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thelee

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thelee last won the day on November 13 2019

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About thelee

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    simulcra

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  1. you know what, you're right, i misremembered. it wasn't even close between Throne of Bhaal/WM-style versus what I said.
  2. If I were you, I'd go for Toxic Strike over Perishing Strikes and get someone else in your party who can add Enfeebled. Toxic Strike does a stupid amount of damage over a long duration.
  3. Just to underline some points in this thread. 1. All dots scale with INT correctly. As Boeroer mentioned/alluded to, there were a few DoTs that didn't do this correctly, and those all got patched. (The technical details is that some DoTs use some weird formula--like Cleansing Flame or Disintegrate--that targets a total amount of damage over a base duration, as opposed to damage per tick, and they were buggily implemented when interacting with intellect. Don't ask me why some DoTs used this formula, but it's the reason why effects like Cleansing Flame and Disintegrate have very weird tooltips compared to e.g. Plague of Insects.) 2. All dots scale with might, but the aforementioned weird dots don't correctly scale with might combined with power level - they get less benefit than they should. This is an improvement from before, but it's still buggy: Math Is Hard i guess.
  4. The DLC model changed I thought because they issued a survey to backers after PoE1 hit end-of-life and that was overwhelmingly what people wanted. And it wasn't "smaller, individual adventures" it was a mix of small-ish content interspersed at different points along the main game and small updates, which we mostly got (megabosses, cosmetic packages, DLC that targeted different levels and triggered at different points). In general traditional RPG-expansion-style DLCs aren't good investments, because they have such a smaller market by definition than the base game. That could be what you might be thinking of, or what might have been referenced. Between WMI & II vs FS+BoW+SSS I think they are collectively roughly the same size in terms of gameplay, so if it was really a cost concern, I don't think they succeeded in pruning those costs, especially since unlike WMI & II there is much less asset-sharing between the deadfire DLC versus the PoE1 DLC.
  5. this has been discussed before, with evidence, but basically: hardly anyone ever finishes any game all the way through. steam achievement rates for other RPGs are similarly extremely low (even as sequels sold well). you can't really conclude anything based on poe1's.
  6. yes. The untargetability of knock-up lasts for one second, and then they spend one second standing up, for two seconds total out of commission. Yes, you can't do anything to them while they're untargetable, but it means an extra second to gear up for an attack or let a resource recover. You can see me using this on the un-interruptible Oracle of Wael as part of my ultimate run below. (note - as a plus, this worked especially great for a tactician because while they're untargetble they don't count as being in combat, so a tactician (or a party with a tactician) against a solo perception-immune enemy would be repeatedly triggering Brilliant, which is actually better than just one prolonged Brilliant, since just activating Brilliant gives you resource back)
  7. In practice I find that enemy AI doesn't do this a lot. If you're able to get the enemy AI back onto a tank via some mechanism, it's sticky for a while. I don't know what the internal workings of the AI is, but I have to imagine there's some sort of internal cooldown on changing targets. So there's that. It would be extremely annoying otherwise. On the topic of the enemy AI going after squishy targets - it's a double-edged sword. That's why rogues have so many escape abilities, and also why you can metagame this by taking advantage of this fact. It would be way worse if the AI enemy was actually more like a human, e.g. deliberately avoiding the high-defense riposte or blade turning squishy because they know they'll just get punished. I can see the virtue of the WoW/MMoRPG style aggro system, but it can also be extremely mechanically reductive. In Tyranny some of my parties boil every fight down to "taunt - taunt - taunt" while everyone dps-ses. In this vein, mule kick is better. The "knock up" effect also still works, so you effectively significantly increase the length of the time these uninterruptible enemies are quasi-interrupted. Dorudugan has sky high fortitude defense though, so I would be surprised you could do this consistently even with the -25 from morning star and bonus acc from mule kick. The only other uninterruptible enemy I can think of is the Oracle of Wael and they also can be proned/knocked-up. Must be a weird thing for designers to keep an eye on - no matter the enemy they have to add a prone/standing up animation.
  8. @AlyMintChip sounds rough dude. Might just be some bit of RNG you have to hope goes your way (I mean, it seems rather unlikely to fail so maybe second times a charm?). If it makes you feel any better, Ashen Maw was a major bottleneck point for me as well. @Boeroer's trick could work depending on how quickly you're taking damage. three weapon slots, only two with lethandria's. stay on the third while you take damage and then only periodically turn on the ai script to switch between the other two to rapidly heal and then switch off before the blight can hit you. then you don't have to worry about lethandria's taking much damage (if any)
  9. oh yeah, i was confused - i thought you were talking about one of the fire blights on the bridge, not the one that spawns from self-damage, so I was confused how you'd be able to end the fight just from dealing with one fire blight. is getting rekvu's cloak feasible? requires a detour to the north of the map and requires some hard fights, but once you have that plus one injury you never need to worry about lethandria's regen again IIRC because you'll just heal the fire blight damage. also: what build are you?
  10. yeah, RNG sucks. my big worry was scordeo's breaking, and i had some backup plans in case in case i couldn't proc blade cascade, but there were some places where I just had to hope that scordeo's would proc before breaking. my practice run actually broke scordeo's or had to fall on a backup plan twice, but fortunately that never happened in my real run. (it also happened in one of my planning runs, but that was pretty suboptimal in terms of how I handled proccing - i didn't carry over the buff from fight to fight which meant many more times to buff and many more chances to break scordeo's) how would scrolls of withdraw help with trying over and over again? you can't leave the fight and you can't repair mid-fight. do you just need lethandria's for the regen? are there other sources you could use that doesn't require something that needs repair? edit - silly me, it's probably to heal vela. my bad. worst case you could do something like what armaxy says and just aggressively switch your weapon slots to avoid ever taking damage while having the shield equipped.
  11. that's the reason why i bumped it out of my top five. it seems like a really obvious design oversight, given how much scaffolding and flexibility there is everywhere else.
  12. oh yeah, for barbarians, perception is real important especially since you said you play on harder difficulty. i would actually say it's more important to max perception than might for a barbarian. it's because carnage only triggers on weapon hits (not grazes) and itself needs to at least graze enemies to do anything (and it's considered like a spell, so it doesn't get the same accuracy bonuses as a weapon attack). That essentially means that for a barbarian's main form of damage, each point of perception or accuracy does double-duty - increasing the chance you hit (to trigger carnage), and increasing the chance again that you get good carnage out of it. matters less when you have high chance to hit/graze but (more commonly on PotD) at lower accuracy, you essentially get exponential returns from perception. it also helps that barbarians have an easy way to boost their damage capability (frenzy, one stands alone, blooded) but not their accuracy. so perception seems to matter a lot. edit - actually, because of the above, 1h style might actually be decent for barbarian because of the +12 acc bonus, so long as it's a high-based-damage weapon (like an axe). i haven't run the numbers on this specific scenario before, and i've only played a couple of barbarians so can't say for sure. my hypothesis is that it works out extremely well early on, but might pale in comparison to dual-wielding or 2h by mid-late game (where your accuracy starts getting better and better).
  13. As I mentioned in an earlier post, given that the marketing for the console release is significantly downplaying the pirate/ship-sailing elements of the game, I think it's safe to assume that at least the console port developer agrees with this line of reasoning. (Or as someone else said, this is something they can change at this point in time, so they are.) When I reflect on this, I think this is an area where JE Sawyer has a bit of denial, because he said in post that he didn't really think of Deadfire as a pirate-themed game. But on top of whatever marketing leading up to release, they literally had a couple of small DLC that added various forms of booze, new beards, new sailors, new ships, new ship-gear, and Mirke (literally a drunken pirate) as a sidekick. They were obviously leaning into it pretty hard at first. But in retrospect, it might be telling that when the small DLC evaporated after a few months - they either decided to pivot and focus on the bigger story DLC, and/or maybe they were already realizing that the pirate theme wasn't working out for them. Maybe PoE1 was a better balance in setting? I loved the shift to renaissance era, but the shift was subtle enough that (like you mention) maybe a lot of the more "conservative" players wouldn't have noticed (except for the guns, and even some D&D campaigns had guns). A similar approach would've been to set a lot of Deadfire in a more traditional medieval RPG setting and then have only parts of it in the more polynesian Deadfire. (A home base in Old Vailia and you sail out with the Valian Trading Company, maybe?)
  14. This is the constant, fundamental concern that I think a lot of people with "less big-picture" theories are missing. It's one thing if the question was "why did Deadfire sell 5% less than PoE1 instead of exceeding its sales?" At that point, pretty much everyone's theories might be right, even ones that I would consider to be more fringe (e.g. Avellone no longer being on writing staff); I could easily see each critique cumulatively leading up to >50k sales lost (out of a million), along with some other big picture stuff that would have prevented Deadfire from exceeding PoE1's sales as a sequel to an ostensibly-well-received IP. But that's not the question. The question is "why did Deadfire sell a mere fraction of PoE1, and even a fraction of Tyranny?" coupled with the known constraints of positive critical reviews and positive user reviews. There are also related data points! That I'm going to repeat again - Like P:K having worse reviews and bigger stability problems, but selling far better than Deadfire. Tyranny being based on no established IP whatsoever which still outsold Deadfire, though apparently still disappointed. Everyone is going to have their pet gripes about the game. I have my own pet gripes. But it's one thing to have a pet gripe, but if you're going to claim that that pet gripe is the cause of Deadfire's revenue woes, it has to be capable of explaining a massive sales expectation miss and be congruent with the known data points we have out there. For that reason I'm not going to come in here and say "power level scaling is real confusing and murky. that's the reason why Deadfire sold poorly!" even though that is my main gameplay critique of Deadfire. edit - pretty much only one person actually tried to make a case that all the smaller gripes people were talking about added up collectively to explain the massive sales drop, but it's a pretty fairly unconvincing theory (and for kanisatha's accusations about being unwelcome, the person proposing this was way more hostile than anyone else in this thread). For one thing - many of the gripes generally requires people to have played the game, and that would somehow be reflected in user reviews. For another thing - occam's razor. "Big picture" stuff explains why the audience might have shrunk significantly but left a core of enthusiastic, happy players--which explains a massive sales drop but is still consistent with high critical/user reviews--and big picture stuff requires you to assume far less than a collection of smaller picture stuff that requires a lot of scaffolding and rationalizing away of the known data points (such as - users are not actually happy but something about them prevents them posting unhappy reviews... even though for example P:K had plenty of mediocre unhappy reviews but still tons of sales). Occam's razor would suggest you go for the hypothesis that requires you to take the fewest leaps of faith and rationalizations. (Also three: it's unclear that these different smaller theories are independent of each other, which requires even more heroic assumption-making about the impact of any specific gripe since they would have to carry more weight.)
  15. You definitely want to dual-wield, or use 2h weapons. 1h style is very bad for DPS and is only useful for specific niche approaches. I don't have a lot of experience with turn-based, but am actually thinking that a lot of barbarian stuff is not going to be very useful for turn-based, because a lot of it is focused on action speed/recovery (frenzy, bloodlust) and action speed is much less useful in turn-based mode where you all have one turn per round regardless. You might want to focus on the shouts and the straight-up damage and accuracy bonus passives (one stands alone). If you're single-classed, I think the dazing shout path is extremely good - you do a lot of decent area of effect damage and daze the enemies for a long time, which can be a huge survival boost. @Boeroer seems to be the resident barbarian expert here, so I'm paging him.
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