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Everything posted by Blave

  1. Wizard (Bloodmage or vanilla) works for pretty much any character since it's high number of free action buff spells are always useful and don't interfere with whatever your character's are doing with their standard action. Troubadour also seems to fit most characters. Shouldn't be too hard to find 5 different chants you'd want to have active all the time in a mixed party. Come Come, The Dragon thrashed, Ancient Memory, Aefyllath and Sure-handed Ila, as an example. Likewise, you can easily give your healer and tank support/buff Invocation, the damage dealers get damaging ones like Thrice s
  2. Turn-Based or Real-Time? Just asking because I don't think Dex is important in turn-based. I could see it's worth on a summoner, admittedly, but it mostly reduces your chance to be interrupted by making your spells go off faster. If you use stealth to approach most enemies (and why wouldn't you?), you can usually get the drop on them and get a spell off before they even get a chance to interrupt you. And there's always abilities like combat focus to make your first spell more reliable. By the time you have enough phrases for the next summon, you should have enough time to use positioning to ma
  3. Thanks for the information on rounding! That does indeed explain quite a lot. Too bad Linger becomes anoher dead ability, but I guess that's to be expected when you tack on a turn-based mode on a RTwP game. I kept playing around with the idea of a loremaster blaster. Come Come seems to inflict damage on being applied to the enemy and then again on each of their turns as long as it lingers. Strangely enough, this actually means its damage per round is increased by Brisk Recitation since removing the Linger means the debuff gets applied every round, giving you two damage ticks per round. I'
  4. Yeah, I noticed that, too. The question is, does the enemy still have the come come effect as debuff after he took the damage? And I think he does, so he should still take damage on his next turn even if he's out of your chanting range. From what I can tell, that's mostly a matter of weird implementation.
  5. I'm pretty sure the game doesn't do half round durations. It always rounds to full ronds in some way. But unforunately, the Troubadour doesn't work this way. I just had the "great idea" of using console commands (aka cheats) to do some testing. Int 30 (i.e. 1.5 rounds of linger) is rounded down to 1 round. Also, the hard cap for attributes seems to be 35. And even that resulted in only one round of phrase lingering. This means the Linger Ability of the Troubadour does absolutely nothing in turn-based combat. Well, unless your chanter has less than 10 int and you use Linger to get the
  6. Base linger is 0.5 rounds (even for non-troubadours with 10 int). I'd assume this is rounded up to 1 round, is it not? So I thought a total linger of 1.5 rounds (30 int troubadour) would make the linger be rounded up to 2 rounds.
  7. So, Linger gives +100% linger duration for all phrases. In tun-based, the base linger of all chants is 0.5 rounds, so even with high starting Int, it seems extremely hard to get to 2 rounds of linger, making this whole ability rather pointless. I'm no expert at the game, but from what I can tell, I'd need +200% linger duration to get 3 chants going at the same time. To get that duration bonus, my Int would have to be 30, which is possible but almost guranteed requires me to have an intelligence inspiration going on. So, two questions for the people with much more experience than me:
  8. I can confirm this bug. I have the same issue. Nexus 9, Android 6.0.1, game version
  9. Or you could press the button in the lower right corner of the power-page in the character screen of the app and see the roles and their powers in-game...
  10. I convinced a friend to get Psychonauts this way and got his voucher because he doesn't play Pathfinder :D
  11. It's ogres, not orcs ;-) And yes, Adventure three is notably harder than the first two. I cleared most of it in the first try, but it takes more planning and concentration.
  12. I have the same problem on three different devices (tablet, phone, emulator). I assumed it was due to a weird cloud save behavior (my emulator quest mode save showed up on my tablet for some reason) but it seems that it's a more common problem than I thought. I already reported the issue here in more detail, but I'm still waiting for a response.
  13. This is for 6 character parties. Before the patch, I had a level 29 party in quest mode on my emulator - I know, not officially supported but please keep reading. I've played another party on my tablet to level 6. I had deleted ALL other characters in quest mode on both devices before creating those parties that. After the patch, I played a scenario or two on the emulator, getting the party very close to 30 but not quite. I started another scenario (let's cal it Scenario A) but had to quit after a few turns. I just started Quest mode on my tablet and it continued the game of the le
  14. Don't you get +7 to your skills? We've got +4 so far (up to end of A3) and the game lists an additional skill feat 3 more times: A4.S1, A4.S4 and A6.S3. Maybe Perils of the lost coast is not included in the card game or something?
  15. It's the same for me. Android devices (Tablet, Phone, Emulator), each with completely seperate saves.
  16. Yes, I'm aware. But that was Thursday, not Monday or Tuesday
  17. I don't think anyone here doesn't appreciate the update such a short time after the release. And there shouldn't be too many people around here who mind waiting a few days longer if it improves the game. I just think we've been spoiled with the many many dev posts in the first few weeks after the release. We got used to it and getting a big patch announcement but after that neither a patch nor any information for serveral days made us impatient. Personally, I don't mind delays at all but getting some kind of information earlier would have been nice. If they had just made a post saying
  18. I only know Yap the Pixie, an A3 ally who can show up very early for some reason. I think I even found him in perils once. But that card doesn't have a different border from every other card.
  19. Fun fact: Wednesday is called "Mittwoch" in German, which literally translates to "mid-week". While I'd love to get my hands on A3, I don't mind waiting a bit longer. It would just be nice to know, what exactly we are waiting for. Did some last minute bugs appear that have to be fixed? Is the update already at google and apple for testing? After the awesome amount of communication from the devs in the last weeks, the silence following the patch announcement is a bit disappointing.
  20. Funny that some of you mentioned Zeren. I once had an encounter with him and he was saved by his ability no less than TEN times. Even with Amiri being the one fighting him (as oposed to a caster), my party eventually ran out of steam and I lost the fight. Still managed to complete the scenario but that was beyond unlucky :-/
  21. The Boa is easy to beat but the fact that you can't close the location after beating it makes it one of the worst henchmen to encounter. This is especially true for 6 man parties. Good luck going through 80 cards in 30 turns. That's nearly impossible unless you manage to fight the villain multiple times to close locations.
  22. "Not a balance issue" a was poor wording. Of course it is. And I don't mind some henchman being much harder to deal with than other ones. But a henchman who lacks the one line of text that turns a normal Monster into a henchman is simply confusing, especially for new players who have never played the card game before (like me). @Rhygar: The Boa isn't that rare. The Problem for testing is more the fact that you need a high level Party (level 20+ or something) for it to even have a Chance to show up.
  23. There's no need to upscale XP for larger groups. Larger groups mean more Locations, more cards and more banes to fight which grant XP. A single skeleton horde in a 6 man party will give you about 1500 XP. And there's the scenario power that makes everyone fight a skeleton every time someone encounters a henchman. That's up to 42 banes defeated from that effect alone. And as far as I can tell, the XP is not split but everyone gets everything Bigger parties take more time per scenario, but I don't think they level much (if any) slower. Getting more Gold for larger parties would be a big imp
  24. While the Boa does make the scenario much much more difficult (even nearly impossible for 6 man parties if you're unlucky), it's not so much of a blancing concern. It simply lacks the most basic function of all (?) other henchmen. It destroys some basic principles of the game ("beat a henchman, close a location") which is confusing for newcomers, to say the least. I was actually going to report this as a bug before I took a second (and third, and fourth) look at the card and realised it doesn't say anthing about closing a location. Maybe they could make a special quest-version of the Boa w
  25. This is not technically a bug as the card does what it says, but I suggest removing the Nighbelly Boa from the pool of possible henchmen in quest mode. A six character party with 8 locations has a ridiculous hard time completing a scenario with 7 Boas as the only henchmen. In fact, I immediately forfait if I run into them.
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