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DozingDragon

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Everything posted by DozingDragon

  1. Eh, is it that laughable when it comes alongside two other enchantments that are more easily deployed? It seems pretty nice when viewed in conjunction with the other two enchantments that are readily accessible.
  2. Like I said, I did not think my suggestion would be popular. But on average, magical equipment in Deadfire provides more effects than magical equipment did in Baldur's Gate 2, which ends up being a big deal with all of the equipment bonuses stacking with one another. Then add in tailoring a character's equipment to work well with their active and passive class abilities, and all of a sudden it becomes very clear why enemies lose a lot of their bite once a party reaches around level 12 or 13. So either the asymmetric advantages provided through gear and ability synergies need to be reduced by paring down some of those bonuses, or enemies need to be provided with their own asymmetric bonuses. This could be done by providing enemies with randomly rolled or hand-placed bonuses. And that might just be the plan for the future by the developers. According to this article, the current plan for Galawain's challenge is to give "beast" keyword enemies random bonuses. So perhaps the developers are going to add in similar options for the other enemy types.
  3. I have given this some more thought, and I thought of one possible solution to balance out the difficulty curve drop off: nerf more unique items. I know that doing such a thing would almost certainly result in a great gnashing of teeth and wailing here, but being loaded to the gills in magic equipment provides the player with a massive asymmetric advantage compared to NPCs and creatures. The PotD enemy bonuses are meant to compensate for this, but at the end of the day, players will always be able to finangle sets of complementary enchantments on characters that far outclass those static bonuses. Reducing the enchantment bonuses in various ways should result in a narrowing of that gap.
  4. I don’t have a link, but that’s the exact process I am using right now. Basically, if you see you have two DLC passes on the backer portal, I would suggest claiming one of the passes by generating the product key, and then sending an email to support@obsidian.net to request your refund for the second DLC pass.
  5. I believe Doppelschwert is referencing the scenario where a backer ended up with two DLC passes due to the unanticipated addition of the DLC pass to the collector's edition of Deadfire. Backers who found themselves in this situation were advised to send a message to support@obsidian.net to request a refund for the additional DLC pass that was purchased during the Fig campaign.
  6. I thought only certain encounters were now scaling up by a max of six levels, and that most were still scaling up to four levels. If I am recalling that correctly, I can only speculate why that choice was made, but if I had to guess it was to ensure there were no level 20 xaurips. Regardless, I am all for increasing the scaling of enemies across the board. While not exactly an apples to apples comparison, the highest level bounty in PoE, Brynlod, was level 21, which was five levels over the level cap.
  7. Definitely an error. Perhaps you should post this on the technical support subforum? There are QA folks who seem to check that forum regularly.
  8. I think this should do. I'd expect a Watcher who belongs to the Steel Garrote or Priesthood of Woedica to have special interactions with the goddess herself when summoned by Berath, as well as with other members of the Priesthood/Paladinhood when they meet (possibly leading to a different path to the quest's resolution.) Great. So the minimum numbers are three for paladins (Kind Wayfarer, unless you count the one that’s already in there for the Steel Garrote), and six for priests (Skaen). I also don’t see why there couldn’t be overlap between Steel Garrote and Priest of Woedica interactions due to their mutual connection with Woedica. So hypothetically, for full interactivity on par with the base game, the developers could conceivably get away with six shared interactions for both subclasses. Add in writing descriptions for the class abilities, a few passes on the dialogue, QA, and piggybacking in the VO sessions for DLC 2 or DLC 3, and it seems pretty doable, especially if there is a nice overlapping hook with Woedica in DLC 2 or DLC 3.
  9. Does anyone have a list of the number of times each Paladin order or Priesthood comes up during interactions in Deadfire? If the concern is the amount of work to make sure there is parity with the other options in terms of interactions, it would be interesting to see what the scope for implementation would be. Of course, I don’t see what’s stopping the developers from making those classes available for custom adventurers in the next major patch after 2.0. Plus, players that made certain choices during the end of PoE could justifiably receive a discount for recruiting such custom adventurers.
  10. My one disappointment with regards to the ending is that we couldn't see more of Ukaizo. It felt especially weird considering how so many other quests and questlines deliberately build on the mystery and 'reveal' of the place. All to, what, get a view of the city from afar as part of an out-of-focus parallax view? Beyond that, it is as it's been said here already: never expected to fight Eothas, found the ending rather satisfying myself. Right on. The ending sequence was very brief compared to the rest of the game. I get that the whole scripted interaction of actually traveling to Ukaizo was part of the endgame design, but Ukaizo felt smaller than Sun in Shadow. I wasn't expecting a fight with Eothas, but I hoped that we would have a scripted interaction in Ukaizo that was of the same caliber as the finale to the White March Part II.
  11. Journey to the center of Eora via the Maros Nua shaped hole at Caed Nua.
  12. I am glad they are not raising the level cap, but I hope this content (and the other DLC) will at least scale well for level 20 parties. There is a dearth of suitable high level content in the base game, so here’s hoping the DLC will make up for that.
  13. Definitely bring it and other popular items from PoE back. Sounds like a good hook for free dlc to me.
  14. That makes sense, however, the fact that players begin to outscale content once they reach levels 12-14 is a bit absurd when the game caps at level 20. And even if some players appreciate a “victory lap,” it seems to me the amount of high level content is low compared to the amount that PoE had at release. Even though Acts III and IV in PoE were underwhelming at max level, the dragon battles, the deathguard battle, and the high-level bounties were all still satisfying, at least until the level cap was increased by the expansions. In Deadfire, the corresponding endgame encounters lack the same impact when at max level. That is a problem, and I hope the developers will further adjust those particular encounters.
  15. Are you only interested in adding new items, or are you willing to consider modifying some of the existing weapons? If so, would you add a modal to Whispers of the Endless Paths to turn off the AoE cone in exchange for a higher base damage? A modal like that would make Whispers of the Endless Paths useful against individual targets.
  16. While I still like the weapon for what it is, even with the 1.1 changes, I feel like it would benefit from a modal to turn the cone off in exchange for higher single target damage.
  17. Does the cone attack happen in every strike? Yes, the cone is every attack and is foe-only currently.
  18. Do you mean the two additional active abilities gained by enchanting it? They are mutually exclusive upgrades that are usable once per encounter. The other upgrades have you choose between a deflection bonus with a riposte, or a stacking speed bonus, both of which apply during an entire encounter.
  19. Pretty sure that’s the trade off for hitting multiple enemies in a foe-only cone, including class abilities like crippling blow, etc. I really dug it when using my battlemage.
  20. High level scaling still needs some work, but I also think we might get some more tweaks to increase difficulty via the upcoming “Magran’s Fires” setting. Things I would like to eventually see when all is said and done: (1) Major buffs to the “unique” encounters in the game via increased attributes, tweaks to AI to highlight special abilities, and either equipping enemies with more nondroppable equipment or custom bonuses to bring some parity with a fully equipped party. In particular, I still think certain unique spellcasters need a boost, as well as some of the large unique creatures you may optionally fight. Peeling back multiple layers of concentration should probably be a must for some of the unique bosses scattered through the game. (2) Tuning select encounters (bounties?) to have NPCs deploy novel tactics built around usage of consumables, resting bonuses, and/or synergies between abilities. I.e., enemy party lead by a drug using cipher, who has consumed a captain’s banquet, and who has at least two melee supporters that are using the club modal to lower the will defenses of the party while another NPC throws stun bombs. (3) General AI adjustments, such as programming the default enemy AI packages to prioritize actions that cause inflictions and to use abilities to nullify engagement to focus fire on a character suffering from an affliction or other malus. Deadfire has some great systems, but right now it feels like the AI just doesn’t take full advantage of them. Of course, these are just my hopes based on my subjective experience with Deadfire. After all, it is very possible the game is already doing some of these things and I simply did not notice.
  21. I'm just impressed at how well they maintain character while still being able to discuss things at a relatively high level. I don't think the REAL Gromnir was quite that intelligent, given he was a Fighter and not a Mage... but we'll let it slide I'd have to check, but I believe dispositions increased the healing done and the burn damage dealt to vessels - same as it was in Pillars. Okay, thanks! And we actually have the “REAL” Gromnir amongst us, the character in ToB was simply a homage to Gromnir, along with many other in-jokes and references to the Black Isle Studios community boards of old.
  22. It’s been almost 20 years now that Gromnir has been in character. Good fun or no, the man is unyielding in the face of time. On topic, what effect did dispositions have on holy radiance at launch?
  23. I am holding on to the hope that there will be some opportunity to do this in the third DLC.
  24. I think this is a very good suggestion. I would also recommend erring on the side of putting your characters into heavier armor. Failing that, you could look into the modding subforum of the technical issues subforum on this site, as there are mods that allow you to earn achievements while using console cheats.
  25. I had a similar issue with specs that are similar to Torm51’s. I noticed that the performance drop seemed to correspond with a pulsing effect on the barriers in the room.
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