
Cheston
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Deadfire: Would you like to know more?
Cheston replied to Tattyblue's topic in Backer Beta Discussion
Base duration is 9 seconds, and it stacks with itself. You only see the duration of the longest bleed effect remaining, but they all run for their full duration. I.E. if you attack once per 3 seconds, you'll always have three bleed effects up on the target. **Updated 'cause I was wrong. -
It stacks with itself, you only see the duration of whatever the longest duration bleed remaining is, but you can see multiple bleed ticks showing up after multiple hits with the modal on. It's 10% of the damage done per 3 seconds, so you do 200% extra damage over the following 60s. **Updated because I was wrong the first time.
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It's particularly useful when you're about to get hit with a strong melee ability- the AI won't cancel melee abilities if the target goes out of range, so if you're about to get hit by a Blinding Strike, Finishing Blow, or something similar, you can step away and yakety-sax back into the fight after the enemy's wasted their resource. That's what I mean by "dodging." (Assuming Defensive Roll is up, I mean.)
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I like the idea of the Black Jacket, but it feels a bit devalued by how you still have to unlock the last weapon slot, so I made a mod to give Black Jackets the last weapon slot by default. (It also makes Arms Bearer unavailable for anyone single- or multiclassed as a Black Jacket. The class description is unchanged.) Here's a download link- you can just unzip it in the 'override' directory of your Deadfire beta installation. (create it if it doesn't exist). I'd love to hear peoples' thoughts- I know the general consensus was that Black Jacket felt a bit weak, and this feels like it brings the subclass in line with Devoted and Unbroken, and makes giving up Constant Recovery feel worth it. **all right, there's an actual download link now haha
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Have you tried Defensive Roll? I was surprised at how often I used it to dodge sidewinders' attacks.
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Maybe they unlock Berath's Blessings? There'd have to be like 30 blessings though.
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- Scavenger Hunt!
- Codes!
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Fishing and a legendary cooking questline.
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I've at several points seen one Inspiration from Frenzy disappear before the other. My assumption was that Inspirations cancel out Afflictions (and still apply), but that Afflictions cancel out Inspirations (but don't apply). Not sure what a good place in the beta to test this out is.
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-More mod support! -A WM1/2 style expansion. (The White That Wends March 1/2?). Something that can take place after the main campaign would be fantastic- I loved the Blood and Wine expansion for TW3 because it was like a 20-hour epilogue. I think in general the "substantive expansion" was the most popular back when Obsidian did that DLC survey.
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When you hover over a character's health in the character sheet's Summary page, it shows the character's Constitution bonus as only applying to their base health, and not the health from levels. The overall amount (visible below the tooltip / in characters' portraits during gameplay) is still correct.
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^^ What it says on the tin. It says it affects the targeted ally in the combat log, but doesn't appear to damage the nearest enemy or push them back. There are no sound or visual effects.
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Probably straight Fighter. I'm gonna bury that dude in passives. Riposte swashbuckler is tempting, though, depending on how Riposte ends up at launch. Confounding Blind is also really nice and I can't find room for it in my Mindstalker build.
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Beta IV - General Feedback [The Good // The Bad]
Cheston replied to DexGames's topic in Backer Beta Discussion
-Sleight of Hand being so tightly coupled to Stealth feels strange, since most of the other skills can stand on their own. (I.E. you don't need stealth to disarm or place traps.) -Riposte has the same issue now that it did in Pillars 1- it procs maybe once a fight. This feels like a holdover from when Misses were 1-49 rather than 1-24. Any chance of Riposte being upgraded to include grazes like in Pillars 1? -
Let's gather feedback for AI customization here
Cheston replied to Doppelschwert's topic in Backer Beta Discussion
One issue I've noticed in the last ~20 hours of beta: There's no way to specify "do not hit friendly targets". (Or if there is, I didn't spot it.) It'd be really useful to have this as a predicate for AOE spells like Chill Fog that target both enemies and friendlies. As-is, I removed Chill Fog from my Mercenary Wizard's AI because the fighter & rogue were getting Blinded every fight. Retargeting (or just canceling the cast) when allies get in the way would also be great, though I can see that being harder to implement. -
This is way better! Even more clarity w.r.t how your crew's skill levels affect things would be good. If it takes two turns to jibe, or I gain the wind advantage, having a better idea of why would be fun. Same goes for when out of combat- knowing what a good surgeon or cook is affecting would be great. I still don't totally "get" what the Captain level means. Can you hover over it? Holding position to get a cannon accuracy advantage is neat- adds a cool dynamic where you try to guess which turn you should hunker down on when the opposing ship is holding/loses the wind. It still feels like it takes a bit too long to close on a ship if you just want to board. (I almost always want to board, it's very fun!) I miss being able to detonate every other ship's powder stores at a glance, but I'll survive. Bug: I didn't get any loot after boarding the ship with the Vithrak captain. :feelsbadman:
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+1 on Wild Leech not being worth it as-is. I support improving it to a level 2 inspiration/affliction, or increasing the duration, or maybe having it get more powerful over time? Also, the tooltip should also contain the duration. I think Psychovampiric Shield is in a good place, but I'd also be okay with it changing. I'm fine with Devotions and Borrowed Instinct since they don't stack. Though I can't think of a way to make it clear in the UI that they don't stack, without reintroducing unique buffs. Not a problem that urgently needs to be solved, though.
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Beta IV - General Feedback [The Good // The Bad]
Cheston replied to DexGames's topic in Backer Beta Discussion
-The empower UI is really great! It looks as important as it is, now. -The improved tooltips/descriptions are much appreciated -Barbarian: -Carnage could really use an AOE circle like in Pillars 1. -The damage from Carnage doesn't count towards Focus generation when multiclassing with Cipher. This makes Witch feel weak compared to Mindstalker (cipher + rogue) or Psyblade (cipher + fighter). Making Carnage generate focus (even partially) would go a long way. -Rogue: -Streetfighter changes are great! They might need to be toned down a bit, but as-is it really feels worth it to take more Constitution as a Streetfighter. -All offensive abilities interrupting on hit feels great, it adds a lot to the identity of the class. -Riposte's tooltip is still really vague- it doesn't feel worth taking when you don't know how often it'll proc. -Cipher: -Focus gain feels appropriate on a single-class Cipher now. -The update to Draining Whip's tooltip makes a huge difference in understanding how it works. Thanks! -Body Attunement's buff doesn't last as long as its debuff. Is this intentional? Feels weird to me. -Wild Leech is too short/weak to feel worth the investment in focus + cast time. The tooltip also doesn't include duration. -
Are you datamining or something? If so, could you please be a bit more specific with the spoiler warning? I'd rather not stumble upon main-game stuff, especially if it's fragmented or incomplete.
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Josh's new suggestion for Resolve is brilliant IMHO!
Cheston replied to IndiraLightfoot's topic in Backer Beta Discussion
I really like the idea of tying Resolve to Recovery Time. It makes sense for the stat, it's constantly useful for everyone, and there's already a whole interesting dynamic in place where some abilities have a higher Action Time or a higher Recovery. I can totally see a low-resolve wizard favoring the less physically "draining" spells (low recovery), or a high-resolve wizard burning through the more strenuous spells (high recovery). It would require a lot of balance because Recovery is everywhere in Pillars' combat, but it'd fit so well. It'd feel as valuable as all of the other Pillars stats.