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thelee

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Everything posted by thelee

  1. this is the justification that the colonist groups use, but if you talk to the huana queen I think she mentions the whole affair illegal. i think the justification is more like a legal loophole (huana has no jurisdiction over non-deadfire residents) than an actual "permission" to have slaves. i think what furrante works on one of two levels: a) the justification that verde mentioned b) furrante could also be lying to you. NPCs are under no obligation to be truthful to the player.
  2. working as intended. the main thing that affects area of effect is intellect (no form of skill or power level scaling affects area of effect), and consumables don't benefit from intellect. generic area of effect bonuses (e.g. ring of overseeing) will boost consumables area of effect.
  3. "subpar weapons" if your broken assessment of stat balance were true, the barbarian passive threatening presence would be a no-op, instead of the amazing passive that it actually is. you don't need the modal just to land spells, the modal is there as a conditional amplifier. "I don't know how to play this game, so I'm going to mask my ignorance with childlike anger." (as mentioned before, i went in with actually no explicit anti-AR gear. your "counterplay" complaint is really just "this dragon casts a particular spell and i want to beat the fight without using any of the many tools I have to deal with that spell". in earlier runs I even just fought through the spell; you don't do 0 damage, you do 25% damage, which will still get you through in the end. and in the final fight you can literally just run around and let it wear off or let your NPC friends nuke through it, like I said it found it to be rather anticlimactic because of the assist NPCs) bye, felicia
  4. are you seriously finishing all post-level 9 fights in under 20 seconds/before a priest can take a second action? i find that extremely hard to believe. maybe late game by opening with a bunch of empowered nukes, but at level 10... if you're talking about the aura, it doesn't stack with other accuracy bonuses, though admittedly there aren't that many out there.
  5. Boeroer said a lot if already better, but I just had to reiterate that is such a lolololol series of statements that it betrays your own willful ignorance about the game. i mean, it's one thing to be wrong we all make our mistakes, it's another thing to just be so *confidently* wrong. edit - btw, morningstar modal debuff of -25 fort is huge. fighter/monks knock down/force of anguish interrupt on graze and target fort. the two combined means that it is actually quite hard to *not* land an interrupt on llengrath's, even at level 10 (willbreaker has the advantage of being default superb for the extra accuracy). this is not the only way to do it, but it's an extremely easy option if one is desparate. (and you don't even need either. a magical morningstar is good enough, the poison or other extra effects from saru sichr or willbreaker is just icing on the cake, the -25 fort debuff is the star. it's so good that i just leave it on all the time because it's well worth the minor -25% damage)
  6. Can you give me a quick explanation of the bug ? See top of https://forums.obsidian.net/topic/108836-412-major-bug-broken-core-mechanic-afflictions-not-supressablenot-removable-by-inspirations/ Do note that for me it wasn't the bellower per se it was the general party set up that I had, which was going to/already depending on suppress/liberating.
  7. most of the priest inspirations can affect your entire party. inspirations that only affect a single target are the exception, not the rule: prayer/litany for the body/spirit, champion's boon, minor avatar (possible barring death's door depending on how you define "inspiration") and of those i would only rate prayer for the body as particularly underpowered (litany for the body is conditionally *extremely* good because +2 AR can mean in the best case scenario +300% effective health). champion's boon is also situationally extremely good on higher difficulties because of PEN issues and can be metagamed with various setups that depend on engagement, though it can be a bit too metagame-y for lower difficulties where you can just brute force your way through things. i don't know why people are similarly so sour on warding seal or searing seal. repulsing seal, sure, but it's not really notably worse than pillar of faith which i feel like a lot of people would be fine with taking (though requires insider knowledge to know that repulsing seal prones on graze, whereas pillar of faith only prones on hit).
  8. Boeroer himself noted that if you have a lot of bounces on Eld Nary, you might not have sufficient duration on your bellower invocation +PL boost to make it last the entire time, so Seven Nights has that advantage. Also, Eld Nary only really shines if you can get all those bounces. In single-enemy boss fights or where enemies are dispersed, absolutely a dragon or animated weapons are going to be great (literally infinite knockouts). The +PL will actually help out because it can stretch out the summon duration long enough so that you have 100% uptime (which *can* translate into more total damage done and possible more damage done to your party prevented via being a tank, though it's not a great numerical comparison to do this). Both White Wurms and Thrice are useful, but be warned that White Wurms is buggy and frequently won't explode a corpse. I don't know what determines whether it works or not. When it works it works great. Thrice you really need to upgrade to be useful, but it is a different damage type and you can use it rapidly (don't bother waiting ot accumulate more phrases, just use it when you have 3). Even the non-damage-based invocations can be useful, because +PL means bonus accuracy and duration for the debuffs. Not exactly world-beating, but can fill in various niches as necessary. I was having a run that I enjoyed quite a bit with bellower, though I put it on pause because it was particularly susceptible to the affliction/inspiration/suppression bug currently raging in 4.1.x.
  9. are you talking about the actual beast of winter or the dragon? because the dragon i was under the impression that you could just head back to town at any point in most of BoW. for the actual beast of winter, honestly if you were able to take out the dragon i'm surprised that the beast of winter poses any significant challenge. personally i found the final dragon fight in bow disappointing because it's literally possible to beat it by just running around (the first time i did just that). you can interrupt llengrath's. it seems like anyone playing on PotD really should be paying attention to concentration/interrupt mechanics (and AR/PEN). even if you fail to interrupt it, using a single club's weapon modal (even a basic torch) will likely bring the will defense down enough that you can hit with arcane dampener, -25 is a huge drop even against llengrath's buff. failing that you can also use tranq shot or street sweeper. i literally just did this fight for the umpteenth time like 30 minutes ago and i didn't have to bring any PEN-specific consumables. at the end i did self-empower my druid to use rusted armor, but it was at the very end so I could've spent just the extra few minutes to manually end the fight without. i just relied on the standard -1 AR for flanking and weapon modals to get most people to do decent damage (maia had underpen, but crit so frequently with arquebus modal that she frequently was doing more than full damage). also - AR and PEN is a core mechanic, much like interrupt/concentration. On PotD it should be expected that you interact with this, even if it means you ignore everything else (weapon modals, making sure you have equipped multiple damage types) and instead have to make up for it with consumables.
  10. The interesting thing about Google Translator is that it's both surprisingly good, at times, and really quite awful, much of the time, without any predictability or consistency. German -> English and English -> German are quite naturally among the easier combinations. It is in serious trouble when it comes to inflected languages. I just checked what it says about "kaatumaisillanikin" (a Finnish word), and its suggestion was "to halt", when the correct answer is "even at the very moment I was just about to fall over". So it still has work to do. It really depends on what corpus is available to train the AI, and whether or not that AI is turned on. Some language to language translation is truly phenomenal (I think for english-french language pair they had like the entire Canadian parliamentary transcripts which were in both English and French so they could really train their AI model well), some are terrible, and some don't even exist (I had a trip to Switzerland and Swiss German is literally non-existent. Fortunately everyone there apparently is trilingual with their mother tongue, English, and German.)
  11. thanks for the note to vote on this one and not just the sneak peek one. done. in the end i begrudgingly voted in favor of some of the buffs. see, i'm not a total curmudgeon! i can be swayed, too.
  12. honestly i feel like people should play with those prayers/litanies more. prayer/litany of spirit are perfectly fine (foolproof use: just use it at start of combat as a general purpose caster/barb/whatever buff and preventative shield against confuse/charm/dominate), litany of body is condiitonally really good (+2 AR, man, though much less good in a party with a pally+defensive aura or source of robust [e.g. druid]), it's mostly prayer for body that is pretty weak.
  13. i would certainly hope not given that TB is still beta and the current broken state of the game.
  14. I went on a pickpocketing frenzy back in the day to try to evaluate its worth and I ended up finding all sorts of narrative items. It might have been a letter that fleshes out a character, but in at least a few cases it was a quest item, including in one case an alternate ending for a quest that I had never known about (if you pickpocket efonia--or whatever her name is, the vailian vendor in the beach area--in Port maje you get an item that is IIRC a way to make the huana happy regarding the rinco bar brawl). There's no clue that could point you to this, the vendor doesn't even mention anything other than having witnessed the fight. I think it's a random world-building thing that for dutiful explorers opens up extra options. I stumbled upon Furrante's documents by accident when playing a a deliberately duplicitious and law-breaking PC, and I attributed the discovery to this same thing: just a neat little extra for thorough explorers.
  15. it's a little more complciated then that. i forget if it was mentioned here or i mentioned in a direct message to someone else, but inspirations will still counter the affliction if the debuff is solely the affliction. (I've been able to counter some afflictions in my current run like this) if, however, the debuff has more than just the affliction (like another affliction e.g. spreading plague is both hobbled and weakened) or has extra effects (like xaurip skirmisher poison is both a paralyze and a damage-over-time) what appears to happen is that dispelling an affliction just transfers the characteristics of that affliction to the remaining parts of the debuff. it's such a weird bug. and then, not to mention that suppression effects don't work at all for hostile effects, and there's a lot of weirdness with weaknesses and resistances going on. also i've seen very weird behavior with charm and dominate.
  16. 1. gromnir on page one of this thread had the best take. i agree with the sentiment that up until TB mode was introduced, Deadfire was a game that was generally getting stabler than PoE1 and getting continually better with each patch in terms of stability and bug fixes, all while new content was periodically introduced. 2. don't introduce engine-warping changes at the end of the dev cycle unless you're prepared to staff it like a new game 3. goodwill being burned with arguably the people who help carry the pillars franchise due to their active support. i see a number of forum/deadfire regulars here in this thread being befuddled or upset or who have stopped playing in the meantime.
  17. every generation has thought the next generation was horrible, had corrupting toys, etc. i'm sure when some teenagers and 20somethings were writing something called "The Declaration of Independence" and participating in the american revolution, there were some older british folk who were pooh-poohing these youths' entitled attitudes to having "no taxation without representation" without going through the traditional hard work of somehow obtaining a peerage or becoming landed gentry first. don't worry, as the song goes, the kids are alright.
  18. it's ironic that however much effort they put into demurk a lot of mechanics from poe1, pl scaling is probably the murkiest mechanic between the two games. before i understood it i considered it a horrible systems design failure. now that i understand it, now it's more of a UX or UI failure.
  19. yikes, maybe file a separate bug for this. i wonder if there's some additional keyword immunity interaction that's happening with gaze of the adragan.
  20. i wouldn't personally put much stock into the blood mage's health's regen. it's soooo slow, and the blood mage needs to eat through health resource pretty quickly to really realize its potential. it only really works as part of a larger package of heal options. also, while brilliant indeed helps wizard/evoker catch up, it can be slow if not metagamed properly, and brilliant also works with a blood mage - it's not like the blood mage doesn't also benefit from it
  21. i think this is for multiclasses - basically, for Priest/Someone-else you can pick SoD/SoF... and another passive on the same PL from second class, during one level up. Very handy sometimes. i would be more convinced of this explanation if priest also got secret of rime; they don't so it's clearly linked to a capability that they could have (berath's bonus spells) and it's poor design that it's also available to priest subclasses where it's very nearly a do-nothing. (it is also arguably an oversight that rangers don't get scion of flame now that arcane archers can launch fireballs... but perhaps the devs realized it would be too confusing to have scion of flame when only one ranger subclass can inherently take advantage of it. *sigh*) i don't know what a good solution for this would be. maybe just give everyone every spellcasting PEN talent. iirc in poe1 everyone could get the various elemental talents and it was on you if you picked one that was useless for your build. then again i really should go to bed so maybe i'm agreeing to things that a well-rested version of me wouldn't edit - heck why don't we just move Uncanny Luck to AL1!? If it's a D&D d20 homage, might as well let characters opt into at the very start, no? i don't know if i'm serious. but i mean balance-wise the numbers don't change much based on whether you get it at AL1 and AL5 due to how quickly you climb the early levels and maybe people will feel less "cheated" by it if its competition is arms bearer and/or monastic unarmed training and/or fast runner rather than when their class is entering its peak power curve.
  22. frankly i think aside from maybe prestige or maybe great soul, i'm not altogether unconvinced that virtually every generic talent couldn't be at either like AL2 or 3. most generic talents in PoE1 were all available very early on, and i'm not convinced that the generic talents in Deadfire are really placed in higher ability levels for increasing power so much as "oh hey look you have more choices now." if people would really be happier with uncanny luck if it was earlier, i don't mind such a change. to me it's all the same really. for generic talents i think the main difference is the single class vs multi class cutoff. *maybe* the empower-based talents need to be higher, but personally i find that early on i'm rarely ever empowering abilities due to limited resources/spells so i tend to naturally only start empowering abilities later, so maybe having them earlier on would encourage actually empowering abilities. (though i don't know if my empower behavior is typical) someone else made the point that the current spread of generic talents is likely just a character progression/don't-overwhelm-the-player thing, which i think is reasonable. i'm not sure i ever made the point that lower/higher PL really mattered, if I did I made it in error because I had mentally agreed with the above perspective some pages back. i think the main thing that matters is whether or not is the class-specific vs generic relative strengths. though from a rogue perspective it is a bit weird to have them at the same AL, but what's also weird is getting spirit of decay as a non-berathian priest. so eh
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