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CaptainMace

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Posts posted by CaptainMace

  1. Hello, as of today, I just leveled up and picked a perk which allows me to overcharge the inhaler by keeping the inhaler key pressed down, and get various bonuses and more intoxication in the process.

    Problem is, playing with a french keyboard, I had to remap the key bindings, especially the inhaler key from Z to W. I also had to remap the forward key from W to Z.

    Now, whenever I hold Z to move forward (which is, all the time) my character takes an overcharged shot of inhaler.

    It seems that the key binding for the inhaler overcharge is "hard-bound" to Z no matter what the key is set for default inhaler.

    I hope you get to fix this somewhat particular and small issue in the next hotfix. Cheers!

     

     

    (On a sidenote, there seems to be all sorts of issues with how the game saves the settings. Switching the .exe to administrator mode didn't help fix this problem : whenever I reopen the game, settings get reset back to default and I have to change everything again : key mappings, graphical settings etc.)

  2. ·

    Edited by CaptainMace

    You're the kind of dude that denies the fact any piece of art, in the wide sense of the term, belongs as much to its creator as it belongs to people who experience it. (otherwise, pro tip for any artist/creator/whatever out there, keep your product in the closet and don't share it with anybody, it's yours you know).
    The kind of dude that doesn't find anything wrong to Ridley Scott claiming, in an interview, years after Blade Runner got released, that "Deckard is a replicant" when one of the most important aspect of the movie was speculation over this specific point. And the dude claims it with a smile. T'is ok, you know, since he's the creator.

    No it is not. Pillars has its ass on the fence on many aspects of its gameplay since the release. But at least, the rest system, and the gameplay designed around it, going to the point of allowing different rests depending on the difficulty selected (which emphasizes the importance of this feature) was one of the few consistent things of the game, and now even that is out the window  :facepalm:

     

    But yeah, we could consider it's nothing since it's optional. Although Highlander 2 didn't alter Highlander in any way so where's the problem with how terrible a sequel it is, right ? Same logic for Fallout 3 and Fallout and so forth and so on.
    Whatever, we'll never agree on something if we go from opposed principles anyway.

  3. So does the existence of "story mode" harsh the developers vision, for you?

    To be honest ? Yes.

    And there's a reason it's called "story mode" genius.

     

    But frankly, Gfted1, you already admitted several times that you sucked ass at IE games to begin with, so nobody's surprised you're glad to see a "story mode" coming, or bitching about ressource limits.

     

     

    You seem to be avoiding the fact that this was the quote I reacted to.

    Never said I would be forced to play this mode but you somehow focused on the fact it's an option.

     

    Dude, wake the **** up. This optional game mode completely removes the supplies (which, btw, is the subject of the topic). The whole gameplay revolves around supplies/rests being limited. So obviously, YES, the story mode harshes the developer's design, it even ****ing shreds it in pieces.

     

    Not surprised it totally flies over your head though.

     

    Love 30 Rock btw.

  4. See, the problem with being snarky is you have to pay attention and be accurate. Ive never said I suck at the IE games, I suck at PoE, genius.

     

    And the beautiful thing about Story Mode is that CaptainMace never ever has to activate it, thus avoiding the hurt in the butt. :yes:

     

    Didn't know you answered that.

    Glad you acknowledge the fact that you indeed suck, which is the reason you're among the people who think a "story mode" doesn't affect the game design.

     

    I don't see how being forced to play story mode would be a butthurt for me though. I'd probably just quit out of boredom, since, you know, it wouldn't be an actual game anymore, which is heavily implied by the name of the difficulty setting : story mode.

  5. ·

    Edited by CaptainMace

    So does the existence of "story mode" harsh the developers vision, for you?

    To be honest ? Yes.

    And there's a reason it's called "story mode" genius.

     

    But frankly, Gfted1, you already admitted several times that you sucked ass at IE games to begin with, so nobody's surprised you're glad to see a "story mode" coming, or bitching about ressource limits.

  6. stressed.jpg

    " and and and... the system doesn't make any sense and... why is there an engagement system in a real time game ? I mean ok, per rest spell use doesn't make a single f**king sense in these games either but, uknow, it was in bg2 and I have wet dreams about it and and and... "

     

    But yeah the game is not particularly good, I'll agree on that. The worst game of Obsidian ? Dude you need help. It's funny because he only had to hold his hand, just a bit, so his review was full legit, but hey considering how DarthRoxor has been considering the project in the last year, the conclusion is not surprising. I'd like him to review Dungeon Siege 3 now

    :)

  7. ·

    Edited by CaptainMace

    Paradox's DLC policy is shameful & disgusting.

     

    I don't know, I didn't buy a single dlc or add-on for CK2, yet my game keeps improving since release for free...

     

    They reworked the whole map and added India on last big update... It's either a disgusting dlc policy, or the most generous update policy out there (especially considering how ez it is for these games to get illegaly downloaded) ;)

  8. It's not comparable to the memorial one.
    Nobody cares about the memorials, everybody agreed that a mod to remove backer stuff (including them, especially them) would be cool.

     

    Now however it's about the main damn f**cking tone and story of the game. There's just no way anybody would agree to change that. It'd simply be an artistic suicide.
    But the memorial joke, who the hell cares, really...

  9. ·

    Edited by CaptainMace

     

     

    I think a permanent +30 deflection is way more impactful than -10% damage.

    the problem with your thinking here, is that you're looking at base damage minus, instead of base damage plus.

     

    your damage goes up quite a bit if you get your might up a few points past base.

     

    Its the difference between one or two shotting with a spell, vs 3 or 4 shotting with the same spell.

     

    best defense being a good offense and all... I still say you're better off focusing more on might.

     

    mages simply are not well designed to be battlemages in this game.  that's why there are other classes to do this.

     

    why force a round peg into a square hole?

     

    *shrug*

     

     

    True, especially considering the lack of speed of a lower dexterity. It can actually reach -40% damage compared to an optimal damage dealing wizard.

    Though my point was, can he survive the frontline with such a setup ? Because with like 3-4 times less health and endurance than frontliners (and without the evasion of the rogue), my concern is more about "would such an extreme min maxing change the fact a wizard usually responds to close encounters by fainting and/or convulsing in his own vomit ?".

  10. Chanter is the only thing close.

     

    Which IMO is fine. D&D caster/melee juggernaut hybrids were always a bit too "I want everything in one package" making the actual fighter-ish classes kinda pointless. Clerics were basically superior fighters - as long their buffs were up - and with heals, debuff, CC, nukes.

     

     

     

    I haven't tried at all, though anybody knows what would a more-or-less mix-maxed wizard with high Perception,Intellect, Resolve would do ?

    The idea is to max out the bonus deflection and duration of self buffs, leaving constitution, might and dexterity behind. Spells would obviously be about self buffs, summoned weapons and close range burst and aoe's.

     

    How would that work, considering the extreme feebleness of the wizards upfront ?

     

    It pretty much wouldn't work. Dropping might and dex means your damage would be terrible so what's the point in buffing yourself for close range burst exactly?

     

    You'd be a ~somewhat less likely to be hit wizard with terrible damage output and slow spell casts.

     

    You make it sound like the wizard would do half damage. If you put 6 in might, you'd only lose ~10% of base damage...

    Now what I find terrible is a battlemage with the deflection of... well a wizard of PoE. I think a permanent +30 deflection is way more impactful than -10% damage. Without mentioning the spells with base damage that might doesn't affect, like the third level concelhaut drain one.

    I think it's worth the test, because the main stat that is difficult to self-buff with the wizard is deflection. Beside Lengrath displaced image at level 5, I don't think there's a way to buff it up.

     

    Well unless a battlemage is something else than a tanky frontline spellcaster (which is what I have in mind right now), then any wizard would be a battlemage now, wouldn't he.

  11. ·

    Edited by CaptainMace

    I haven't tried at all, though anybody knows what would a more-or-less mix-maxed wizard with high Perception,Intellect, Resolve would do ?
    The idea is to max out the bonus deflection and duration of self buffs, leaving constitution, might and dexterity behind. Spells would obviously be about self buffs, summoned weapons and close range burst and aoe's.

    How would that work, considering the extreme feebleness of the wizards upfront ?

     

    Would be awsome if wizards could pick one or two lower lvl spells to be per encounter instead of per rest, that would fix most issues I think

     

    According to the manual, it happens at higher levels than what the game allows. Probably in the expansion. It changes per-rest to per-encounter for lvl 1 spells, then 2 and so on as the wizard levels up.

  12. ·

    Edited by CaptainMace

    Engagement is the aspect I wanna see improved. I like this idea of setting a line of front during the battle. When you manage to do so, it even gives some really cool setup for several spells and abilities. The most obvious is line-shaped spells like ray of fire, when you manage to engage enough enemies with little frontliners and can hit 'em all with these spells/abilities, it feels good :>

    But right now it doesn't seem to work well. Pathfinding doesn't help in its current state.

  13. Liked the endless paths because it reminded me of IWD dungeons, where you'd go deeper and deeper and discover some quests, some dudes, environments would evolve as you'd go deeper.
    Only problem I have with it is its design as a increasing-difficulty dungeon. So you either complete levels from time to time or you do all at once at the end and stomp over the 2/3 first levels. As I did a bit of it from time to time, I find it hard to see the dungeon as a whole and appreciate the general design as I did for IWD.

  14. ·

    Edited by CaptainMace

    I like the design idea behind Dark Souls that the narration of a game should be game-specific. We got, for a long time, literature-style narration and when the technical aspect allowed it, movie-style narration. Dark Souls is pretty much in the same vein as Half Life, except that it pushes this idea to the extremes.
    Pretty much any enemy, its placement in the world, the items he wears, the attack-types he uses (type of magic/miracle) is relevant to the lore, and sometlmes is actually the only way to know more by deduction. From the hole in the roof in the undead asylum to the corpse of Tarkus in Anor Londo, there is no text nor cutscene and yet you can understand what happened through world design and bestiary. It's pretty brilliant for that matter.

    Problem is :

    - Dark Souls lore is entirely back-looking. It's almost always about what happened while there's actually not much happening during the course of the game, besides the player deeds.

    - Dark souls got a rather tough world. It's difficult to take time to notice Tarkus fate in Anor Londo while DEM THESE F***ING KNIFE THROWERS AND WHY IS THIS PLANK SO NARROW. You know :D

    But yeah Dark Souls is pretty awesome in that regard.

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