Jump to content

Enoch

Members
  • Posts

    3231
  • Joined

  • Last visited

  • Days Won

    7

Everything posted by Enoch

  1. I read one of Xoti's visions as strongly implying that Durance was a Death Guard. (This with an imported save where he's on his anti-Magran crusade.) Anyhow, the intended "old friend" in that fortune is probably Eothas. Or, more specifically, the parts of the Watcher's soul hanging out inside of Eothas.
  2. Why is Josh leaving the project ? D: Is it completely and permanently? Is he leaving the company? He has said that he's stepping back from Directing any particular projects for the time being. He's still the Design Director for the whole studio, and presumably will continue to have input on Pillars stuff from that position. If he's planning to leave, he has kept it quiet. I don't think it was ever his goal to have primary authorship of Eora stuff until the end of time. (He has likely worked on enough IPs to know that that's a fools errand in this industry. Plus, the D&D mimickry at the core of the setting has always been something they've done for marketability rather than something they've done because it's their creative passion.) His "work is done here" in that he's laid out the bones of the setting and directed 2 games that have built audience interest, but left plenty of empty space for the folks who follow him to fill in.
  3. The 1.2 beta makes some changes to Lord Darryn's Voulge, too.
  4. Try testing the spells with more than 1 enemy in range. Returning hits 1. Relentless hits 'em all.
  5. You can also steal a Principi flag from Mad Moreno's office in the Undercroft, if you want to head out for Deadlight before doing the whole Old City thing.
  6. In Pillars 1, there was a super-rare Waelite-only dialogue option (possibly the only one?) in a dialogue branch gated by having 2 ranks of a disfavored disposition (Honest). Which is to say, I doubt that this is the kind of thing that they're all that worried about.
  7. The return of the vague Tumblr hints! https://jesawyer.tumblr.com/post/175439677911/i-have-a-lore-question-white I think this is the relevant shanty: Start around 1:08 for reference to what sounds like "Cape White."
  8. Conceptually, I think that's as-intended. The idea with Ciphers is that they're manipulating the souls of others. That's why everything targets a creature, never the open ground. If you miss the main target, you can't use their soul to influence those around them.
  9. Yeah, the patch notes don't address it directly (except to say that they "removed overridden scaling" from poison/potion/drug effects), but it's hard to imagine that this wasn't deliberate. High-alchemy characters spending a few hundred copper in exchange for +8 to three attributes all day long and hilariously high per-combat buffs to things like Armor and PEN was pretty silly. I wrote a bit about what alchemy appears to influence in 1.2b here. The damage/duration boosts to poisons still seem to be a worthwhile payoff for skillpoint investment. Deciding whether to invest in that or, say, Athletics or Sleight of Hand is a bit less of a no-brainer.
  10. Yeah, thirding this, I am extremely confused and I do not believe I am the only one. I don't know Explosives well, but here's how I understand Alchemy in 1.2b: Drugs and Potions duration is increased by 5% per Alchemy rank. Nalpazca counts as +10 ALC for Drug effects. For Healing Effects: Amount healed increases by 10% per Alchemy Rank. (This is new with 1.2-- previous builds did not include an ALC effect on basic healing potions.) Other adjustments (e.g., items that boost Healing Done) are multiplicative. A simple Potion of Minor Healing (base 40) with 18 ALC (+180%) and wearing the Physicker's Belt (+10% healing done) heals 123.2 HP ((40*2.80)*1.10). Whiteleaf is unique-- it's the only drug for which Alchemy now affects more than duration. The per-tick healing is affected just like healing potions are (i.e., +10%/ALC), and the Nalpazca bonus counts. (This sounds huge, but the base heal is only 1 HP per 3 seconds. For Nalpazca, that's 2. For Nalpazca with 20ALC, it's 4.) That's all pretty tame, and, with the exception of healing potions, significantly weaker than they were in 1.1. Poisons, on the other hand, are nuts. Duration is increased by 10%/ALC, damage-per-tick is increased by 20%/ALC , and Accuracy is increased by 2/ALC. The cheapest poison you can make, Fungal Bile, does a base 7 Corrode damage per 3 secs for 30 secs (and Weakens and lowers Armor by 1). At 20 ALC, that's 35 Corrode per 3 secs for 90 secs (plus those same other effects) with an Accuracy of ([base class] + [standard Level modifier] + 40 + any other enhancements, such as Zealous Accuracy). And that's the cheapest poison. None of this is affected by Attributes. INT does nothing for Durations, MIG does nothing for healing or damage, PER does nothing for Poison Accuracy.
  11. Yes. It even stays with the character in that position if you swap them out of the party.
  12. I've noticed the second item, too. Something's also weird with the water effects, at least in Tikawara. Scrolling around the map makes the waves "jiggle," for lack of a better term. This happens even if the game is paused. (But only while the camera is moving.) Edit: And the jiggle went away after alt-TAB'ing to the desktop and back. I'll test a little more if I have time.
  13. It's not a true IE-game spiritual successor unless you can sell magic items to merchants and buy them back with fully charged! I don't suppose there's an undisclosed fix to Priest dispositions in there? (Presently, Priest favored/disfavored dispositions have zero effect.)
  14. *Opts out of Beta* *Buys Junk* *Opts back into Beta* Rooting Pain needed a nerf, but to go from 100% to 25% probably puts it in the "not really worthwhile" category.
  15. Maia is a base 17 PER. Aloth, post 1.1, is 15. I think Pallegina's and Rekke's are both 14. Notable: both Svef and Ripple Sponge give 3 + (AlchemySkill)/4 points of PER for a long duration.
  16. Also, if you steal the cornet before u pick up the quest from dereo u won't ever be placed against those other thiefs Additionally: Once you've seen the watershapers in the Undercroft, report back to Prince A. Get the gloves for Fassina (pay 200 copper). Cremate the dead lady in the "middle" estate in Serpent's Crown. Resolve the issue between Luca and the Huana dude outside VTC HQ. Not for TCS, of course, but non-solo players can get some XP for early steps of companion quests for Eder (talk to guy in Temple of Gaun), Xoti (empty the lamp at the statute), and Pallegina (track Giacolo from Tower to Hole to Delver's).
  17. Pretty sure I got 2 Adra Bans off the Titan at Poko Kohara. Could be random? Or maybe because I had level-scaling on and was significantly overleveled for the area (13-14)?
  18. I gotta say, without the shortcut, the whole package is much less appealing. Apart from boarding battles, I haven't been fighting a whole lot of Kith enemies, so it's taking quite a bit of time to get to 1500 damage (while it is merely "Fine") and 25 kills. Best way to get it operational early might be to grab it ASAP, then go take the Kill 'em All approach to Fort Deadlight.
  19. My first paragraph was merely a response to your assertion that second amendment rights were unique in how advocates have their motivations questioned. Flag burning and the others were the first examples I could think of where I remembered that happening. Wasn't addressing the substance of their discussions.
  20. Take a look at the arguments of folks who speak out against flag burning, or of law-enforcement types who want to outlaw strong cryptography. Or folks who object to state actions that they see as Establishment Clause violations. Anyhow, the answer to your question is that gun-rights advocates are sometimes met with a raised eyebrow because many people simply doubt that this particular legally-granted right merits such treatment. Everybody expresses themselves, has stuff they want private, and doesn't want to be thrown in jail. Not everybody sees the need to own devices designed to make holes in human beings. Aside, as a practical matter, this is really the more promising way to change American gun culture than legal restraints. Eventually, we'll get to where folks who own/carry a handgun are viewed in the same way as folks who own/carry a katana, and it'll make for a safer place to live.
  21. I've seen it in other areas-- IIRC, there were cowering commoners in the Oozey Well random city encounter. Just not in Sacred Stair.
  22. Full interview is up. http://www.ign.com/articles/2018/06/26/what-we-can-learn-from-rpg-design-guru-josh-sawyer-a-ign-unfiltered-32
  23. Yeah, the Katrenn bounty was not placed very well. If you're going to have a fight in that kind of setting, commoners should have the sense not to just wander through the blast zone. That said, I was more bothered by the fact that, absent nicking a passer-by in the process, the city guards are totally fine with a band of mercenary bounty hunters trying to murder a lady on the steps of the Temple.
  24. I don't know about abilities, but the most badass ability icons are the Long Pain and its upgrades.
  25. MON-DRU certainly has more melee-damager synergies, if that's your primary concern. That said, I"m playing a Wael contemplative and finding it satisfying. I play her mostly as a Monk who can cast Mirrored Image, Arcane Veil, Restore, and Suppress Affliction when needed. Also, if the tactics of a particular battle call for a ranged weapon, summon the Rod from God. You can translate the DEF buffs into offense via lighter armor and other equipment choices. I haven't played into the higher levels, yet, though, so she may become more of a caster as time goes by. Druid healing will get you bigger numbers, generally, but note that it's healing-over-time, and, in some cases, tied to battlefield location. If you need a shot NOW, a Priest's Restore or Radiance (or the Survival heal, or a potion) is better. It's nice (although not essential) to have both represented in the party.
×
×
  • Create New...