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Everything posted by thelee
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Corrosive Skin and Corrosive Siphon function very very very differently, so I don't think it makes sense to expect them to be consistent with each other. Not particularly going to rehash the keyword discussion, though Kalakoth's Minor Blights also benefit from proper keywording, so wizard gets 4, which is actually pretty good for a class. (Priest can have literally 0.) (From a game mechanics perspective so long as there is one spammable ability, it can be worth taking those talents, though I'm not going to dispute that it's confusing that certain spells that feel like they should be keyworded one way, aren't, see also: #13 on https://magic.wizards.com/en/articles/archive/making-magic/make-no-mistake-2003-11-10-0, wizards of the coast--of D&D and mtg--learned this lesson a long time ago, and deadfire designers needed to have learned this lesson which unfortunately is a negative mark against them since as D&D and tabletop fans themselves they should've been aware of this). Does +% healing gear affect other draining effects? Thinking of Come Come chant, Concelhaut's Draining Touch, Old Siec, Steel Garotte subclass's bonus, Concelhaut's Parasitic Staff, Furyshaper subclass's AL8 ward, etc. I suspect not (or at least, I haven't expected them to). If any of them do, then it is a buggy inconistency.
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Just skimming that the only possible thing I could think of is that the save/reload cycle messes up how the game is tracking the ID, but I don't know what else to say other than that. This seems like an issue only the devs can fix. In the mean-time, I suppose it's a matter of honor code to not abuse this past the +20 expected limit (though it is funny running around poko kohara dungeons with +50 acc/dmg to vessels) SChin? Anyone @Obsidian acknowledge the issue?
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holy crap guys, hunter's claw is busted in all the most insane ways. maia got arcane dampened. that erased some of the stacks from the visual indicators on my character sheet and hover-over tooltip, but all the stacks are still being used for combat log calculations. importantly, being arcane dampened removes the 20 cap I had just hit, so I'm creating a fourth stack of hunter's claw and all stacks are still being included for bonus accuracy and damage. no kidding guys, hanging sepulchers has steadily been going from "very challenging at my level and party" to "increasingly trivial and maia is MVP" edit - i misread the character sheet - it is showing me all the hunters's claw stacks, it is just grouping all the secondary ones into one entry. see below screenshot, which is my character sheet grouping everything together after using hte luminous adra bathhouse.
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ok, i think the character screen me is showing the original hunter's claw stack and then max(allOtherHuntersClaw). I am still capped at 20 with my most recent one - once I hit 20 I can't stack anymore. However, this can easily be circumvented by just doing a save/relaod when I hit 19 and that should let me start producing a new stack. in related news, i just came up with some hawt new tech for taking out the megabosses!
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ok, definitely related to a save/reload cycle. wiped another time after doing the above-mentioned encounter successfully (hanging sepulcher difficulty tuning is a bit high) and now i'm creating a third stack for hunter's claw. edit - the third stack doesn't even show up in character screen or on character portrait, but is shown in combat log: curiously, the sum that the character sheet shows me is very wrong versus what's actually in my combat log (note that with this third stack, i am now able to exceed a total of 20 stacks):
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ok, this time i was able to reproduce this issue on vessels. i think it's related to a save/reload loop. i just entered the hanging sepulchers. had 0 stacks. used hunter's claw against first risen, built up 6 stacks. wiped in the next encounter. reloaded, tried encounter again, this time when i use hunter's claw, i create a separate set of stacks instead of adding to my prior 6 stacks.
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See below screenshot. I don't know if it was always broken like this or if it's a recent regression. I could swear that it worked before, I wonder if there's an interaction with the fighter's Hold the Line that is somehow not causing the effects to stack? Dropbox link to save and output_log (OS X's player.log): https://www.dropbox.com/sh/fd84b48gs45ee47/AAC-hEToJbwjxh21XOGzj_1Ja?dl=0 anyway I did confirm that it's not just a visual bug - in combat Rekke will only engage one foe, instead of the two I expect between Hold the Line and Thick-Skinned.
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This is definitely a new issue that cropped up in the last couple of patches. I had mostly been happy that in Deadfire the most glaring issue about PoE1 combat--imo--had been addressed, which is flaky use of consumables in combat. Up until recently. Very easy to repro. 1. Start combat. 2. Have character AI set to auto-attack or on. 3. Tell them to consume a drug. What happens after #3 should be that after their recovery finishes, they consume the drug. Instead, for drugs and only drugs (potions, poisons, scrolls, explosives, etc are all fine), once their current recovery finishes, they will suddenly abandon the drug consume order and go about their AI script (auto-attack or next on the AI). The only way to get a character to consume drugs in combat is to first disable their AI script (neither auto attack or full AI script mode on) and then wait for them to consume their drug before turning their AI back on. Dropbox link to output_log (OS X's player.log file) and a save before the katrenn bounty fight where you can try to repro this: https://www.dropbox.com/sh/2c7cvhsnrjbdnpc/AABm9xSOEuxfW41g_WbE0mCEa?dl=0 I realize this is a small issue compared to some of the other regressions, but given that you used to be able to flawlessly consume drugs in combat, clearly some bit of code somewhere broke Deadfire's otherwise much-improved use of consumables.
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It's unacceptable. I won't be supporting any Obs product at full price until I see some drastic QA changes. I played thousands of hours of POE 1 and it was troubled, but this one seems even more poorly optimized. I’m sad to say I agree. PoE1 was troubled, but at least it had a good trend line and the final version is strictly more stable than prior versions, even if there are still some insanely wonky bugs. I don't have the confidence anymore that Deadfire will end as a strictly more stable version of the game at release. I fear that we'll get one big patch to bring TB out of beta, the post-release team will move on to something else, and the huge disruptive effect of that one big patch will mean that there will be lots of small/big broken things stuck with us forever. The fact that afflictions--a core gameplay mechanic--is in such a busted state in 4.1.2 is insane to me; I half want to find a way to revert to earlier versions, even if that means missing out on some other QoL fixes. Even Backer Beta 1 was more stable than this about core gameplay features.
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This isn't limited to party members. Last night an enemy was trying to use confounding blind, and somehow they stopped it and it got transferred over to one of my casters (!!). Fortunately the confounding blind usage got cancelled by my caster and I was able to cast normally, but still, what a weird-ass bug. I wish I had output_log saved, but I just havce this screen cap of my priest Saint Kester "canceling Confounding Blind."
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- Don't recall, it's possible. - Only one ranger with hunter's claw. - So far I've only had this happen with beasts. I've built up huge accuracy stacks against wilder and some other creature type (haven't played with it too long). It could just be a coincidence that it was beasts and there was some other trigger (like killing blow like you suppose). Mostly this is a visual bug to have that secondary stack, but the fact that I did lose the entire secondary stack when using Hunter's Claw on a different creature type was real weird. Normally it's safe for me to do so.
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*sigh* i just used hunter's claw against a different creature type (solely as an attempt as an interrupt) and the second stack of anti-beast buff i had gotten completely disappeared (which after my OP I had built up to +15 for a total of +20). The original +5 is still there. I don't know what's going on with hunter's claw here.
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can confirm this interaction. i cast interdiction (dazed) on a might resistant enemy, and it got resisted down to a staggered but now has no duration, so they are permanently staggered. edit - actually, the effect went away normally, despite the lack of duration. either way, this is extremely bad regression in core gameplay.
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I literally paid for some airplane wifi just so I could report this bug while it was still fresh, it is so bizarre. Background: Hunter's Claw is a ranger ability that lets you build an increasing accuracy buff against enemies the more you use it. Has been mostly working great this playthrough. I started up building stacks against beasts in preparation for fighting the gigantic cave grub at the end of the Old City, and I came across the weirdest bug. I built up an initial 5 stacks against some cave grubs in the random Nekataka encounter where you get Griffin's Blade. I'm now in the undercity, and the first encounter is some skuldraks and cave bats. "Cool" I thought, "I'll build up more stacks vs beasts against the cave bats." The first hit and this happened: The hit with Hunter's Claw created a completely separate stacking buff for increasing accuracy against "Beasts". The two different buffs don't stack. In fact, when I check the combat log, my prior 5 stacks of hunter's claw are not accounted for, only the stacks that I start to build against these cave bats. This means that cave bats are a weird different kind of "beast" or the cave grubs in the Nekataka are a weird different kind of "beast". Either way, it feels extremely confusing and extremely buggy that there are different kinds of "beasts" out there for purposes of Hunter's Claw stacks. Dropbox link to output_log (OS X) and save: https://www.dropbox.com/sh/zvndwjvyqst507k/AABV1NBXHAbEPNNLzMb_L07ha?dl=0
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I never said devoted bonuses affects spells, i said "as you know, main thing for ascendant; extending ascended phase and minimalizing weapon damage phase" and devoted works very well with ascendant for shortening weapon phase. to support this perspective, to me a cipher's biggest weakness is underpenetration (except for psion) and a devoted helps with that a lot. fighter also gets disciplined barrage (and upgrades) and having a 100% uptime aware inspiration (upgradable to intuitive or combined with acute) is a huge boon for getting to ascended status, too (and tactical barrage's acute will make it last longer, if you don't want to go in for salvation of time loop). the aware (or intuitive) inspiration will also help your ascended powers to connect.
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hum..that bring to mind BG2 factions and the 'house' (kinda) that you could gain from them . They could've given us , each faction give you a unique home or base . If you don't side with anyone , then they couldve made a home (or dungeon or castle or whatever) for us to go find (or buy or liberate) . you do get special "strongholds" depending on the faction you side with. Principi you get the ghost ship. Rautai you get the submarine.
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Definitely seems like a bug - given what's going on with afflictions elsewhere, I have low confidence in things like this being intentional. Untargetability every where else (at least pre-4.1/4.1.2) has always been an absolute "no friggin' way this character can be affected by anything". I hope this doesn't mean things like Smoke Veil, Withdraw, etc. are also busted in similar ways.