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Everything posted by Gromnir
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fyi, the developers were kinda emphatic 'bout avoiding "you win" choices for deadfire dialogues. no doubt there will be better and worse options, but at the very least, deadfire is 'posed to be less susceptible to building the perfect dialogue character. the only thing which surprised us 'bout deadfire dialogues happened while viewing one o' the later twitch streams-- there were multiple dialogue checks of 20. is a big amount even if is late in game. ain't gonna be able to spread points 'round much if 20 is typical endgame dialogue checks. converse, the highest mechanics needed to disarm all deadfire traps is not requiring quite so much investment o' skill points. *shrug* am admitting we do not have confidence regarding ideal skill distributions. HA! Good Fun!
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developer commentary and beta gameplay suggests dialogue will be affected less by attributes and more by skills. your guess as to which skills is best is as good as Gromnir's... however, as josh is involved in deadfire, we would expect more than a couple history options, and bis/obsidian previous game dialogue triggers suggest the new insight skill will be important. HA! Good Fun!
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now that were funny. thanks. HA! Good Fun!
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genuine answer: sensuki were one o' the most visible and active beta testers o' poe. he posted numerous videos o' gameplay. he had extentensive and detailed bug lists which were updated frequent. he made comprehensive analysis o' poe mechanics which he posted for discussion. he were also an ie game purist and crpg grognard... extreme so. he could become emotional 'bout poe design choices and had been known to post offensive nazi iconography as a misguided attempt to... dunno what were the point, but he had received warnings for his behavior which pushed the limits o' what obsidian were willing to accept. even so, sensuki contributed a great deal, substantive and qualitative, to the poe beta community at a time when many folks who is now ubiquitous were unknowns. when poe were released, it did not include many sensuki suggestions regarding ui improvements and game mechanics. sensuki did not appreciate poe. sensuki were initial vocal 'bout his displeasure regarding the state o' poe(understatement). eventually sensuki got tired o' spewing venom and largely disappeared from this board and the sa poe thread. am thinking karkarov is correct: sensuki wanted bg3, not poe. you can go to most any active rpgcodex thread and find sensuki contributions if you wish to know who is sensuki. isn't more to the story. oh, and just 'cause we suspect it will enrage sensuki HA! Good Fun!
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played monk. played every monk subclass multi with paladin, priest, wizard (though not all wizard specials as most are not... special) fighter, rogue and others as well. am embarrassed to say we have hundreds o' hours o' gameplay o' the beta, and as already stated, we didn't resort to cheese such as leveling up to level 9 and playing only small portions o' the game to make comparissons. the scaling feature were clear busted and such an approach were not telling us much. strikers? compared to ranger, we thought rogue were better overall with more flexibility and a nice mix o' damage and survivability talents. compared to monk, we thought the monk were generally superior to the rogue for survivability and flexibility, though again, as we said already, you are picking the class current most in need of a nerf bat to make comparisons. party foul. can rank rogue compared to every other class and combo, but the actual measure should be measuring 'gainst game challenges. rogues are the single best interrupters in the game, and considering how enemy casters are typical the primary target for a player in most encounters including casters, rogues are ideally suited to negating those prime threats... and not just from mid-to-late levels. rogues, from level 1, have access to superior battlefield mobility which only becomes available to other classes (e.g. monk, fighter, barbarian) considerable later. these qualities, beyond damage output which is considerable, is much understated. HA! Good Fun! ps solo is a non concern as the classes are not balanced for solo. why even bring up solo? might as well tell us which class is best when not utilizing any empowers. no point.
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compare to monk is a bit misleading seeing as how monk is superior to most other classes. can do same with monk compared to priest and paladin and even barbarian and find all other classes mentioned wanting from talent tiers 5-9. am not certain why certain folks insist on this kinda thing--compare using admitted op as the benchmark. is making argument weaker and not better. is worth noting, again, Gromnir actual bothered testing rogues through actual gameplay in beta 4... and not just one-off battles with the skulking terror, or level'd-up-to-level-9 nonsense. https://forums.obsidian.net/topic/96769-rogues-do-not-suck/?p=1994684 up to tier 7, the rogue is having excellent options, and tier 8 looks good if ridiculous limited. tier 9 for rogue is embarrassing. even so, while we agree post release monks is gonna need nerf bat swings as the pre-release paladin received, the rogue looks to be at least as strong as it were in the beta... back when people just kinda assumed it must be as bad as the poe rogue. but again, the rogue tree needs more and better options, particular at tier 9, but also at lower branches. as is, every single class rogue is could look extreme similar save for whether one chooses one-handed, two-handed or dual... and given paucity o' options, why not choose two styles, eh? HA! Good Fun!
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keep in mind, this thread is pretty much spam https://forums.obsidian.net/topic/96769-rogues-do-not-suck/?p=1994317 https://forums.obsidian.net/topic/96769-rogues-do-not-suck/?p=1994492 is acting as if old info is new and ignoring discussion from recent past. *shrug* seems as if mg is trying hard to make a point as 'posed to asking a question. HA! Good Fun! ps (edit) added an extra link
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dunno. one-shots were rare a problem in the beta, but there were no dragons neither. two-shots were an issue. get crit once and then try to heal only to be hit immediate again. barring death's door may be enough to prevent such deaths even at con 10, but am not certain. monk's duality is 10 con or 10 int, so is gonna be dynamic and situational flexible. blade turning monk ability will also likely be useful in potd runs. the thing is, 'til we do a potd dragon battle (or similar,) am not certain what is necessary health. regardless, am thinking people tend to look at these kinda things as insular from party composition and such could be a mistake. typical you may build a party to address whatever shortcomings your main character suffers. might not normally consider extra heal talents from our pallegina herald, but if the helwalker is too squishy... likely starting attributes for our first contemplative is as follows: m15c10d15p13i15r10. 'course keep in mind, a contemplative gots extra heals. unless rp is an issue, we would also recommend playing a mountain dwarf-- racial ability reduces chance you will be unable to receive heals. 'course am gonna go orlan route. *shrug* will be interesting to see how ranged helwalker/_______ work in the full game, 'cause they is excellent and flexible in the beta. that being said, a shattered pillar+druid combines nice if you are looking to make great use of wild strike. is a nice melee build, but if you wanna focus on casting, helwalker is a great alternative, if a bit quirky and micromanagement dependent. HA! Good Fun!
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am recalling this topic has been discussed https://forums.obsidian.net/topic/96769-rogues-do-not-suck/?p=1993983 9th level talents, active and passive, is limited for rogue, but up to tier 7 such options is good, and tier 8 is actual nice as well. if not for fact o' a giant eothas possessed statue being central to the deadfire plot, or first run o' deadfire would likely be an orlan, deadfire, drifter, rogue... single class. one o' the annoying questions with every party dynamic we consider is: who gets stuck being the trap monkey? play as a rogue makes such a question a bit easier. drifter + rogue starts us with 3 points in insight, which we see as a big potential positive. etc. see linked thread. rogues is actual strong as a class, and in spite o' curious pointlessness o' the single 9th tier active ability, we nevertheless would likely single class as a rogue as we see few drawbacks to playing a trap disarming interruption machine with nice dialogue options and particular setting relevance. HA! Good Fun!
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I've been thinking of doing ghost heart/ascendant and hadn't even thought about helwalker/ascendant. For talents I assume Enduring Dance, Lightning strikes, Duality? The wording on Turning Wheel is saying melee, but i wonder if that tooltip is accurate on the wiki. "(Turning Wheel) - The monk is able to channel their pain into pure energy adding a proportional fire bonus to Melee Damage." turning wheel is melee based on description, but the int bonus from duality is separate. also, do not forget long pain. you is gonna be able to do melee damage from range with a monk thanks to long pain talents. early in game, use scepters and dance o' death talents to quick build wounds-- should start every combat with 4 wounds. swift strikes is gonna also impart quick inspiration. not a bad way to begin combat, eh? dual wielding sceptres will build wounds extreme fast, if such is the way you wanna play it. contemplative priest o' wael with a summoned rod is a bit op at the moment, though we still see sage as best option for flexibility. grimoires are so darn useful for accessing extra talents beyond those purchased at levelup. HA! Good Fun!
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helwalker is actual an exception, if highly limited, insofar as caster synergy is concerned. helwalker will have a player consistent enjoying +10 might early in game, +10 intellect from mid, and potential getting a significant accuracy bonus which applies to spells and weapons. it actual makes more sense to play the helwalker as ranged 'til at least mid levels as the helwalker is more squishy in combat than most monks. 'course spell catalog for sage or contemplative or whatever is gonna be significantly reduced, so will need be focusing on spells which is gonna benefit from big might and int. is other synergies, but the cost for obvious helwalker bonuses is equal obvious: reduced catalog o' casting options and missing high level spells. sage is likely the bestest route for a helwalker/caster, but combine with cipher, druid, and priest is all effective. HA! Good Fun! ps the wound related helwalker bonuses to attributes stack with spells.
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"Migraine" is the best route to go if you want to avoid grossing folks out. Anybody who has experienced it will have immediate sympathy, folks won't fear you're contagious, and it's not suspicious if you look and act completely normal the next day. migraine is not a good option for us. is known by colleagues Gromnir suffers from migraines with aura. https://americanmigrainefoundation.org/understanding-migraine/migraine-and-aura/ had an incident on a plane a few years ago which caused a bit o' a panic before we could communicate we were not having a stroke. got a laminated card for such moments, but were a comic fail. we have migraine with aura and it means 3 days in a dark room wishing somebody would put us out of our misery, followed by a couple days of migraine hangover. would be a week long excuse, if we were so inclined to mislead. as to the thread question, am somewhat disappointed to admit we need only let folks know, "i am going to be out of the office for next few days," to get a couple days o' free time. our relative importance to daily operations is a fraction 'bove insignificant. take care o' our business and we get a fair bit of latitude. HA! Good Fun!
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of the game you reference, fo1, fo2, bg1 and ps:t were all extreme buggy at release. you enjoyed poe, and it were buggy as well, though only prohibitive so for rogues. based 'pon history, is no reason to expect poe2 will be far more stable than poe1... though you say you enjoyed poe1. if you haven't yet purchased, then our advice is same for deadfire as any new release: wait six months. you will get a much more stable product and it will likely be a bit encheapened after two quarters. as to chrisA story... got a one-sided narrative made available years after the events which is in question took place, and posted at a fan site a week before obsidian's newest release, with the only obsidian folks, past or present, speaking 'bout the matters in question is not speaking in support o' chrisA. doubting thomas gets a bad rap. personal, we would want a bit more than chrisA unsubstantiated claims to be throwing obsidian under the bus. 'course Gromnir has criticized obsidian business choices for years, but we never saw malice in their mistakes. still, questionable business acumen is hardly the reason we would forgo an obsidian game purchase. would need real proof of ill intent, and we sure ain't seen such as yet. HA! Good Fun!
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The question is, why would MCA make up a story like this, which can be so easily refuted by anyone in the company? He is either believing that nobody will testify against him and makes a bluff like this, or ...you know... it is the truth. And this is true for everything he said. He made soooo many harsh claims in the last few days, and he knows that he has to prove these if he is getting sued for defamation. Now he is either an idiot, or knows that this is the truth. He might have only 1 friend, but several people he is in good terms with. He doesn't have to prove them true, the ones suing him would have to prove that he's intentionally lying (not simply misunderstanding or accidentally misrepresenting) with intent to harm the company. And need to prove financial harm was caused by what he said. Libel and defamation suits are very tough things to win in the U.S.. The first amendment is pretty well held up in this regard. not part o' this save to again warn folks about val regarding legal advice... and history. https://dictionary.law.com/Default.aspx?selected=1154 if val makes a claim 'bout law, just assume he is wrong. is preternatural how he is seeming invariable wrong. HA! Good Fun!
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Given their favoured Dispositions, I always imagined them more like the Three Musketeers. these musketeers. HA! Good Fun! ps (edit) actual description from game is as follows: The Darcozzi Paladini, the oldest known paladin order in the world, were founded as the guards of the Darcozzi Palace in Grand Vailia over 2000 years ago. Since the shattering of Grand Vailia, the Darcozzi Paladini have transformed into the protectors and ambassadors of the immense Darcozzi family as well as Old Vailian culture. The Darcozzi Paladini are widespread and occasionally even come into conflict with each other due to the machinations of the Darcozzi family. Paladins of the order are renowned for their wit and love of life.
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as a developer, obsidian cannot ignore unreasonable complaints. a disappointed customer is less likely to buy the next obsidian product even if the customer is too stoopid to chew bubblegum and walk at the same time. however, potd complaints is relative insignificant 'cause: 1) few purchasers is actual potd players 2) balance efforts on the part of the developer is doomed regardless want harder difficulty? players can alway find ways to make a game harder. play solo. don't use scrolls and play solo. whatever. the developer has said, literal hundreds o' times (am not being hyperbolic,) potd is not balanced. any efforts we get from obsidian to balance is gravy, 'cause leaving a handful o' disgruntled hardcore fans, half o' whom will be disgruntled no matter what obsidian does to balance, is unlikely to keep josh and obsidian owners from sleeping at night. HA! Good Fun!
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developers has stated ad nauseum potd is not balanced. other than hardcore fans, virtual nobody plays potd. no matter what the developers do to balance potd, the two major complaints o' the feature will be, as always: it was too easy AND it was too difficult if the developers is gonna spend effort balancing a feature which they has express stated they do not balance, we take it as a win, even if the balancing takes place after release. HA! Good Fun!
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am gonna play a contemplative (priest of eothas/helwalker) orlan either as a vailian artist or a deadfire drifter. reasons: there is a giant eothas possessed statue central to the deadfire plot. main character priests and paladins is the only classes which receive actual gameplay benefits from dispositions, so is motivations if you is gonna have a priest or paladin in the party to do so as a mc. there is a giant eothas possessed statue central to the deadfire plot. poe orlans received more extra dialogues than other races and am predicting the trend will continue in deadfire based on developer feedback and beta observations. there is a giant eothas possessed statue central to the deadfire plot. wisdom, or its equivalent, has always been a no-lose choice for maximizing dialogue options in bis/obsidian games. poe didn't have wisdom, but resolve were resulting in more than a few o' the genuine intriguing dialogue options in poe... but the developers is making a conscious effort to diminish the impact o' attribute scores in favor o' skills. as such, insight offers a good option for filling the wisdom void for dialogues-- artist and drifter is gonna get us an extra point in addition to the monk point. were considering philosopher background, but vailia and deadfire is more cultural relevant to this game. there is a giant eothas possessed statue central to the deadfire plot. helwalker contemplatives is gonna be kinda squishy for the first half o' the game, even if we do use 'em primarily ranged. maximizing wounds to maintain might bonus means any helwalker is gonna need be conscientious o' ultimate inevitable bad dice rolls. play as a contemplative provides extra, and possible essential, heal options. there is a giant eothas possessed statue central to the deadfire plot am suspecting the amount o' class specific dialogues we get by playing a priest is gonna be disappointing-- such were the case in poe. nevertheless, there is a giant eothas possessed statue central to the deadfire plot. HA! Good Fun! ps as lord of light has been mentioned a couple times by developers in conjunction with poe, am also considering the possibility eothas is not actual the driver o' the colossal statue. *insert plot twist here* just a thought.
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suggested weapon: callahan's cannon a pistol which may only be wielded one-handed (no dual-wield) and on crits does extra damage and knocks folks prone. the pistol has a damage bonus v. foes current using intoxicants and against any nalpazca single or multiclass. finally, the weapon has a chance to insta-kill any targeted creature who puts ketchup on a hot dog. HA! God Fun!
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First impression on full ability tree
Gromnir replied to dunehunter's topic in Backer Beta Discussion
quick impressions: monks, paladins, barbarians and chanters all look like winners, and fighters appear to be strong if less dynamic. the aforementioned all have a nice variety o' intriguing tier 6-9 talents. druids and wizards have bountiful and powerful options, though am gonna need look closer at individual spells. paladins got the nerf(s) they needed and they nevertheless still look mighty. rogues and rangers display a curious paucity o' options at high levels. sure, a couple 8th and 9th level abilities for each class appear particular keen, but am not being hyperbolic when we says, "a couple." is hard to imagine priest original had a "school" prohibition. yeah, poe priests were a bit strong, but am feeling as if there might have been an overreaction to poe priest opness. the ninth tier abilities, in particular, look terrible. incarnate might be sooper groovy, but such is not necessarily a good thing. if every encounter we summon an obedient Gojira, capable of laying waste to tokyo, while we sit impotent and watch destruction, such is gonna get tiresome quick, particular as the other tier nine options are hardly o' a potency similar to wizard and druid tier nine offerings... and priests don't have grimoires or shapeshift neither. a couple 8th tier priest abilities is nice, if not exciting. dunno. we cannot foresee playing a single class priest anytime soon, though am expecting we will use xoti on our first play o' deadfire, and chances are we use her as single-class priest. won't feel good 'bout a priest xoti, but will likely do it once. ciphers... well, we got issues with ciphers, but they have useful high level abilities even there are not too many ability options. HA! Good Fun! -
Is your favorite class still your favorite?
Gromnir replied to KanyePest's topic in Backer Beta Discussion
priest were our poe favorite, and while am gonna play a priest multiclass to start, am not nearly as impressed with the deadfire incarnation. compared to the other traditional casters, priests is simple... less. druids have shape shifting. wizards have grimoires. priests have a handful of highly efficacious spells mixed in with far too many limited use spells... and a single per encounter free large aoe party heal/vessel smite. the priest multiclasses well with a number o' other classes, but it is kinda meh compared to other deadfire options. deadfire chanters is, for Gromnir, what poe priests were: a highly effective swiss army knife. chanters have buffs and debuffs aplenty and can be potent weapon damage dealers or tanks, depending on desired role. chanters is able to summon powerful meat shields and heal those shields. chanters is a serious party force multiplier such that we see a party sans a chanter is unnecessarily gimping. etc. we don't particular like the phrases and invocations mechanic, but deadfire chanters is just so darn effective at many roles we cannot help but appreciate 'em. paladins is op. am not as impressed with paladins as chanters as they ain't as well rounded and dynamic, but they is potent. if favorite were based on nothing save lethality and overall power, paladins would be win. monks were an impressive poe class and they continue to impress in deadfire. we actual like deadfire monks better than poe and we will no doubt play a monk or monk multiclass early. deadfire rogues is far more interesting than we thought. perhaps not our favorite class for poe2, but they is a clear improved from poe. interrupting is an essential deadfire combat concern, and rogues is the ultimate interrupters... at the moment. am suspecting we will play as a vanilla deadfire raider rogue in one o' our early potd runs. priests were our poe favorite and we will play a deadfire priest for rp reasons with our firstest run. even so, if forced to choose a deadfire favorite with only the beta as our basis for making such a selection (am willing to consider an opinion change with full game and all talents,) then am likely choosing monk, but with chanter a close second. HA! Good Fun! -
That's part of the season pass. Also part of the season pass is the day 1 pee into a cup at the clinic DLC. Are you sure you're not playing American Peeing Simulator rather than American Trucking SImulator? possibly an homage to semi-tough? can't help but recall the cowboy's friend scene. HA! Good Fun!