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Matt516

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Everything posted by Matt516

  1. Just to let everyone know - there are some really gorgeous 2-page spreads in the Collector's Book PDF. Problem is, they don't show up properly in something like a 2-page view in Adobe Reader because the pages are offset wrong. Fortunately, there's an easy fix to this problem. There are 2 pointless green pages in the PDF - one is the second page and one is the second-to-last page. Remove them both with this tool: http://smallpdf.com/split-pdf and then your beautiful guidebook will show up with the right 2-page spreads in the 2-page view of any reader. Cross-posted to Reddit.
  2. Y'know... I wasn't going to use this mod. And I wouldn't if certain aspects of the mod weren't optional (I'd like to play with engagement despite its shortcomings, for example - at least the first few times). But.... then I saw some of the default backer NPC names in the mod's description. And I was like "aww hell no!". Still salty about that. So, IE mod it is. A few questions: 1) Does the mod also remove the "special frame" (AKA "lulz immersion is for noobs") the backer NPCs get? Or is there an option to remove them in the game by default? 2) Any plans to make the level cap uncapper optional? I can't imagine the post-lvl-8 abilities, talents, etc are properly balanced yet since they're not supposed to be included in the base game. And I would like to experience the game mechanics as designed (again, at least at first). Either way, ty for the mod. Not sure when I'll actually *get* to PoE, but when I do I'm sure it'll enhance my experience greatly.
  3. One interesting thing is that if Interrupt favors dual-wielders, and DT favors two-handers (not sure how that's currently balanced - are two-handers still insanely better against high DT?), the end result could be that both types are viable, just in different ways. Which could actually be kinda cool, instead of trying to balance it so that all types of weapons have roughly equal efficacy in all ways. Just a thought.
  4. Umm. No. I was (kinda) with you up until this point. But... no. Video games are not censored because research shows that violent video games are related to mass shootings because there IS NO SUCH RESEARCH. And there's plenty of research that shows otherwise.
  5. Agree with OP that trap XP does not belong in PoE.
  6. Hmm. Thanks for the updates, all!
  7. Howdy all. I'm still around, but school and other concerns (*cough* XCOM Long War *cough*) have made me spend considerably less time on these forums as of late. I still plan to release an updated version of the combat spreadsheet when they finally get the mechanics nailed down, though I won't be updating it every patch as I originally wanted to. So... how are things? There've been a few patches since I last played - any significant changes?
  8. Yeah, that could stand to be changed.
  9. +1 for delicious, delicious WYSIWYG loot.
  10. Cool. It's still less effective at high ACC-DEF then, since as your graze chance goes down the chance of the skill proccing goes down.
  11. Is it 20% graze to hit, or 20 effective points of Accuracy, albeit graze to hit instead of graze to crit (so actually less helpful than 20 points of Accuracy, which is good because that would be OP)? The way it's worded makes it sound like it's 20% AKA if you roll a graze, then there's a 20% chance of it turning into a hit. That's how the percentages would work if it's actually a percentage, which is how they describe it.
  12. It may just be solvable with a Steam cache verify - I haven't bothered to do it yet because the new version of XCOM Long War and immediately devoured my gaming time (and more besides). xD
  13. Bump? Is anyone else having this problem or is it just me?
  14. I remember reading a post one time by Josh (I think) on writing player dialogue in a CRPG. Basically, you want to be as neutral as possible when there's only one dialogue option. If I'm role playing a rude bastard, I wouldn't want the only option to be a polite one. So they use a completely neutral line that (as some have pointed out) can be taken a number of different ways. Obviously the ideal would be to have like 5 different ways of saying it "for flavor", but OE only has limited resources (plus it could bloat up the dialogue trees quite a bit).
  15. Oh God this. OE focuses so hard on building and writing a compelling world, then they toss it all out the door with this idiotic immersion-breaking. Let me turn the backer NPC extra UI off or so help me I will delete them from my game.
  16. [Description] Character creation won't end. The done button is grayed out, preventing me from finishing and starting the game. [To reproduce] Create a character with the following specifications: Note that the "done" button is grayed out and uninteractive.
  17. [Description] The description for "Armored Grace" in character creation reads "The fighter focuses on instinctive damage avoidance developed through his or her superior combat familiarity, granting a bonus to Damage Threshold". The listed effect is "-16% Armor Speed penalty". Those don't line up. [To reproduce] Start a game Create a fighter Mouse over Armored Grace in Talent selection screen Note that it doesn't make sense
  18. Lock/trap XP boo, most everything else, yay! Will see how this new skill progression works, sounds interesting...
  19. Comparing PoE to DA:I is silly. The latter has a budget of like a bazillion dollars, and the former is a Kickstarter RPG. Not that they don't need to get combat feedback worked out - they do - but it probably won't be as feature-laden as DA:I just due to the type of game and the budget difference.
  20. Yeah, I think splitting them up into either individual weapons or very small bundles would be the most prudent. IMO the best decision would just be to split the weapons up into completely individual talents, then allow someone to just pick 3-5 of them when they take a weapon proficiency talent. If there is more than 1 level of proficiency for weapons, then just keep them split up but don't allow someone to take multiple levels at once.
  21. Yeah, the weapon groupings are a bit strange...
  22. My b, Immortalis. I can take a joke, just didn't realize that's how it was meant. I've been spending a bit less time on these forums the past few weeks, so that combined with the fact that there legitimately are some people on the forums who would get that mad about something that silly caused me to misinterpret your post. I apologize.
  23. Thanks for the link, Cantousent. That'd pretty much what I was getting at. XP is a design tool. If you're offering XP for something as a designer, it's because you A) want to incentize the player to do the thing and disincentivize not doing the thing or B) allow the player to advance their character. Lock/trap XP doesn't seem necessary when either of these is taken into account. There's already an incentive for opening locks/traps that stand in your way, and incentizising that further only promotes degenerate gameplay. As far as advancement goes, the devs seem to want to advance the player at a certain rate, and that rate can easily be managed with the other sources of XP. Lock/trap XP is just weird, immersion breaking, and unnecessary IMO.
  24. Just popping in to say please, please no lock or trap XP. It's a holdover from the IE games that doesn't fit with PoE's XP philosophy. Not only does it tie optimal XP gains to a specific skill, but it also leads to very non-immersive play as your party runs around, compulsively unlocking everything in sight for the sweet, sweet XP nectar. Just please... no.

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