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Dr. Hieronymous Alloy

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Everything posted by Dr. Hieronymous Alloy

  1. I think the main thing people are looking for right now is item locations and item stats -- i.e., what is it and where do we get it. Just adding in screenshots of the weapon detail screen would be a good start. But the main thing is a sentence saying where to get it.
  2. The answer is "depends," specifically depends on your definition of "serious" bugs. The game is playable sure. Past that it depends on how you define "serious." The main issue right now is that due to a bug with level scaling the late game is a lot easier than it should be. The early game is pretty solid though.
  3. Melee ciphers feel a lot more workable in this game than in the last one, especially multiclassed.
  4. Did you find any +Might items other than the Gauntlets of Ogre Power? What were they and where?
  5. Yeah, we're really at the point where we need a DPS calculator not just an attack speed calculator. Unfortunately I don't have the "chops" to write one out.
  6. https://steamuserimages-a.akamaihd.net/ugc/927057872003050224/9DB643A4F7096E60CD4AEDDE72B5444B9A68F49B/ For some reason, the game thinks that Eder used the Engwithan Machine in the first game, not my PC. I suspect Eothas gave the bonus to the first person in party order. My PC does not have this bonus, just Eder. Playing in the current patch beta as of that screenshot (which was a few hours ago from the time of this edit).
  7. Arg, Sawyer had said he was trying to avoid "everything is swords" this time around so I was hoping for more weapon options. I should probably check quarterstaffs, arquebi, and blunderbussi when I get home. Explains why I've been having such a hard time finding a good warhammer or mace, too. I wish I could import Llawran's Stick from the first game. On paper it's the best weapon in the game but I've never actually done a playthrough with it.
  8. You've got the gist of it yeah. In the beta at least dual blunderbussi worked dandy. You could probably make a lot of other combos work well also. The main thing to think about is alpha strike damage curve; a high Might will get you far but as your focus pool rises it takes proportionally more and more damage to fill it, and thus it gets harder and harder to fill it ASAP.
  9. I think I still have PoE' original BB installed. 169 hours in the Deadfire BB, some of that was leaving it open paused though.
  10. Sam! I went back through everything I could find on Twitter, FB, their website, steam, and the affiliate websites... if we missed something it’s either hidden REALLY well... it so bloody obvious we’ve all overlooked it! Clearly, the missing codes are hidden somewhere in . . . the prior game's beta
  11. Thanks for posting those. I kept looking for a gun, kept looking for a gun, then: https://i.imgur.com/HRcjyZW.jpg https://steamuserimages-a.akamaihd.net/ugc/2435760853731770266/B4BFF87D63D9BDBEB5F29A6E22FA9A0FDCA4FFDE/ Note the difference? The legendary item has an extra -5 accuracy penalty, and also makes the wielder take damage when they attack with it! good times edit: ok I was whining sorry, the +25% damage as burn was obscured. still though it seems like a bug if the active beta doesn't have the accuracy penalty and the "live" version still does.
  12. Does Explosives skill boost trap damage, or just Explosives?
  13. party assist is useful for bolstering mechanics. for instance, in the sneak peek preview, while ydwin only has a mechanics of 10, every other party member has at least 2. the howler pc has 8, maia has 6 (maybe), tekehu with 3 and pallegina has 2 in mechanics. am not certain what the total party assist works out to be, but such is the reason ydwin were routine disarming traps with skill checks o' 11 and greater. however, is no party assist for detection. need at least 1 party member with high enough perception to be in range o' the trap to detect it. maia has a 17 perception and ydwin has 16. other party members have less perception. gonna be a few hard lessons 'fore we learn necessary perception for trap detection, 'cause such information is not displayed in the combat log... or anywhere else in the beta. currently in the beta, 15 perception is good enough, but clearly such will not be the case by the end of deadfire if the sneak peek is accurate. HA! Good Fun! From some data mining of the beta code that people did over on Somethingawful (apparently max trap perception and max trap mechanics are moddable values) the max perception you apparently need to catch all traps is . the max Mechanics you need to disarm the best trap appears to be . The "party assist" thresholds (i.e., the minimum number of points you need in the rest of the party to get an additional bonus point in your own skill check) are for , +2, +3, +4, +5, and +6 respectively. Note that that's total points in the rest of the party, not total points in the whole party -- the person making the check doesn't count to that total.
  14. re: ascended -- I'd have to check the exact numbers, but the base duration of the Ascended buff is 20 seconds or so, and it scales with Int. From trying different options you definitely want the Draining Whip as a single-class cipher to get to Ascended ASAP, but with a multiclass you might want the biting whip to boost you other class's damage, then just get to Ascended when you get to it, as it were.
  15. Yeah, sadness. I was hoping they'd ship some items separately, but didn't think about the increased cost -- too used to thinking of shipping as "free with Prime!"
  16. Actually I'd appreciate it if people could post screenshots - - I was chromecasting the stream and the text on those items came out super blurry.
  17. I think that would be "commodore." Also a good idea for another expansion!
  18. That's all valid, but I could see a lot of DLC's just because the game's structure (islands and ships) is so particularly suited to endless DLC's. Just another island on the map . . .
  19. Honest question: why do you assume that they would port PoE 1 to PoE 2's engine? What would be the point of that? I can't help but think it'd be a considerable waste of time with zero return. Sawyer mentioned it in one of the streams as a one-day-be-nice type thing. It seems to be something fans of the genre expect now given the EE editions of Baldur's Gate franchise, forgetting there was a fourteen-year delay in between. If there's a PoE 3 and then ten years from now there's an EE version with the PoE 2/3 mechanics for PoE 1 . .sure, it'd be fun to try multiclassing my way through Dyrwood one day in the future.
  20. yeah, if folks are making watercolor versions for other folks, I'd appreciate it if these two got the treatment:
  21. http://www.rpgcodex.net/article.php?id=10317 Not too fond of that. WM actually made me replay the game. Don't get me wrong the DLCs sound great and I'll enjoy playing them but I do dislike random DLC which can be easily ignored(you could ignore WM but then you'd lose a buttload of content since it's all part of one another). I just fear that since it all are standalone DLCs they'd introduce a lot of new things but can't expand on them because each DLC is seperate from one another. Yeah, the takeaway there is that it's just the market dictating this, not something Obsidian has all that much control over. Given that it has to be this way, this is a better game for it at least; WM fit well with the first game, but this game's island structure makes it perfect for distributed small chunks 'o fun, plus there's level scaling, so it'll be easy to work stuff in. My hope is that each chunk will also include some additional functional content -- fishing minigame, expanded ship combat, etc.
  22. I just hope the game does well enough that we get a lot of DLC's. I want expanded ship combat, expanded weather and storms, fishing, etc. . . . . It's gonna be really hard to have a concept for the third game that tops this one's ship-and-islands structure so I hope no potential gets left on the table. Theoretically they could just tack on new island after new island ad infinitum.
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