a character is during combat, even if I select them with a hotkey. They are very hard to see behind certain type of terrain, or in some cases (behind doors) they become completely invisible. Combat tooltips and nameplates constantly overlap each other, which makes them useless. It would be better if they displaced each other so that each one is clearly viewable at all times. To address issues where a displaced tooltip or nameplate is no longer directly over a character or enemy, perhaps a system where hovering your cursor over that character makes the tooltip/nameplate brighter, or highlighted or something would work. Comparing items in the shop to what characters currently have equipped could be substantially improved. Currently, even though I can select any character in the shop screen, there's no way to see which character is selected. I recommend a yellow box around the selected character, identical to what we see in the player inventory screen. Additionally, it would be nice to be able to compare to other weapon sets without having to exit the store screen. Perhaps a button in the compare window, such as arrows pointing left/right from the currently compared weapon that switch the comparison to the next set in either direction. Points of Interest (magnifying glass on the map) should not require a character to be exactly within a small area to use. There have been numerous occasions where I have been immediately beside one, and yet when I click on it my character runs off to get a better view or something. Often, this can trigger a combat which I might not be ready for. I recommend each Point of Interest having a given radius that, if a character is within that radius, the Point can be inspected from anywhere. Sort of like map transitions, except even larger, because you're just looking at it, not actually moving to it. I'm sure there are some other things that I've forgotten, but that will do for now. I'll add to this thread as I remember/encounter other things.
  5. So, just to be clear for others who may read this, taking this talent will allow an additional 1st level spell per encounter after level 9; you will have 5 instead of 4. Thanks very much!
  6. Can anyone tell me how taking the +1 1st Level Spell talent will affect a Druid when they hit level 9? I mean, when level 1 spells becomes per encounter instead of per rest. Would the druid have +1 spells per rest? I just don't want to accidentally waste a talent.
  7. While I didn't really care about the companions autolevelling during my first playthrough (on Normal), now that I'm attempting Path of the Damned every single choice that I don't get to make in terms of talents and class abilities really hurts. I would be happy to simply play with generic hired adventurers, except that the game is intentionally designed so that you're probably going to play it twice in order to fully experience each character's quests/story. Yes, I could have done all of them in one playthrough, but I didn't, and now I'm in a position where I have to either not experience those stories, or play with a crippled party on an extreme difficulty. I suppose I could play the game a third time, but to be perfectly honest I am a busy guy and this game is long. If I do play it a third time, it will likely be to try for the Triple Crown SOLO achievement, in which case companions are a moot point. TL;DR: Companion auto-levelling should be optional. At the very, very least, as a compromise, I would love a "No Companion Auto-Levelling" option to become unlocked after completing the game once.
  8. Hey guys. I'm not sure if this has been explained elsewhere, but I couldn't find any info via the forum search. Essentially, I have a pre-order in for the basic digital version of PoE, and I'm wondering how I'm going to receive it. Will it be direct download from Obsidian, or via Steam? I would much rather have it through Steam, so I was also wondering, if that's not how digital pre-orders are going to be distributed, is there any way I can get the Steam version instead? Thanks!
  9. 1) I would also like to see Rangers not having pets being an option. 2) My vote for next update is Front Liners. 3) Josh, I love you so much, but could you please use the gender neutral pronoun 'they' in your documents instead of 'he or she', 'him or her', etc? Your current wording is awkward to read, probably annoying to write constantly, and non-inclusive, which is the real issue. I'm not trying to start an argument, no one needs to respond to this point except Josh. It's just a hot-button issue for me that I'm trying to point out in the least accusatory way possible. Thanks for all the great work from the devs! I can't wait for the next update.
  10. I completely agree, and would further like to add that, 1) Trolls are depicted in traditional folklore as everything from monstrous to completely human looking. Trolls not looking 'trolly' enough is an extremely vague opinion, 2) Trolls are predatory creatures of the natural world. As Rabain stated, it makes total sense for them to be camoflaged and difficult for us to see all their details, and finally, 3) These are all still images. I cannot recall a single computer generated image that I have ever seen that didn't look fake and/or plastic as a still. But that doesn't mean they won't look amazing when in fluid motion. The human eye, as I think was previously mentioned in this thread somewhere, notices certain things much more readily than others. Constrast and silhouette are two of the major ones, but if I remember my army cadet science lessons correctly, motion is actually the primary source of stimulus for the human eye.
  11. Initial impressions are: Good -The background is gorgeous! -Varied character and creature appearance Less good -Shadows on characters are out of place -Characters look somehow... plastic? They definitely look like they belong to a slightly different scene than the one they're in. Not thematically, but physically. However, since this is an environment art post, I have to assume the characters aren't fully formed yet. With that in mind, it's really impressive and exciting!
  12. Yes, fearrabbit, that is what I'm asking, although I was trying to do it obliquely in order to generate a more broad range of response, and not a binary set. You are correct though. Setting aside for the moment any holes in my initial thoughts, how do you weigh in on that question?
  13. Thank you for the really detailed replies! I'm curious now though, to ask some related questions. Let's say that a game's story is totally linear. Does it matter at all if you create your character? Similarly, is a game a roleplaying game because you create your character or because you play the role of the protagonist whilst 'creating' the game world through the choices you make? As a theoretical exercise, imagine a story has two protagonists of equal importance. What if you could create one but not the other?
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