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dam

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Everything posted by dam

  1. A multiclass rogue/cipher is able to select, at level 4, both draining AND biting whip, which are mutually exclusive. 1/ get a rogue/cipher hybrid 2/ level up to 4 3/ select Biting whip, click Next 4/ for some reason (is that intended with multis ?), you get another skill point, good. 5/ now select Draining whip, click Next The effects do not seem to stack however, as my Active Effects tab only shows Biting Whip, and no mention whatsoever of Draining Whip. The Abilities 2nd level cipher spells section does show both, though.
  2. I'm confused, what Assassinate skill ? Did you mean Finishing Blow ?
  3. At character creation (ability preview) or level up (ability tree), the upgrade to Eyestrike shows this : Now that's a ton of damage. Note that, during normal gameplay, when one right clicks for the details of Gouging eyestrike and hovers over the raw damage duration, it correctly says "Infinity" : While we're there, the raw damage from Gouging Strike doesn't seem to show in the combat log. As of now, I'm unable to tell whether the damage is applied at all, or just not shown in the log. Edit: we need a Topic Tag for abilities/skills/spells
  4. My thoughts on what improvements could be made to the Injury system, right here in dat other thread.
  5. It's even worse considering that it's also visually emphasizing "wound equality" among all builds and classes. Doesn't matter if you're building a battle-hardened, scarred Coastal Aumaua or planning on roleplaying a support class-oriented Orlan who's never been in the thick of battle directly - both will go down when it hits that imaginary fourth red light. I think this is a good instance where having different degrees of severity to Injuries would be beneficial. Certain Classes/Sub-classes could have bonuses to Injuries allowing them to acquire more Injuries or further reducing the change of acquiring a Serious Injury. With your Constitution then being the main determining factor on the threshold required for you to receive a Serious Injury vs a Minor Injury when knocked out and chance of receiving a Minor Injury when struck with a critical attack. In real life, people would just savescum this. The current system just does not work.
  6. Yeah no, that is factually incorrect. I mean, you see traps on your screen, you actually visually see them. You get characters close, bitches don't detect, whatever. You painstakingly and carefully move your chars around the traps one by one, yet one of those fcktards decides to step on it (or the hitbox is slightly bigger than the visual), BOOM, injury. And then you get to the unpleasant savescum-or-rest part. This just doesn't work. I'm wholeheartedly in favour of traps actually feeling absolutely mortal like they did in dungeons and dragons Online (man, you didn't have a trapper in your party, you better kiss that dungeon goodbye). The current injury system however, doesn't work. Either we get injuries too easily, or the limit of 4 (and the debuffs) are way overkill. Injuries should be 10% hp penalty per injury, max 10, and the current debuffs. People would rest before the debuff threshold got retarded, and they'd still be able to go on with 4-5 injuries on a character if they so desired.
  7. Unless I am mistaken, an interrupt only resets their cast time, as opposed to wasting the spell ?
  8. Bro, guns also have 3 meters range... Hating guns so far, absolute garbage. Reload time, can miss (well duh), extremely short range...
  9. Indeed. This makes us assume that fire godlikes sleep on stone beds without pillows. Ha! Let the devs explain how they deal with ordinary daily stuff with all those flames constantly errupting from their head! :D Well, there's a ah... pleasurable activity which comes to mind, which can't be easy to handle...
  10. Say OBS, can we get a list of the reported bugs ? 'cause let's be honest, nobody who's bothering to fill in a bug report Searches first to see whether it's been posted already or not. Like, search functions in forums... plainly suck... I for one, would like to have a sticky thread I can refer, with bug categories (UI, text/dialogue/description, abilities, items, whatever else), in which I can quickly see bug X or Y's status : - reported (triage) - reported, and unable to reproduce : testers provide additional info - reported, but needs more info/clarification : testers provide additional info - reported, and filled in bug db : testers, stap posting pliz - false positive, clarification provided : testers, stap posting as well pliz Now, obviously this would add a bit of overhead for you guys, updating the thread every day or so to include the newest bugs, and updating the status of older ones. It would, however, save time on dupes. Just nuke this thread if the idea sucks or you already have tools in place. Keep it up Edit: "testsers", woopsie... corrected ^^'
  11. As a side note, the bug still exists in POE1 as well (like, as of today). It would be ace having a fix there as well, once you've got that one solved for Deadfire
  12. Meh, wanted to provide you with specs + save but I'm unable to reproduce as well :'( Mayhap some wierd interaction between my graphics card and the game at the time. I'll append to the OP if I find myself able to reproduce the issue.
  13. Seeing how I'd have to spend a talent for it, sounds like a fair trade actually. Either pick Godlike, live without a helmet and have the "extra" talent, or pick the Godlike, and nuke a talent on wearing helmets Thinking it would be nice to have the option, here.
  14. I'm sorry bro, I'm gonna have to disagree and correct this for the sake of accuracy, unless it was changed from POE1: 10% hit to crit conversion only when attacking the same target as an ally. That is a very important distinction, notably for solo playthroughs. Would you kindly edit the original post ?
  15. Either you hide the helmet, or it covers the entire head is all, like regular characters. Currently playing a very specific game of POE for The Ultimate achievement, running a moon godlike, and jeez does it suck sacrificing an item slot merely for a passive (which, mind you, gets less useful as the game advances, while helmets get more powerful).
  16. So, know what we need bros ? Tailored helmets for Godlikes. Like, real. Let me spend a talent point so that my character is able to wear helmets, because he's had them custom-fitted by whoever the fck or whatever developed the ability to retract his horns. And then, boom, Godlikes with helmets \o/ What say you ? Edit : Custom-fitting didn't seem quite RP enough for everyone, so instead, let's go with your Godlike has developed the ability to retract his horns \o/
  17. On a side note, I'm unable to reproduce your interaction bro. Dragged the infinite supply to the trade inventory slot, tried clicking on purchase, nothing happens. Tried with each stack of infinite items in turn, no luck with any of them.
  18. Yeah, don't spend too much energy removing them bros, 'cause based on the feedback so far, you're gonna have to reimplement dat slow mode soon-like
  19. Scribing spells is hardly compatible with the notion of choosing them at level up, don't you think ? What good was that level up, if all that did is grant you access to a spell you can scribe 20 minutes later ?
  20. Hey thanks dude, appreciate it. Unless it's a bug that seems to be a big change to might and int. Can you elaborate a little? Which spells that you tested are no longer affected by int and might? IDK, it was pretty much the same in POE1 already. Like, take the Mirror Image line of spells (or arcane veil, whatever), these have a static numerical component. You do not get heightened deflection from a higher MIG. The same goes for the Merciless Gaze line of spells, you do not get higher bonii from having 20 MIG, you still get the same hit/crit conversion.
  21. Nope, no problems here. Are you using any third party programs, like IDK, borderless fullscreen or whatever ? You might want to post your dxdiag, please refer this thread. Now, with regards to your actual issue of not being able to play the game, 'cause that's the thing right ? If you feel confident enough, you can create the 2 Registry values yourself using regedit. If you're not feeling confident enough, steer clear, you can really fck up there...
  22. Talents that depend on each other (ie, dirty fighting -> vicious fighting) *are* a tree. They're just not represented as such in POE, but you're still looking at a tree Matter of fact, you could take POE's talents and slap them into that tree interface of POE2's .
  23. Excuse me ? (Well no, actually, excuse yourself) DA:O was the only DA worth playing o_O The 2 others were retarded hack'n'slashes... </derail> Sorry, but I don't think you understood what I was saying. So, excuse "you" would be correct. Skyrim's Q system was a control design that was built for controllers. Hit Q, select ability to equip, press trigger to fire. DAI's top down controls didn't use the mouse. So, it was designed for controllers again. They were console trash. This game is mouse driven, with mouse based UI, and so on. And as such it isn't a Console game. Mistook your DA:I for DA:one DA:I sucks, we're good
  24. Nope, you just get access to your regular spells, plus the ones you didn't know already which are featured in the grimoire. To be honest, I'm not sure I like this very much. Like, not sure *at all* . The reason one played a sorcerer in BG2 was that, despite the inability to scribe spells, you got many more spellcasts per rest. Here, you're getting per-encounter spells, but with a very restricted repertoire. Really not sure I like this.
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