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of note, this feature does make more obvious that some o' the joinables has abilities that one cannot get from a premade. for example, kana has a free chant and eder has a free talent, which is less obvious unique features than is sagani's animal companion. hiravias shapechange is unique, but am admitting that we shape change him as little as possible. similarly, is more than a few boardies who were complaining that josh's paladin joinabale npc had a better unique ability than a player could create with the adventurers hall feature. etc. haven't ever considered before, but am suspecting that aloth, grieving mother and durance is the only joinables that ain't having unique abilities or talents... though we seems to recall that durance initial skills allocation is odd. not certain 'bout durance. HA! Good Fun!
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Is this a bug or not?
Gromnir replied to Fessels's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
could still be a bug. our paladin is a wild orlan with cautious attack and zealous focus active. am knowing he has outworn buckler armed and the shame or glory sword, but honestly, we don't recall all his gear. we made certain that no active abilities or talents other than the aforementioned cautious attack were, well, active? 'course that not mean that a passive ability or piece o' gear you got ain't influencing different than are the abilities of Gromnir's paladin. *shrug* we are current with the most recent build via steam. HA! Good Fun!- 34 replies
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Is this a bug or not?
Gromnir replied to Fessels's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
tested this jic. took a random save with a paladin pc. deflection were 109 before battle. faith and convictions boosted to 120 at start of battle. is working okie dokie for us with a zealous focus tank. HA! Good Fun!- 34 replies
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... but alignment Doesn't alter how the joinables behave in bg save as to when they leave. change w/o change. have evil characters turn into squirrels and scamper away if reputation hits 18. maybe make companions blow up-- meaty chunk animation. would you continue to project personality onto the bg companions if we did not but change how the companions disappeared permanently and w/o discussion? would be kinda ridiculous to see as a personality boosting feature if edwin spontaneous combusted when the bhaalspawn's rep hit 18, yes? so why do you see any kinda depth 'cause edwin runs away at the same 18 threshold? alignment, the bg companion alignment, is nothing more than a label that is on the character record sheet. edwin didn't perform a single evil action while he were in our party... evar. HA! Good Fun!
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again, the reputation meter from bg ain't any kinda boon to personality or character development. evil companions all leave exact the same if you reach a certain reputation score. there is no deviation based on personality. companions leave based on their alignment and your rep, and companion alignment is displayed prominent on character record sheet. *shrug* HA! Good Fun! ps companions we might generate is done through multi-player functionality. for practical reasons, forcing fellow players in a mp game to leave the party 'cause o' reputation conflicts would be impractical. again, is not personality but a mindless mechanic response.
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based on the title alone, we thought this were gonna be an appeal for an all-spider version o' poe... which would actual be kinda funny. have all foe models be replaced with one o' the various spider or vithrack models. is likely not what the genesis poster wants, but is at least as funny as big-head mode, though considerable more work. HA! Good Fun!
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da:o were odd. the developers specific said they were going for more dark and mature than their previous titles... used battlestar galactica and game o' thrones books (this were before tv show) as known quantities to let folks know what the biowarians were aiming for. unfortunately, people were confused and disappointed. not only were the fans uncertain as to what bioware actual meant by "dark and mature," but a sizeable % o' respondents to the various threads made it clear that they played bioware titles specific 'cause they wanted the Fantasy. reality is a frequent unforgiving place where good folks find themselves with choices between lesser o' evils. all to often our choices is knowingly doomed from the start and the best we can do is to mitigate damage. the bioware fans (not all, but many) explained that they did not want hard choices and no-wins... they didn't want dark and mature save where "mature" referenced companion sex encounters and "dark" were a meaningful day/night cycle. Gromnir 'bout burst a blood vessel when Gaider assured the fans that da:o would be "dark, but not too dark." ... what the heck is "dark, but not too dark"? we still don't know. HA! Good Fun!
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which old games do the poe companions compare unfavorably to? surely not bg? bg companions, with one notable exception, were a catchphrase (or two) and their character record sheet. That's not true. They show their personality in other ways. For example, all the characters will leave your party depending on your reputation. Good characters leave when you're too evil, and evil characters leave when you're too good. Some also fight each other (such as Minsc vs. Edwin) as a way of displaying their personalities. reputation is a complete mechanical feature. does not bolster a "well-written" argument. furthermore, it weren't 'bout personality at all nor were it logical or reasonable. Gromnir, because his BG rep were invariably too high, would eventual need to attack an innocent bystander at some point to keeps evil or neutral members in our party. find a house with a single occupant... insular and discreet. then our paladin could murdalize the solitary occupant to keep edwin in party? conversely, we could always spend gold at the local temple to get rep up enough to keep neutral or goods from leaving. had nothing to do with personality. furthermore, why would an evil, selfish, backstabbing companion want evil, selfish, backstabbing companions? without a personal explanation, it makes no sense. recall what happened to viconia after bg and before bg2? is many bad people out there in the fantasy world, and evil people is likely to be knowing just how depraved and unreliable is evil 'cause they is evil themselves. so 'less we get an explanation, it would be making more sense for both good and evil folks to prefer the company o' good companions. yeah, maybe the evil folks consider their goodly party mates to be suckers, but evil is gonna know that goodly companions is less likely to do terrible things to them while they sleep. we never got explanations. regardless, a pure mechanical reputation slider that results in automatic abandonment at rep X is not revealing personality in any meaningful way... not to Gromnir. is surely not showing superior writing. HA! Good Fun!
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we much prefer companions that is memorable for what they do as 'posed to what they are. don't need to be a talking rainbow bear to be memorable. the poe companions, for better or worse in the final judgement o' the fan base, were less 'bout the gimmicks than previous obsidian offerings. am hopeful this trend continues. sure, the hook stuff is still there with the poe companions, but frequently, less is more. HA! Good Fun!
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which old games do the poe companions compare unfavorably to? surely not bg? bg companions, with one notable exception, were a catchphrase (or two) and their character record sheet. even ps:t had as many misses as hits... at least they were misses for Gromnir. what made annah memorable were shenna easton' voice acting as 'posed to writing, and chrisA throwing off cliché by giving us a mary magdalene, one o' the oldest and most over-used cliches in western lit, were kinda insulting. neither vhailor nor ignus were exactly high-water mark writing examples for black isle either. and motb? ack. is kinda our favorite punching bag for obsidian writing. the companions did not genuine exist beyond their hook. a womanizing playboy with mommy issues? *chuckle* make gann a hagspawn with a ravel incarnation for mommy and the character sudden becomes kewl? dove could literal see only in black and white? *groan* explains shallowness o' the o' so typical religious knight who must needs eventual have a crisis o' faith... but give her wings and make Literal colorblind? chrisA has, in a few interviews, expressed his opinion that the initial character hook, which includes visuals, is the most important aspect o' crpg character development, and motb were kinda the ultimate expression o' such a tragic perspective. heck, we liked the kotor 2 companions, for the most part, but the craptacular dependence on a hook and a cliche were equal present in that game. visas mar? hell, they needed two blind companions in kotor 2? kreia were at least having value beyond the hook. perhaps somebody at obsidian watched kung fu one too many times, eh? visas mar dialogue coulda' come straight outta a kung fu episode... or at least a robot chicken parody o' kung fu. the one thing we liked most about poe companions is that obsidian took a step back from the nonsense o' iwd2's villains and the the companions from motb. instead o' relying on an eye-catching and memorable hook, the companions were developed. yeah, we thinks the poe companions deserved greater effort, but thank goodness they were not the caricatures that we has gotten in other obsidian/black isle efforts. eder is not our favorite crpg o' all time, but he is a believable character who does not get a satisfactory resolution. there ain't no cheap answer for him that neatly wraps up a serious personal conflict after a half dozen dialogue encounters with the protagonist. eder is left with as many questions at the end o' his companion quest as he had at the start. good. is 'bout freaking time we got such characters from obsidian. however, our biggest complaint for the poe companions is that most o' em had rather perfunctory resolutions. pallegina, aloth, kanna, etc... we had to double-check our quest log to be realizing that we had reached a conclusion. "that's it?" is likely not the response writers want from players at the conclusion o' a companion arc. aloth, in particular, coulda'/shoulda' had more development After his big reveal. am knowing that motb is a favorite o' many folks 'round these parts, but that game were the ultimate expression o' crpg writers depending on style over substance insofar as the companions were concerned, and any retreat from the Primacy of the Hook nonsense is a good thing. obsidian developers is, for the most part, making the poe companions more human, regardless o' their race. good. now they need simple finish. HA! Good Fun!
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PoE review at RPG Codex by Decado
Gromnir replied to Drath's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
the butthurt is at least partial explainable. check out the something awful forums. 1/4 of rope kid's (josh sawyer's posting name) contributions in the poe thread(s) is factual corrections o' a small number codexians. is multiple +200-+500 threads at this point, so am not recommending a full read, but WARNING: the following site does not have the same language filter as does obsidian. ... you have been warned, yes? ... http://forums.somethingawful.com/showthread.php?threadid=3706905&userid=0&perpage=40&pagenumber=1 we would highlight particular posts, but there is no need to further emasculate certain folks. HA! Good Fun! -
lay off workers for cheap foreign replacements? add robots is better, but it's not cyberpunk enough to be genuine interesting to us. DisneSoft becomes involved in the privatization o' prison and corrections and manages to get groovy new legislation passed. criminals can sell their brain space or bodies to get reduced sentences. DisneSoft could then use networked prisoners' sleeping brains to do complex computer processing tasks, or could use the functional lobotomized (albeit temporary) prisoners to do all kinda monotonous tasks for no pay save reduction o' sentences. program a serial rapist to do shaddysands job? have the rapist work 20 hours a day with no pay for 2 years to be getting sentence reduced from 8 years. even better, complex tech skills forced into the criminal brain would remain after completion o' sentence, and the criminal, once released, would have much better chance o' gaining employment... if not made irrelevant by other DisneSoft convict drones. wake us up when this story brakes. HA! Good Fun!
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The strong hold and its function
Gromnir replied to wannos's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
the purpose o' a strong hold is mostly self explanatory, for wrestling moves and judo, one needs a strong hold to effectively grapple with an opponent. to be able to lock one's grip on an opponent's wrist, or perhaps even clothing, is an essential second step after, or simultaneous with, achieving position. a strong hold is also useful when attempting to open a jar o' pickles. what? Gromnir is responding to the title query. am not sure what you all is discussing. HA! Good Fun! -
dark and gritty means... whatever. everybody got a personal definition. we like the warhammer 40k setting, but we find it to be borderline camp with how over-the-top grimdark it aspires to be. fallout, on the other hand, is intentional camp. fallout is funny. fallout is clear intended to be tongue-in-cheek. which is better? get photos o' omaha beach on d-day, or some other bloody battle. remind us that this is what victory looks like http://ww2today.com/wp-content/uploads/2014/06/Omaha-beach-casualties.jpg ok, but do for +300 pages in a book or +40 hours in a game where we is constant reminded o' how hopeless everything is and it kinda loses impact. we like games where the good guys fail and the best resolution o' a quest might still remind us o' those omaha beach photos. is that dark and gritty? HA! Good Fun!
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PoE review at RPG Codex by Decado
Gromnir replied to Drath's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
some observations made by decado is not aligning with Gromnir's opinions, but we don't see him as wrong for having such differences o' opinion. example: decado shares one o' the worst aspects o' the ie games for Gromnir and seeming sees the ie approach such as a positive. an ie character, midway through most o' those games, were more defined by gear than by any customization choices. yes, ie game and d&d customization were, until the tob expansion, almost complete limited to level 1 choices. weapon proficiencies and thief skills? that's it after level 1? nevertheless, using his bg2 loot examples, decado complete ignores that such gear made starting attributes of the ie characters almost entirely inconsequential. use shadowmaker to create a bg2 halfling berserker with all 5s for abilities. relative early in the game you will have opportunities to be finding gear that results in strength better than 18/00 as well as being able to get yourself 18s in constitution and dex. willingness to spend a little bit o' the ubiquitous gold available in bg2 results in purchasable potions and scrolls with which our enfeebled halfling will have ability scores in the 20s for pretty much all battles as well as complete immunities to... everything and anything. thanks to gear, our purposeful broken halfling could solo most bg2 battles. bg1 loot progression may actual have been worse than bg2, as hard as that is to believe. too much o' the bg loot were NOT appropriate for a typical level 1-7 adventure. available bg loot were what made it possible to solo drizz't... who deserved to die, but not at the hands o' a level six or seven... whatever. don't get us started on iwd. we did get josh to once admit that a few o' the stunning + elemental damage weapons available via iwd random drops were excessive. this were a Long time ago and josh were still young, so he threw feargus under the bus regarding a few o' the ridiculous overpowered random iwd drops. poe much improved the loot scheme compared to the ie games. recent obsidian offerings were hardly perfect balanced insofar as 1007s were concerned, and it seems that any game with feargus involved is gonna have at least a few overpowered and/or lamentably random drops o' gear, but compared to the ie games, poe is a massive and welcome step back from the monty haul nonsense we saw in the ie games. now, we do think it is wrong for decado to lament the meaninglessness o' poe attributes while at same time holding up ie game 1007 progression as keen in spite o' the fact that ie l00t did so much to diminish attribute value. even so, while Gromnir do not like for 100t to be a primary determinant o' character power and ability, there is nothing inherent wrong with that pov. we don't share decado opinion. have characters effective level through 1007 is perfectly viable, but is not our preference. on the other hand, suggesting that ie games, up to and including bg2 offered more meaningful class customization options strikes us as wholly fallacious. is not simple different opinion, but is wrong. am not sure how decado eventually played his paladin (started similar to the companion npc), but compare poe customization to bg2 customization options and finding poe lacking were baffling us. a wood elf kind wayfarer paladin focused on support can acquire the ranged weapon talents, sworn enemy, inspired triumph, strange mercy, and sword and sheppard abilities/talents, for a start. such a character is gonna play a dramatic different role in party combat compared to a wild orlan darcozzi paladini paladin (that is rather awkward, no? paladini paladin? ack.) that takes sword and board talents as well as fires of darcozzi palace. poe character customization options allows us to play effective melee wizards or ranged nuke wizards. our customization options has us still on fence trying to decide how best to build a monk. we likes a hybrid off-tank build, but am betting that if we shared our ideal monk, we would get at least a half-dozen folks disagreeing with our choices. and heck, we could build a straight dps monk that would be unlikely to take rooting pain and soul mirror. decado compares poe class customization options to bg2 kits and finds poe wanting? how? but again, is a review for a game we already played. why on earth would we be particular concerned 'bout decado's opinions o' a game we already played and formed our own opinions for the title? we did get slight further into this codexian review as 'posed to the last, but roxxor's (sp?) were more o' a joke review akin to a lewis black monologue, but without as much funny. matt516 nailed it for previous review. http://forums.obsidian.net/topic/78279-rpgcodex-review-1-hŵrpa-dwrp/?p=1670748 decado, on the other hand, simple had a different experience from Gromnir.... which is fine. HA! Good Fun! -
plague of insects has been altered in some way. we got a save from endless paths wherein we has just cleared level 4, but am returning to clean-up two rooms o' level 3. had already beaten zolla and her attendants, but we were down to single camping supplies so we figured we would acquire the hunting bow and sabre from level 4 before finishing off level 3. got through the entirety o' level 4 without need to burn camping supplies. anyways, the save we got is having our little party, now better armed and fully rested, attempting to clear the two groups o' ogres immediate to the relative west o' the room where zolla is found. following 1.06, we has attempted to finish off the ogres at least a half dozen times. has used traps and priestly suppress affliction and have 'course, done everything we could to disable the ogre druids. our attempts has been ugly little massacres... and not in a good way. the ogre druids eventual manage to cast plague and we die. sure, we got the most extreme unfortunate encounter possible for plague of insects wherein we must fight pairs of high might druids with a lowish level party, but before 1.06 (or perhaps before 1.05... dunno, didn't play much for a few weeks), with the same party, we were having manageable difficulty with the level 3 endless path ogres. and heck, this is likely the 5th or 6th time we has cleared this level with different characters, always at approximate the same character level. something changed w/i the last patch or two that has made the difficult ogre battles impossible... and the most obvious change we noticed were the rate o' Gromnir death via plague o' insects. as far as we can tell, an ogre druid's plague o' insects should tick at ~6 damage per sec, but it is hitting us for 10. HA! Good Fun! ps edit to correct damage... gonna need double-check 'cause am working from memory. am certain am getting ticks of ten for a hit (non-crit), but am honestly not 100% certain what it should be.
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The all Priest challenge?
Gromnir replied to Nexus0's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
There's been plenty of observations, pretty much in every thread I've seen this brought up, but I don't think there's been any real complaints, simply because I don't think it's really registered as an issue. Which is also why it took so long to fix. Even so, what you're calling for is essentially argumentum ad populum, but fair enough. And really, Strawnir, I've gone through what strawmans are with you in detail, multiple times, and how you've repeatedly tried to address arguments that no-one ever made. Everyone knows this. I know it. You know it. Everyone that reads your posts know it. It's not a secret. The only one that needs to accept that you have a problem is you. The sad fact is that I'm pretty sure you don't do it on purpose, and most times this comes up, you misunderstanding could be solved with a simple apology. But you just keep on' truckin'. If it's not strawmanning, it's deflecting, or attempts at ridicule. bolded the extreme hypocrisy... just for funsies. so again, vague claims rather than specifics. show us. show us where the obvious bug were complained o' by beta folks. show us what you actual think is a specific strawman 'cause by Gromnir and how it fits the definition, 'cause we has shown how our responses is not strawman. yell "strawman" again? show us. what is the argument we has attributed to you that we then beat the stuffing outta. we did indeed claim that there were no difference 'tween d&d and ie hard counters, but is not a strawman 'cause is not Gromnir who were claiming that there were a difference in quality. opposite is what we did. Gromnir claimed that there were no difference 'tween d&d hard counters and insta kills. in the present thread, show where we attributed a weak argument to you and then knocked stuffing outta it. you believe that seal spells were Obviously bugged, in spite o' failure to prove so. great. we disagree. is not strawman to disagree. we did not suggest or claim that you saw beta and initial release seals as anything other than bugged. so, where is the strawman? Gromnir disagreeing that seals is bugged is so fundamental different from strawman that am getting genuine tired o' explaining what should be obvious. this is ridiculous. is repetitive and ridiculous. show us. say... something. HA! Good Fun! -
The all Priest challenge?
Gromnir replied to Nexus0's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
lordy. "Nobody in their right mind ever thought that Seals were supposed to benefit from Mechanics in any way," so show the complaints and observations. you still don't get strawman. you post a link but you don't explain why our supposed mischaracterization o' your arguments were strawman. random linky? great. shows you has heard the basic definition, which we already provided to you in our link. the problem is that you are using it wrong. claim that d&d hard counters and ie game hard counters is functionally the same is a strawman? how? how does observing that such is the same make the argument weaker. gotta attribute a weak argument and then knock stuffing outta it. were Gromnir who were saying that whether you called ie or d&d made no difference 'cause they were the same. also, strawman requires that we is attributing an argument to you that you did not make. Gromnir never suggested that YOU believe that seals and mechanics were s'posed to be linked. duh. keep posting. you will eventually get this... or not. if only education you got is 2 minute youtube videos, we get the confusion on your part. HA! Good Fun! -
Deeply disappointed with Obsidian
Gromnir replied to Thortxu's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
am not gonna touch the observation regarding the shallowness o' poe PLOT v. original ie game plot, in part 'cause we thinks people is using the wrong word when they says "plot" and it would be unfair to brutalize folks over their mistake. in any event, we paid $19. neener-neener. dunno, did the genesis poster expect $140 worth of goods for $140 pledge? that seems silly. the rewards, beyond the initial game, were s'posed to be tokens o' appreciation for investment beyond the initial game purchase, yes? you were not paying $140 for a game. you pledged $140 so that obsidian could make the game described in the kickstarter offering, yes? " I didn't care about them changing details, but the wholesale injection of righteous gaming at the expense of fun constituted a bait and switch in my opinion. " is this kinda stuff that must drive the developers nuts. we hear the indignation, but the complaint is just so... empty. there were no injection o' anything. poe were built from scratch. is not as if the developers started with the infinity engine and then added evils. and what were the great unnamed evil? balance? *chuckle* from the start, obsidian's greatest obstacle were expectations. too many backers had rosey-hued recollections o' the ie games. obsidian, right or wrong, fed these expectations. obsidian's whole kickstarter pitch were meant to capitalize on ie game nostalgia (as 'posed to reality) so, we should not pity them for needing fight unreasonable expectations. that being said, our biggest gripe with obsidian were that the developers were far too willing to appease the fans during the development. http://forums.obsidian.net/topic/71242-interview-with-josh-sawyer-tomorrow-thursday-the-19th-at-8-pm-est-on-my-twitch-channel/?p=1589870 no sense repeating self. HA! Good Fun! ps we did pay extra beyond $19 to beta test. -
Good attempt at trying to twist the polls to fit your agenda, work in politics? The fact of the matter is that almost 70% disagree with you and think it was a final product and almost 10% don't give a ****. End of discussion. it's a message board poll. what bala actual said were: "So so far approximately 20% of POE customers consider that the game should either have been either:" what follows the quoted material don't matter. however, the suggestion that a self-serving poll on this board, a poll that has actual gone through revisions, is adequately representing the entirety o' poe customers such that we could make any guesses as to how 20% o' poe purchasers feel 'bout anything being discussed in this thread is laughable. this may come as a surprise to folks, but the message board population, particularly those who active respond in threads such as these, is unlikely to be representative o' the mythical Average Purchaser. and again, what we say in polls such as these is having negligible impact on any game publisher. sales figures is far more relevant than silly message board polls. could have 80% respondents complain o' poe stability at state o' release, but if such complaints is not reflected by reduced or slowed sales and if such concerns cannot be seen in decreased pre-orders for the expansion, then publishers is, quite reasonably, ignoring such complaints. is noise. complaints alone o' day 1 stability is sound and fury. complain but continue to buy as before? heck, the genesis poster actual tells us that he ignored reasonable opportunities for education regarding poe stability, and changed from being a person who intelligently avoided day 1 purchases o' gaming software to a foolish drone who did succumb to his nostalgia for bg, spitting in the face o' the many linked authors who cautioned him against intemperate and impulsive game purchasers, making of himself a... statistic. baladas should weep for a lost opportunity to meaningful chastise obsidian. his steely resolve instead expressed in an impotent post release message board poll? prudence is a cardinal virtue. gluttony is a deadly sin. o' tragedy indeed. nevertheless, preach on, brother. preach as a sinner and not as a saint. over-the-top? HA! Good Fun!
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The all Priest challenge?
Gromnir replied to Nexus0's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Oh, poor Strawnir, flailing like a sinking crash-dummy. I think the best part is where you say I haven't understood the issue, then describe the exact issue as I already explained it, and then go on to detail the bug, ending it all with saying that wasn't a bug. It's been a known bug since forever. It likely had to do with how those spells were modeled after traps to begin with, and the issue was just too far down on the list of priorities that it wasn't fixed until now. ignoring your strawman claim and just barreling ahead, eh? irony. we described why mechanics + traps weren't a bug. priests got no more benefit from the mechanics accuracy boost to their spell traps than did any character using a physical trap. is why we were told that it were working as intended. is only two people we ever saw raise this issue during the beta, and you weren't one o' them. were more than a few threads complaining about bugs making X or Y class overpowered, yes? show us the ones that identified priests as overpowered. show where you claimed this were a bug during the beta. show where obsidians noted it were a bug. if this were such a well-known and obvious bug, surely you will find considerable pre-release evidence, no? Gromnir and some guy named ushsomethingorother. so, show us. HA! Good Fun! Oh, Strawnir, just strawmanning away like a champ. For everyone watching, note that the Strawnir does not actually address the issue, but rather deflects and creates the strawman of trying to make the argument into something it never was. It brings up the beta, which is irrelevant, and it brings up whether I reported it during the beta or not, which is similarly irrelevant. It also brings up that "priests got no more benefit out of mechanics accuracy boost to their spell traps than did any character using a physical trap", which is also completely irrelevant. The bug was that Seals were considered Traps at all, and got any benefit from Mechanics whatsoever. No-one in their right mind thought that Mechanics contributing to Priest seals, or that Seals and Traps were mutually exclusive, was working as intended. Then there was Strawnir. Strawnir, it's getting sad. It is like watching an alzheimer's patient degenerate. so, not gonna show anything? figures. traps were not known to be wildly unbalanced til after release, so a feature that had a spell treated as a trap were not considered inherent unbalanced-- why would it be? treat a seal as a trap is not a problem if traps is balanced, yes? use different math than other spells? well gosh, hazard spells do that in the current builds. hazards is 'posed is s'posed to work different. is not a bug. were not a bug. (actual, treat seals as hazard should be reconsidered 'cause increased accuracy is only making sense if the hazard is genuine hazardous to friends and foes. seals, being only hazardous to foes, don't genuine need increased accuracy.) regardless, traps were broken. is not that seals were treated as traps that were problematic, but that traps were broken. traps were nerfed in an incremental and piecemeal fashion so it ain't surprising that fixing all traps has taken a considerable amount o' time, effort and and rebalance. but this ain't new territory. Gromnir is forced to be repetitive, 'cause you are unresponsive and obdurate. so, show us. no? figures. furthermore, you don't have any idea what is strawman, as becomes increasing apparent every time you post. disagree with you and your premise does not make a response strawman... what a chucklehead. add illustrations and examples o' why your claims premise is flawed is also not strawman. http://forums.obsidian.net/topic/78279-rpgcodex-review-1-h%C5%B5rpa-dwrp/page-30?do=findComment&comment=1674203 claim that d&d and ie game hard counters and insta kills is having same origins, strengths and weaknesses is not strawman. claim that seals as traps were needing o' rebalance as all other traps were also not strawman as we never attributed the argument to you... then knocked stuffing outta it 'cause it were so obvious weak. you are hopeless. again, read the linked post as well as preceding and subsequent posts to get yet another education in the strawman logic fallacy. force us to yet again define and correct your continuing misapprehension is becoming spam. HA! Good Fun! -
The all Priest challenge?
Gromnir replied to Nexus0's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Oh, poor Strawnir, flailing like a sinking crash-dummy. I think the best part is where you say I haven't understood the issue, then describe the exact issue as I already explained it, and then go on to detail the bug, ending it all with saying that wasn't a bug. It's been a known bug since forever. It likely had to do with how those spells were modeled after traps to begin with, and the issue was just too far down on the list of priorities that it wasn't fixed until now. ignoring your strawman claim and just barreling ahead, eh? irony. we described why mechanics + traps weren't a bug. priests got no more benefit from the mechanics accuracy boost to their spell traps than did any character using a physical trap. is why we were told that it were working as intended. is only two people we ever saw raise this issue during the beta, and you weren't one o' them. were more than a few threads complaining about bugs making X or Y class overpowered, yes? show us the ones that identified priests as overpowered. show where you claimed this were a bug during the beta. show where obsidians noted it were a bug. if this were such a well-known and obvious bug, surely you will find considerable pre-release evidence, no? Gromnir and some guy named ushsomethingorother. so, show us. HA! Good Fun! -
The all Priest challenge?
Gromnir replied to Nexus0's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
... mindboggling. how can you still not know what is strawman? is this an internet thing? didn't we go through this in both the respec and codex review threads? HA! Good Fun! ps 'cause luckman still not get what happened it seems, seal spell accuracy did not use spell accuracy but rather used trap accuracy. the math were complete different from spell accuracy. priests did not enjoy any greater benefit from mechanics than would a rogue or chanter or mage using a physical trap. it weren't a bug. the problem were traps. pps for educational and review purposes, we add the following link: http://forums.obsidian.net/topic/78279-rpgcodex-review-1-hŵrpa-dwrp/?p=1674203 don't use words 'less you know what they mean.