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Sarakash

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Everything posted by Sarakash

  1. So, I walk by Berath temple and get cursed .. for something I didn´t do thanks to a failed save import. Now I have to return 75 souls to her, which means in practice killing 75 enemies and the worst part: I have to last hit them with my main char, which is tedious. I haven´t even promised Bearth the souls in my PoE 1 PT and I have no idea if I am willing to get through with this .. and unfurtunatly I haven´t made a manual save for a loong time. Edit: Nevermind, I found a perfect spot during a side quest to resolve this issue somewhat easy. However a small suggestion: please change this in a way that it doesn´t matter who takes the last hit. With a fighter/rogue using cleaving stance it was not to awkward, but just imagine a priest or any kind of support /crowd control MC doing this.
  2. See title, I was just wondering if convert skills like one handed mastery and dirty fighting are additive. Wouldn´t make sense to me otherwise, but I ve yet to find a roll in the log where it happened and how it gets calculated. Next thing I was wondering if a single attack can be converted several times, from graze to hit and then from hit to crit for instance.
  3. Doesn't seem bad to me at all in practice, played on PotD with a 2H weapon, the difference before and after backstab was noticable as stabbing stuff would most often result in an insta-gib. Devoted seems nice, but the game is too new to figure out what weapon you are going to specialize in atm now I think. Unless you want to respec a lot that is. Soulblade seems nice on paper, but I kind of always want to spend my cipher energy on the finisher thereby making the other stuff far less relevant. I mean why would I want to charm/debuff someone when I can just delete it? Fair point. As it turns out, you cannot switch your weapon profency when respeccing, you only get to respec the levels after the first one, so you are stuck with your choice you made when creating the character.
  4. Thanks a lot for all the input you guys provided. Unfurtunatly, I wanted to play this for style mostly. What bugs me the most however is that I cannot figure out how to force reloading both guns when dual wielding them. As soon as I have cycled through my sets, my character will only reload one pistol before shooting again, even if I stop attacking for a while. It ain´t crippling the idea or effectiveness of the build, but it´a turn off for me. Inevitably firering only one pistol and watching the reload animation just isn´t as visually appealing for me as firering two in quick succesion.
  5. I am not sure about this as well, but at least I can give you some input on this matter. Although dual wield doesn´t help with your opener, all rogue abilities are full attacks iirc, so you miss out on damage when out of stealth. 2handed might be still the most consitend option, but the recovery times are really high. One idead to circumvent that is switching weapon sets from single to dual after you are out of options to restealth. I tried soulbalde as well and it was underwhelming for me at least. I am currently testing assassin/devotet, which has some synergies. Your are locked into one weapon, but you have +2 pen and +25 % crit damage with that weapon. The bonus penetration paired with crippling strike gets you a total bonus of 8 pen resulting in 15 pen with a saber for instance. A critical hit gives you another +50% penetration, so +30% dmg full pen might be a thing, at least on lower levels.
  6. Thanks for the input guys. I feel kind of dumb for not thinking about cycling through weapon sets for more shots before reload. Thats awesome!
  7. I need some input with this and hope someone can get me some insight. The general idea is to build an assassin with dual pistols and trying to be a ranged damage dealer for the most part. Hit people with a massive alpha from range, get distance and later one use rogue abilities to restalth and do it again. The thing is, I cannot decide which multiclass combo might be the best. I am torn between these two: Assassin/Devoted: Higher pen and +crit damage. A fighter doesn´t bring much to the table regarding skills later on, but the devoted passive is nice and beeing devoted to one weapon would fit with the theme fluff wise. Decipled barrage might be good to offset the pistols modal. Assassin/Ghost Heart: Going ranger for more ranged options, picking Ghostheart to ignore the animal companion for fluff /theme reasons. The ranger seems to have some nice escape abilities. Hope you guys can help me on this one.
  8. Ah, thanks a lot. Had to uninstall Galaxy recently due to a bug with Battletech. Time for reinstalling I guess.
  9. Just a quick question, couldn´t find anything about it via search function. Where do I download the voicepack? I get redirected to the PoE 2 homepage when I click this ingame. Will it be a seperate file on GoG ? It wouldn´t surprise me because in similar intances it was usually the case. I just want to be sure.
  10. Thanks a lot! I just arrived at Defiance Bay. Time to complte the Woedica Quest hen
  11. Hi guys i just want to ask at which point the DLC will open on a new playthrough. Unfurtunatly, I can´t test my most recent save because i ve baught a new pc and haven´t recovered my old files yet. A brief look into reviews is sugesting that one should receive the quest in Act 2 after completing Caed Nua, but i didn´t got the letter yet. I just want to make sure i ve installed everthing correctly ( I am using the GoG version of the game).
  12. Leaving Soldiers behind wounded is indeed more of a modern military practise. But appart from the fantasy setting, i don´t assume that the player party will even fight battles on a war scale. Fights are taking place on a much smaller scale where duel situations are more likely to occur. Of course, if preasured, it´s not a good idea focusing on the guy you just send to the ground but defending against the immenent threat in front of you. But if you have the time, it may be a good idea to make sure. And as said, historical documents suggest that this was in fact done. It´s not necessarily the act of a frantic lunatic or an feral animal. But you are right, there are situations where it would be more reasonalbe to take care of another target. On a side note, I don´t how hard this would be to implement in the AI behaviour.
  13. Why should an enemy not try to finish someone off, making sure he stays down ? I would argue a seasoned fighter would not take the risk of someone getting up again, because this might lead to his demise. According to Historical medieval martial arts, as far as I know, this was done.
  14. 1. And that is still OK if you can also finish the game without everyone using ARs.3. No there are no such doors/containers. Everything can be passed in multiple ways. I would say that shooting twice per turn with end game sniper rifles using head shot with 100% accuracy is much more effective than using end game assault rifles with burst, as sniper can single shot most of the enemies quite far away. Best Sniper Rifle does aprox. 190 Damage with Headshot, depending on difficulty for 9 AP, you cannot shot it twice.AR deals aprox. 260 Damage with Burst and Headshot for 9 AP. As said, I don´t want a mere cosmetical change if you choose one or another, what I want is uniqueness. Divinity:OS did this well in my opionion. Compare Two-Handed strenght based to dual-wield dexterity based. Both are able to dish out lots amounts of damage with unique advantages and disadvantages. Ok, granted, I ran into that situation because I´d chosen a particual path in that questline which is, unfurtunatly, still bugged, even after the last patch. So this point of mine is somewhat unfair, because it may have never been intended.
  15. 1. I am not talking about min/maxing everthing. I am talking about Assault Rifles outperform any other weapon in the game, especially at later stages, where you are able to use bursts with 100 % accuracy all the time. 2. From what i ve seen so far, the attribute system in PoE looks promising. 3. There are doors / containers you need to open in order to progress in the main story line. Some of them have medium difficulty even with the highest skill available so you are forced to save scumm, even if you don´t want to.
  16. I really enjoy Wasteland 2 up to this point, more then i thought I would. I am on my second playthrough at the moment with lots of hours sank into it. Still, there are some points I hope PoE will do better. 1. Combat mechanics, balance and the "Weapon of choice". I don´t want a washed down version where the weapon or class you choose is merly cosmetical. On the other hand, the underlying system should allow you to build around a certain spec, class or weapon to become effective. I am fine with one choice beeing stronger then another, because it adds applicability to their real world counterparts (for Wasteland that is). However, there should not be the "No-Brainer", the one weapon, the one spec you have to take in order to succeed in combat. Don´t get me wrong, I don´t believe that cookie-cutter builds can be avoided entirely, but at least make them less obvious. This is something D:OS did very well. 2. Avoid dumb stats Fallowing this forum quite frequently I think everthing relevant has allready been said. In Wasteland 2, Luck (and Charisma to a certain extend) are completly meaningless stats. The later has not enough impact because it makes no difference on your "conversation character". It cuts off some contet though and certain NPCs initial reaction is, in fact, different. 3. Avoid systems that encourage save-scumming Okay, this is somewhat controversial. A lot of people are frustrated by the weapon jamming, I am not one of them. First, because it adds to the realism and more importantly, you can completly avoid it with the right weapon mods. On the other hand, the critcal failure chance especially in the late game with the highest score in the appropriate skill available makes it frustrating at times.
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