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anfoglia

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  1. I encountered the same problem with some additional Xaurip-like creatures later in the game (output log below). Updating my drivers does not seem to have solved the issue. output_log.txt
  2. Description: Upon killing a Xaurip High Priest, the game freezes and ultimately crashes to desktop. I have experienced this bug outside Poko Kahara and with the Lord Admiral Imp's party in Queen's Berth. I don't think other types of Xaurips trigger the crash. As an experiment, I killed only the leftmost Xaurip champion (or maybe it was a skirmisher) outside Poko Kahara but left the rest of the pod alone. The game did not crash. Steps to Reproduce the Issue: (1) Find one of these two Xaurip parties; (2) Kill the high priests. EDIT: WELP, it might be more complicated than that. After reprodu
  3. Fighter works well because you get extra survivability and accuracy (and more, if you go devoted). Paladin also has complementary abilities.
  4. I finished a run of Beta 4 last night. My general thoughts: + Combat Speed Slider: the interface is fiddly, but this is a god-send. The slowest setting makes the action much more legible for me. It's almost like playing a semi-turn based game like Grandia or something. I imagine the faster settings are just as much a relief for people who hate waiting for things to happen. + Graphics/performance: this is a beautiful-looking game. I can't wait to see more of the world. + Single-class buffs: the extra ability point makes a world of difference. In other builds, multiclassing was more
  5. It depends what the ability progression looks like at higher levels. For the levels we see in the beta, this seems workable to me. The abilities you get at level 7/8 aren't that much more powerful, and the actives are still limited by your power source or spell allotment and the fact that many of them have lower-level pre-reqs. It might not take many tweaks to ensure that a character who takes, say, the full 2 abilities at Power Level 3 is not strictly worse than a character who holds off and doubles up on the "better" abilities at power level 4. But in the end it's probably easier to cont
  6. +1 I'm on classic. The titan itself is not an issue. He spends the entire fight blinded and exposed and stripped of armor and deflection. But then four blights spawn and wipe my party within seconds. On my second try, I did maneuver my characters away from the blights, but not nearly far enough, it seems. Guess I'll have to try this kiting plan.
  7. I am interested in the idea of characters building up empower during combat, with Resolve affecting the rate of growth. If you start at zero, then you limit the potential for alpha strike problems and get off per-rest, which is a bit of an awkward fit for a game that has broadly embraced a per encounter design.
  8. Well, I have to admit I hadn't considered those downsides to resolve reducing hostile durations. I'm persuaded that, at the very least, it's not something worth trying to implement in the month leading up to launch. I've needed to remind myself that even though POE1 Resolve was a dump stat for many characters, that just wasn't a big problem for the game. Not only was POE still fun, but I think if you polled the community about the game as a whole, buffing resolve would not have been a top five request. Which is not to say I wouldn't be excited about a Resolve solution. But a simple reversi
  9. One suggestion someone made on another site was to have Resolve decrease the duration of afflictions. I like it because it's simple, on-theme, and attractive to all classes. I don't know whether it would run into any of the same issues that made the concentration-related change unworkable. Nor did I follow previous Resolve discussions closely enough to know whether this idea was already raised and problems were identified. Another idea I had was for Resolve to mitigate the effects of injuries, but I'm skeptical that would help the stat if (as seems likely) the game ends up in a place where
  10. I don't know how to evaluate the ship encounters until I know how they fit into the broader sailing system. The updates Josh has discussed (removing the full sail/half sail distinction, tweaking jibe, adding options to flee or "close to board") all seem like positive steps. But supposing you actually want to try trading volleys, it doesn't seem like the framework supports fun, tactical battles. It needs another dimension or two. Maybe that comes in when you can actually select cannons and crew members. Idk. I can see a bit of the FTL influence in how you order crew members to report to differe
  11. The appeal is that it has some of the better party-based combat this side of Divinity: Original Sin. But then I generally prefer TB to RTwP.
  12. I wonder about this. The penetration and proficiency mechanics both seem designed with the idea that players would comfortably switch between weapons, but if it turns out many players don't like pausing to check penetration for each party member and each enemy and/or don't like switching from a preferred weapon, then those mechanics become something of a dead weight. Going back to the change from DR to pen, I believe Josh said that POE players found DR mushy or unclear about what damage types were appropriate. But what if they just didn't like reviewing the numbers? Penetration may be a little
  13. Best + Improved reactivity: even in this relatively small area of the game, there are a wide range of dialogue options based on race, origin, class, and skills. This is tremendously encouraging. + AI scripting: I admit that this was not a priority for me during the crowdfunding campaign, but it's a very cool feature, and I've enjoyed my experiments with it. I can't wait for someone to send me improvements on my garbage scripts. + Subclasses: these are fun, and I appreciate Obsidian giving multiple options for every class. Worst - Rules communication: Taking a step back, the
  14. Again. I simply beg to differ. And has nothing to do with my point. A Minsc or Dorn is a much easier, straight forward build in BG. It isn't impossible in PoE, but it is a more complex issue. Joe It isn't complex at all, you pump 3 stats and ignore the rest in either case. You are literally complaining about having options here as opposed to your knowledge you acquired in D&D. No it is not that simple because of how PoE has balanced out the dynamics of the stats, never mind you can't _just_ pump all three stats enough to get to a Dorn or Minsc character. First you h
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