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thelee

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Everything posted by thelee

  1. Equipped on my nature godlike mainchar, which means I either get Nimbus of Death (death godlike or watcher) or Nature's Shelter (nature godlike), depending on which has higher "priority." Instead I get Lunar Heart (+1 PL), which is intended for moon godlikes. Screenshot proof: Googling around it looks like this has been reported before, so I'm reporting it again as a reminder that it's still broken.
  2. get a torch or use the starting saber torch and keep it on a melee character, try fighting only during daytime, or use a stealthy scouting party. How many meters do you gain with the torch? Is it the same with Xoti's lantern and the sabre? yep. And lighting effects don't stack. If one is already using the lantern or has the sabre torch, adding the other or additional torches won't help. Torches also count as clubs for weapon proficiency purposes, which is a fun thing that I never before needed to know pre-skaen's challenge. I actually kind wish now we had magical non-sabre torches.
  3. get a torch or use the starting saber torch and keep it on a melee character, try fighting only during daytime, or use a stealthy scouting party member.
  4. Actually the one real difference between those failures and the most recent, successful attempt is that for some reason my gaming PC wasn't updating and was still on 3.0.0.26. The laptop I tried it on this morning (that succeeded) was at 3.0.1. maybe there was a ninja fix in the patch?
  5. TBF carnage in poe1 could quickly become very abusable, especially since the way the damage penalty was implemented you could trivialize with other sources of bonus damage, or use the monk pseudo-talent to get fists which are basically immune to damage penalties.
  6. Here's the screenshot proof of everyone out of combat after this encounter: I appreciate you trying to help me figure this out as legitimate behavior, but this was definitely a bugged encounter.
  7. Nope: those rotghasts spawn as part of another fight further north if a wraith abducts you (or you can manually trigger them). And further nope, this is definitely a bug: I tried this encounter again for the umpteenth time (though on a different computer this time) and killed the exact same enemies and the battle immediately ended.
  8. For extra context: I have no berath's blessing enabled, and I have the following magran's fires: - eothas - berath - galawain
  9. Please watch the video. I killed those enemies (I'm assuming you're talking about the skellies that appear out of the tombs and then another couple of enemies just north of a couple traps of that room that can join in, an area I run through on the way north to disarm a trap). I am wandering around quite a bit (and even trying to disarm a random trap) and still stuck in combat, with no apparent enemies in sight. (I actually did more wandering than is recorded in the video, which is why I start quite a ways before the actual encounter, and why part of the map is already explored when I head north to disarm the trap.)
  10. I've noticed that there are two other threads like this here. Oy
  11. OK, this isn't just unintuitive, this is plain buggy, and was extremely frustrating. See this youtube video I uploaded. I killed all enemies in sight in this encounter in the Hanging Sepulchers, but remained stuck in combat (my characters are still taking damage because a couple of them got hit with gouging strike). I wandered around aimlessly for a while before heading north, and after the video ends I ended up encountering a completely unrelated group of enemies. I got so frustrated with this (I was already mostly out of per-encounter abilities so this would've been a wipe) that I instead just quit to the desktop. I hope Obsidian developers internalize the fact that when bugs make it out to production it can cause events like tonight where I basically had an entire play session squandered because of repeatedly dealing with this bug and being unable to complete an already annoying encounter. I still remember when doing The Ultimate achievement back in PoE1 I had to "cheat" by keeping back up saves because I had lost several attempts solely because of random bugs. Dropbox link to output log and quick save: https://www.dropbox.com/sh/7wm7qhw5gd88ewe/AAB97iSfAXi5-1W-2GKe3YPLa?dl=0
  12. IIRC, this amulet is supposed to give me a whiteleaf effect upon waking up. But I just killed Lady Epero and she drops a Soul Void that does... nothing. I equipped it on one of my characters just to double-check, and sure enough there's no passive effect enabled on them. Here's a dropbox link to output_log and save:https://www.dropbox.com/sh/c67acea9wjgscqu/AAByhpHRG5F1YLxD3-Bjje2ca?dl=0
  13. Already talked about it, i won't rince and repeat, so in a nutshell: -Good ol' Might Attribute which i want to see dead once and for all. -Per encounter crap/auto heal after combat, which seems to reflect pretty well what Blizzard had in mind while developping their hack n slash "Diablo 3" ("Players should feel powerful" and "Nothing should get in the way while killing things") I can bear with everything i dislike, but these. It's already patch 3.0, so i guess that's it for the little hope i still had. 1. might: wow did you even play poe1? 2. auto heal: wow did you even play poe1? per-encounter - yeah that ship sailed a long time ago. no way they're just patching that away.
  14. are you completely rolling fresh characters or going to lean any on existing protagonists? for ranged cc+secondary DPS using a protagonist, maia as a geomancer is pretty good; gunhawk is just a stupid good ranger subclass and her starting armor is great, and I think you get a lot of supplemental utility from a geomancer over a scout. ydwin as a cipher+rogue is also good. if you're rolling your own, i am a huge fan of beguilers for ranged cc over either a geomancer (even a gunhawk one) or mindstalker; a single-class beguiler also gets quick access to arguably one of the most powerful abilities in the game (PL7 ancestor's memory). tricksters are also fun with all their guile-based illusion spells (including some really powerful ones late-game) while also getting traditional rogue attacks and sneak attack for dps. you could try doing a beguiler + trickster pairing. beguiler's soul whip mechanics is sneak-attack-like and appropriately using the beguiler's cc on sneak-attack-vulnerable target gets you lots of uptime on crowd control due to all the focus generation, which in turn helps both the beguiler and trickster do damage.
  15. Yeah, PotD, no scaling. you should try with I probably should, will have to bite the bullet for the challenges, but I really, really, really hate scaling in all forms, and always have. Since Morrowind or something. I just hate generic low level trash leveling up to me. In an rpg, I want to feel more powerful as I go up in levels. Luckily, that's almost always the case, except in some rpgs with scaling, where the level 50 wolf or bandit is suddenly vivisecting my corpse if I went light on the defenses... scaling is capped so you'll still roflstomp low level enemies, but however they implemented it in some of the potd rebalancing has given it quite a bit of staying power, and with SSS a lot of extra challenge. but i get you. my first experience with scaling was oblivion. EEEEyikes that game could quickly become impossible if you leveled up suboptimally too quickly.
  16. what a zany build, i love it. (the deltro build i had seen on boeroer's list had been deprecated, so glad to see it's still going strong)
  17. IMO I think it's supposed to be difficult for anyone not bringing along a priest. I had Vatnir Dismissal most of each wave away. (Dismissal has been amazing since 1.0. Don't get why some people continue to think priests suck.)
  18. As a general rule, whenever I respec a chanter, I always delete all the chants and re-create them from scratch. I've had other issues before, and this tends to be a good preventative measure.
  19. the ask for more clarity on power level scaling has been one of the main repeating issues i've been seeing in the community since backer beta, and yet... *sigh* at last with games like D&D it was self-documenting. (e.g. Fireball deals 1d6 damage per level up to 10, Incendiary Cloud lasts 1 round/level, etc.)
  20. the more i play with berath's, the less i find it as a bug and more just confusing. a lot of encounters before that I thought were separate are actually linked--just something I never realized, not through any deliberate attempt to pull or anything. sometimes it's just unintuitive. the earliest example of this is in the cave in vilario's rest... you head to the right, and there's a skeleton. On most non-berath's challenge potd playthroughs, I end up pulling a rotghast and maybe a revenant after that skeleton--not intentionally, but maybe the noise of fighting triggers some rhotghast/revenant awareness and they lumber down the steps; i end up finishing them as part of the same encounter. i then later go up the steps to kill the two skeletons with pistols as a separate encounter. With berath's challenge, the first skeleton you fight is a separate encounter, and then the rhotgast, revenant, and 2x skeleton with pistols are a single distinct encounter apart from that. Definitely very different from how most of my other characters have fought those fights. The problem is it isn't consistent, and right now it exists as a bug - for instance I played the Sea Cave mentioned above where in the first battle with the beetles all of the other enemies were activated in the cave and I couldn't reset my per encounter abilities (at least I could never find the enemy who was causing it) and couldn't leave combat; then I played it again and the area loaded correctly with each enemy encounter unique and the per encounter abilities resetting as each combat encounter ended. I am fine with the extra challenge of having an area be one long battle, sounds cool and difficult (really difficult actually) but am game to try it - I mean even as a bug it is kind of exciting to play, but when you don't expect it, it can really throw you off, especially in a Trial by Iron run. speaking of which, i definitely ran into something that definitely seems unintentional from the perspective of a beraths challenge. at poko kohara, when the engwithan titan rises, my typical response is to flee to the left so I can take it out and deal with the adds later. even on berath's challenge, however, once i finished off the engwithan titan, the fight ended, and i could get my per-encounters back before dealing with the adds separately. seemed like the intention really should've been one big fight.
  21. doesn't work so well if you're doing the eothas challenge
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