Bazy
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Everything posted by Bazy
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Wary Defender is inconsistently giving the proper +10 deflection. It seems to only properly update on a reload. On a related note the Graphic effects for turning on "Defender" Mode on and off do not always work. I have not been able to determine the circumstances which this occurs.
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Is that viable? Everything other than a fully dedicated tank seems to get rocked in melee.
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Agreed. Only exception I can think of is a tank that maxed out perception and wants more deflection. Deflection being on two stats is a bit strange. I miss the 392 version.
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Also if you want to destroy your computer. Have a priest cast interdiction. Used on Medrath and it would cast and infinite number of times.
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Is anyone feel like there is information missing from the combat log in this build? I.e. Heals from fighter's constant recovery.
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1. Tooltips: I was trying out 2 chanters. One had Beloved Spirits (+14 Might), the other only had Ancient memory (+20 might). The tooltips on those receiving the chants indicated that I had two separate +2 Endurance regeneration effects (Screenshot attached). It should have, at the least, been a +2 from the chanter with Beloved spirits and + 1 from the chanter with only Ancient memory. It was unclear from the Combat log if they were actually stacking in terms of effective healing since combat log is not listing heals being applied. 2. Combat log: It was not showing characters receiving the effects from ancient memory. Such as "BB fighter gained X health from Ancient memory." (This also seems to be the case for the fighter's constant recovery) 2. Upon reload my chants became very messy. --Before reload I was only using my "A" chant. After reload it filled up the rest. Often with chants that I had no icon that I could not deselect --After reload, changing my chant order (on my "A" chant) during combat did not result in different chants being sung --After reload, the Ancient memory buff (at least the icon) was not showing up on my other characters. Even if The combat log would say "Ancient memory: 5 hit"
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[435] Shapeshift forms in combat - feedback
Bazy replied to IndiraLightfoot's question in Backer Beta Bugs and Support
I also noticed that my shapeshift (wolf) did not last very long. -
Why make helmets usless? Personal preference, why not +1 vs Crits?
Bazy replied to ctn2003's topic in Backer Beta Discussion
I thought it was clear helmets will provide bonuses. Which is why godlike get better racial bonuses to make up for the fact that they cannot wear helments. -
What happned to the magic words in spell casting?
Bazy replied to ctn2003's topic in Backer Beta Discussion
Damn, beat me to it! I thought it was Vita Mortis Carrio. But I didn't go to wizard school. I have no idea. That's always how it sounded to me -
What happned to the magic words in spell casting?
Bazy replied to ctn2003's topic in Backer Beta Discussion
Vetok Mortus Cardio! -
What choice?
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This would make resolve a mandatory OP stat. 6 knockdowns on a fighter... lol wat And would have no benefit to a chanter.
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Agreed, much better to choose spells than have them all given to you.
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Is this true? If so, major derp. Bigger derp is to rely on someone's admittedly unclear hearsay. If anyone bothered to take 5 seconds to do a search you'll see that Josh never said anything like that. He simply said that unique items are enchantable like anything else. -"You can add enchantments to unique items that you find." -"Additionally, our crafting/enchantment system does allow you to modify weapons -- even unique ones. So if you have a specific group of bonuses you'd really like to have, you will probably be able to make that happen."
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(DPS) vs (Accuracy - Deflection). Here's the maths. Enjoy.
Bazy replied to Matt516's topic in Backer Beta Discussion
Also a lot of abilities apply status effects or bonus effects. If you miss = no status effect. Thus increasing the value of dexterity.- 99 replies
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Difficulty level
Bazy replied to Macrae's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
This. Ironman mode forever. Never understood reloading after dying.- 77 replies
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- difficulty
- realism
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(and 2 more)
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Fog of War design decisions - good or bad?
Bazy replied to Dray Truoc's topic in Backer Beta Discussion
"Fog of War Working Incorrectly - The Fog of War is not currently blocking line of sight." http://forums.obsidian.net/topic/66764-update-84-welcome-to-the-backer-beta/ Reading updates hard. And I think you misread what Ncarver was trying to tell you (which I also did at first). And it seems he didn't understand what you meant. You're both talking about separate issues. Edit: I'm wrong. It seems like they agree about LOS for seeing enemies but not for environment. I agree with everyone here. LOS for everything. Anything else is silly. -
You can pre-buff with consumables. It's pretty op right now.
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I feel like it is more monotonous with per rest spells. Since you can rarely use Rest abilities you are forced to use 1-2 per encounter abilities... And when you do use your per rest abilities you are usually using the most powerful every single time. And I don't understand your argument about the fighter. I mean if his knockdown were per rest... you would literally do nothing during the fight except auto attack. I think that shows you need more abilities for each fight, not less. Wouldn't it be better to have a variety of per encounter spells to choose from? rather than an extreme on either end? For example: -Currently: Druid: has four level 1 per rest spells. No per rest spells. Only casts tanglefoot of those level 1 spells because it is the most useful. Same thing every time. -All per encounter: Can cast tanglefoot, which goes on cooldown. Then is also free to cast other level 1 spells in the fight.
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1) I find myself more satisfied with my "per Encounter" abilities than my "per Rest." I think because Encounter abilities feel like a cooldown and something that will lose if I don't use it. In contrast Rest abilities are something I lose if I do use them, and feel more like consumables I need to save "just in case." 2) Additionally, I rarely use most of my Rest abilities. For example, Rank 1 spells on my druid are all pretty cool. However, I very rarely cast anything except tanglefoot. I would love to use others but tanglefoot is just too strong. I think #2 is a greater problem. At the least I would like to see more abilities be per encounter than per rest. (Or a system like the wizard has to convert spells from per encounter to rest) But I think what I would really prefer is a cooldown system like Divinity:OS which could be lowered by talents/attributes.
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lol. I've played Baldur's Gate when I was 13. I played PST when I was 14. And I managed to understand everything. So. The question is... no, no question. Then why is it so hard to understand now?
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I try not to base anything on what a 17 year old would understand. I hope for a game much more complex than what the lowest common denominator would understand. That being said. These concepts are not difficult.
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They level quickly. I'm surprised more people don't do this.
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1. Press "s" to slow time. 2. Do not press "d" ...ever 3. And take the time to get a grasp of your abilities, and what situations they would be useful in 4. Make sure your tank is tanking. Your support is buffing/healing. And your ranged and non tanky melee are not getting punched in the face. 5. If all else fails... use crowd control