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Enoch

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Posts posted by Enoch

  1. I think there is only one conclusion: we need an expansion which would explore instrumentation of Eora and it’s past and current advancement. What are th majors schools of music? What is the relationship between sacred and secular music? Is music education available to public (looking at the amount of “harpsichords” in low level taverns it seems so). Is music purely vocal (medieval and renesaince style) or is there a focus on an advanced instrumental works. Do major organised ensembles exist?

     

    I mean, does anybody doubt that Sawyer would add this kind of detail to the TTRPG rules if Feargus would let him? 

     

    ...

     

    PLAYER:  OK, I've leveled up my Woodwind proficiency enough that I think I'm ready to challenge the First Chair for his soulbound Chalumeau.

     

    GM:  Sure.  You inform the Director, and he schedules a blind audition in two days.  You'll have to select an exhibition piece to perform. 

     

    PLAYER:  Ooh, is one of those hornpipes that we found in the Xaurip camp of an appropriate difficulty?  Director Viretti is such a sucker for Wilder exoticism.

     

    GM:  Hmm.  You think so, but you'll have to transpose the notation and make copies for the panel beforehand.  Give me rolls against your Melodic Theory and Culture: Ixamitl Xaurip skills.

     

    [etc.]

    • Like 5
  2. You know, I never put it together before, but that Llendreth has got to be the one you can hire for your crew-- the only Helmsman in the game who can level up to 4 stars.  Probably aren't many other fearless, impulsive Orlans named Llendreth hanging out in Dunnage.

     

     

    Anyhow, I didn't find the delivery to be distractingly bad.  A small bit of misplaced emphasis (too little on "what" and too much on "you"), probably the result of the VA wrangling the accent. 

    • Like 1
  3. For those using the default page breaks, my comment immediately above refers to this exchange:

     

     

     

    • for all the resistance ones, every time a resistance chant activates it downgrades any existing afflictions. So it can be much more powerful to have this on a 3s clock instead of having a 6s-plus-linger resistance shield.  In other words, if you get hit by Terrify, you resist that down to Frightened, and then within 3s it gets resisted back down to Shaken, and then 3s later you resist it away completely - basically the game doesn't remember that you "already" resisted the initial effect. Normal chants can still do the same thing, but does it too much slower to be too relevant (every 6 seconds at most).

    Wait, seriously?  This seems like a bug, given its inconsistency with how Resistance works in other contexts.  (I.e., that different sources of Resistance can't be stacked)

     

     

    it's possibly a bug, but one that I feel might be very hard to actually address, since you'd have to implement some sort of "memory" for these kinds of effects. i think the way it's working is that your resistance "falls off" and then comes back again, so it's not really an issue of stacking, but (again) that those debuffs just don't remember that they've already been resisted when the effect comes back on. I guess one way around it is that "gaining resistance" shouldn't be a trigger to modify existing effects, but it would make those resistance potions go from niche to useless, imo.

     

    but yes, i've definitely used chanter chants to whittle away afflictions (most of them aren't long-duration enough to really matter, but e.g. i've completely eliminated enfeebled normally and with a troubadour even modestly long afflictions can be whittled away).

     

    • Like 1
    • for all the resistance ones, every time a resistance chant activates it downgrades any existing afflictions. So it can be much more powerful to have this on a 3s clock instead of having a 6s-plus-linger resistance shield.  In other words, if you get hit by Terrify, you resist that down to Frightened, and then within 3s it gets resisted back down to Shaken, and then 3s later you resist it away completely - basically the game doesn't remember that you "already" resisted the initial effect. Normal chants can still do the same thing, but does it too much slower to be too relevant (every 6 seconds at most).

    Wait, seriously?  This seems like a bug, given its inconsistency with how Resistance works in other contexts.  (I.e., that different sources of Resistance can't be stacked)

  4. I read it closely because Rekke is almost a high enough level to pull off the multiclassed version of this in my current game.  Clear Out replaces Heart of Fury, you don't get the benefit of Blood Surge, and it takes longer to get to Brute Force, but the Fighter-tree benefits to ACC, defenses, Stances, etc., help make up for that. 

     

    (Also, Rekke starts with 14 INT, and has access to an INT inspiration with Tactical Barrage.)

  5. Variant 2: Knocks Fort

     

    Willbreaker, Body Blows, Ring of Ov + Ring of Ov., +INT gear, Aloth's armor, Spirit Tornado, Bloodlust, Blood Storm, Blood Surge, Heart of Fury, Panther's Leap.

    Leap into crowd, do Spirit Tornado, do HoF with Body Blows, leave for your nuker to target crowd with whatever fort spell suits you. Enemies will be Dazed, Terrified, Staggered and under the effect of Body Blows which results in -45 Fortitude and -20 Will (or more because Willbreaker does lower Will as well per hit). Very good at debuffing while dealing damage.

     

    Minutiae:  Can't have both Blood Storm and Spirit Tornado.  (I'd suggest the latter.)  Also, Staggered and Dazed are different tiers of MIG afflictions-- can't have them both at the same time. 

     

    Anyhow, I'm not sure how you're getting to -45 FORT and -20 WIL.  Body Blows is -25 FORT (direct), the MIG affliction gives -10 (indirect), but I think you need either a CON affliction or an "all defenses" debuff in there to get that last -10.  Similarly, the RES affliction gets you -10 WIL (and makes all the other afflictions last longer), but I don't see where the other -10 comes from. 

    • Like 1
  6. First, the passives are great.  Purudaya has already mentioned Brute Force, which is fantastic because FORT is much easier to debuff than Deflection is.  (Specifically, MIG and CON afflictions each lower FORT by 10 and stack with each other, while DEF is only sensitive to one type of affliction, which only lowers it by 5.  Also, the Morning Star modal gives -25 FORT, while the Pike modal only gives -10 DEF.)  Also fundamental to a good Barbarian are Thick Skinned, One Stands Alone, Bloodlust, and Blood Thirst.  Interrupting Blows and Bloody Slaughter can also be kewl.  (The latter gets washed out a bit because of overkill situations, but it will help get more kills attributed to the Barb, which translates into more effectiveness through Bloodlust and Blood Thirst.)

     

    As for actives, Heart of Fury is great, even if you don't use an AoE weapon.  That aside, in a world where Spirit Tornado and your top-tier Shout ability (Driving Roar and Dazing Shout can both be strong choices) only cost 1 Rage each, who really needs attack abilities?  At high levels, that's the best bang-for-your-buck with Rage in most situations.  (Yes, you can use Spirit Tornado when Frenzy is already active.) 

     

    Alternately, take Barbaric Retaliation, max Armor, minimize Deflection, Leap into a crowd of melee opponents, and watch them all die. 

  7. I'm glad I'm not the only player who noticed this. 

     

    I think it's pretty immersive. Have you ever seen a drunken fool play a piano with a whole tavern full of rowdy pirates egging him on?

    A "piano" literally got its name because it had greater dynamic range than other keyed instruments.  Early versions were called "Fortepiano"-- "Forte" meaning "loud" and "piano" meaning "soft." 

    • Like 1
  8. My personal preference would be to keep Serafen as a pure Barbarian, to avoid the frustrations of his awful Cipher subclass. 

     

    Then, with 2 steady front-liners, I'd suggest picking whatever back-lines role for your main character that you find it hardest to do without.  For most play-styles, that's probably a single-classed Wizard, but you could do a Priest, caster-Druid, or a ranged-weapon user if you want.  You can always flex the Companions' class around yours-- e.g., if you play a pure Wizard, make Aloth a Battlemage. 

  9. I first noticed this in the 4.1.0.0019 Beta build.  I posted about it in the Patch Beta subforum, but nobody seemed to notice.  (Ya'll have been busy lately for some reason...)  It's still a problem in my save in the current build, so I'm bumping this up to the live-version Tech Support forum. 

     

    Aloth, in this save, is a Spellblade.  I took "Strike the Bell" and "Break the Bell" from his Rogue ability tree to try them out.  After playing a little while, I noticed that enemies were getting Dazed when they shouldn't.  The enemies' status told me that they were affected by Break the Bell, even though I had only used basic attacks on them.  Turns out that all normal attacks with 2-handed weapons were applying the "Dazed" affliction as if I had spent the Guile to use Break the Bell.  With ranged weapons, the +3 PEN of Strike the Bell is added.  (Haven't tried one-handers, but I'm guessing that the DoT effect would proc.)  The attached screenshot shows that Break the Bell is on Aloth's character sheet as a persistent effect, rather than just as a useable ability. 

     

    At that point I reported the issue in the thread linked above, then respec'ed Aloth out of the ability to avoid exploiting the bug.  That removed BtB as a useable ability, but the persistent effect remained.  He still Dazes on every swing of his Pollaxe (or Spirit Lance). 

     

    I tried to reproduce this by rolling up an NPC Rogue with the ability to see what happens.  (The result is "BreakerTwo" in the party in the save linked below.)  Everything looks normal there-- Break the Bell shows up on the character sheet as a useable ability, not a persistent effect, and it only functions when used from the Guile-abilities taskbar.  This leads me to believe that it was some kind of interaction with Wizard abilities that started this happening. 

     

    Here's a Drive link with a save.  It's from after I respec'ed Aloth, but the thread linked above has a link to a different Drive folder that includes a save from before the respec.

     

    https://drive.google.com/open?id=1mnrCJE8T-ppzyVY3DqvMuNtp8oc87-w5

    post-619-0-76306700-1548386718_thumb.png

  10. I am new and I am not allowed to open Threads, but I wonder something:

     

    Why is changing weapons consuming an action? 

    As far as I remember, no Turn Based RPG I played has this mechanic and it feels really strange and weird, to me and I dont see tooooo much sense in having many multiple sets, when I actually delay a complete action on my char, just for switching weapons, while Shooting and Reloading a Black Powder weapon goes in one round. 

    I like Turn Base in general more then Real Time, on isometric RPGs, but this kills the fun a bit. 

    Shooting an Arquebuse from far away, enemy comes close, I change weapons, enemy gets a free attack.

    I really just dont understand the thoughts behind that. 

    Probably as simple as that weapon-switching comes with a recovery time in the RTwP game, and there is both a Subclass and an Ability that are built around reducing/eliminating it. 

  11. Good catch. Maybe it's not that much of a problem since it's a fast cast anyway and only triggers once you become bloodied.

     

    But I guess it's not intended.

    Isn't it a 3-second cast?  The wiki isn't 100% reliable, but it matches my recollection here. 

     

    Also, a long-ish duration buff being castable out-of-combat means you get it for free in most encounters.  Just wait a couple seconds between casting and starting the fight for the per-encounter cast to regenerate.  Quite useful for those levels where you only have 1 PL5 cast and would normally have to choose between this or Citzal's!

    • Like 1
  12. You guys can do as you wish if it makes it easier for you, but it is definitely easier for me to grab everything from the same source so I don't have to pop in and out of forums/threads/support sites, etc.  I definitely put favor into support@obsidian.net then move on to the general Tech Support forum before moving on to other sources.

    Is that why there hasn't been much dev attention in the "Patch Beta" subforum lately?  (hint)

     

    Anyhow, I wasn't suggesting a new subforum for the turn-based mode.  I was mostly trying to question why the OP posted this particular observation in the Tech Support area.  Too subtle, I guess?

  13.  

    It's def. not faster than just sinking the ship. That doesn't take 5 minutes.

     

    And even with the best Paladin/Chanter you can't board and win fights against lvl-15 or 16 crews if you are lvl 5. But you can sink them - because char level has no effect on ship combat.

    Is there a good guide for it? Because i don't understand that naval battle either, i always board the ship, when i am level 16+.

     

    I don't know about a guide, but here are some recent threads that, collectively, probably contain most of what you need to know on the ship-combat minigame:

     

    https://forums.obsidian.net/topic/107044-too-poor-to-sail-about-ship-management-and-upgrades/

     

    https://forums.obsidian.net/topic/107286-avoiding-instant-death-on-ship/

     

    https://forums.obsidian.net/topic/107827-need-help-with-ship-battles/

  14. Has anyone had success building him with two handers? Willbreaker in particular seems like it could work nicely to have him soften up targets for the parties CC abilities.

    I know no reason it wouldn't work, particularly as a pure Fighter.  Knockdown targets FORT, and you get Clear Out later on, which can apply the Morning Star modal to a group. 

     

    That said, a Rogue's easy access to good Full Attack abilities probably make a two-weapon approach the more attractive option for a damage-driven Rogue or Swashy Eder.

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