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Everything posted by Dr. Hieronymous Alloy
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Beta IV - General Feedback [The Good // The Bad]
Dr. Hieronymous Alloy replied to DexGames's topic in Backer Beta Discussion
Oh, a minor point on the combat log: good: I LOVE that it can now filter by character Bad: I hate how short it is. If you filter by character in a big fight you'll only see a few seconds back, usually one or two actions at most, because of the length limit on the overall log. Don't truncate it; let me scroll back over the whole fight. It can't be a significant amount of memory to do that. -
https://i.imgur.com/PoARIpV.jpg ^ SA quote from Sawyer I got from him yesterday. Deprive the Unworthy doesn't seem to be in the previously-mined list of abilities: http://www.rpgcodex.net/forums/index.php?threads/pillars-of-eternity-ii-deadfire-beta-released-coming-may-8th.119184/page-159#post-5503802 I wouldn't mind seeing it return for paladins either. There should be a way to "counter" inspirations, and it shouldn't be locked behind just one class (i..e, wizards).
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I'd suggest giving Rogues an ability that lets them cancel target's Inspirations. The way it currently works, Inspirations on a stat always overwrite Afflictions on that stat, even if an affliction is cast later. This sorta slants the balance away from debuffing classes because buffing classes can make them irrelevant. I'd suggest therefore giving Rogues a single-target version of the mage spell Arcane Dampener. Wipe target Inspirations so that they can then be re-debuffed.
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Character Creation: Still Kinda Not Great
Dr. Hieronymous Alloy replied to Tamerlane's topic in Backer Beta Discussion
My main issue with character creation is that it takes too long. I find myself remaking slight variations of the same character over and over and over again, and if you're creating a whole party, it takes a LONG time to pick all the options. I think the ability to set presets or defaults might help a lot. -
What do you want in DLCs ?
Dr. Hieronymous Alloy replied to theBalthazar's topic in Backer Beta Discussion
I feel like this thread is premature, but in terms of "things I'd like to see that I suspect will need to come in a DLC" 1) improved ship battle minigame with wind direction, tacking, taking of prize ships, etc. 2) expanding the sidekicks into full companions with full companion quest lines etc 3) fishing and sea serpents as per the missed kickstart stretch goal 4) Increased class selection options for existing companions, including subclass options 5) if it doesn't exist in the base game, a blunderbuss or pistol or both that does non-Piercing damage type- 34 replies
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Followup: has anyone managed to set a good scripting conditional for wiping Charm and Dominated effects? My priest has the single-target Intellect Inspiration, which is perfect for clearing charm; however, when I set it to target an ally who has an intellect affliction, it will NOT target charmed or dominated party members! Because they're no longer "allies," I suspect. I suggest adding another target type, "party member," in addition to "ally" and "enemy." edit: Oooh ok, you can pick "enemy" as a target type for intellect inspirations, and it will only cast it on charmed former allies, so there's already a fix for this issue available you just have to figure out how to take advantage Casting "dominate" on charmed former allies also works.
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Behavior Conditionals for Ascendant missing
Dr. Hieronymous Alloy replied to dunehunter's topic in Backer Beta Discussion
I've tested a few values. First I tried was Might 15 / con 5 / Dex 15 / Per 19 / Int 19 / Res 5 , on PotD, using dual blunderbuss. It worked well but the "alpha strike" was a little weak, and it would often take a couple of extra attacks to max out. After that I tried Might 18 / Dex 12 but it was a little slow at casting during the Ascendance, especially if I wore any armor at all. I don't like going below 5 res or con for survivability (plus there's a nice square 10 if they get an inspiration). Lowering Per is probably the "on paper" best option but on PotD Per is very useful and I really like having at least one character with very high Per to spot secrets and traps. I ended up settling on 16/14 Might/dex but a lot of it will depend on the availability of items with +might/dex in the final game, and how damage thresholds increase in late game when the Ascendant has a *very* big pool of focus to fill. -
Now dumping Intellect also harms your Willpower stat and gives you a rather large area of effect penalty, something in the region of -70% for an extremely low Intellect (pretty horrendous for any character that casts an area of effect ability, such as a group buff). However these penalties can be worked around I believe. For example, focusing on abilities which do not use area of effect - rather easy for a Fighter, possibly? In exchange for dumping Intellect, we can boost other attributes like Dexterity, Resolve, Perception and Constitution, which have clear, and in some cases incredibly powerful, benefits. NC touched briefly upon the fact that some of these attributes are multiplicative which means a character benefits enormously from boosting them. So. Thoughts? PS: Obviously, NC is a min-maxer, and thus opts to tune Intellect to an extremely low level in order to maximise the benefits in other attributes. However, you can use the idea of lowering Intellect without going to such extremes, if it offends your role-playing sensibilities (it does mine, somewhat!). For example, you could lower intellect to about 7, thus making your character a little obtuse, but not exactly a dimwit. This would give you more points to spend in other attributes. I guess what I'm saying is, it's unnecessary to respond with 'well I don't care because putting Intellect at 3 is just absurd', because you can simply make the same arguments for lowering Intellect and merely reduce it a little less. I kinda lost track of the above debate about two-thirds of the way down the last page, but to answer this initial question: I suspect it depens on the build. You can definitely replace Int with dex and spam-casting to an extent, especially if you have a way to get lots of resources. I could see a Beguiler build that had moderate int and just focused on chain-recasting the same debuffs and dots repeatedly, for example. Maybe Ascendant but I'm hesitant there because Ascendant is by nature feast-then-famine, pump-and-dump and after you dump it may take you an unpredictable length of time to get repumped up again.There are probably some monk builds that could get away with it too, anything where you can get a feedback loop going so you don't run out of casting resources. This is especially true since with the enhanced scripting options, as the limiting factor is no longer "how much **** can I keep track of at once," but rather "how quickly can I recast until I run out of resources." For traditional casters though (wizards, priests) I think Int is probably still valuable because you only get so many casts of each spell level per fight and if you max out dex and dump int completely, you'll just run through your whole spell list super-fast and then all your spells will expire and you'll have nothing left to do but sit on your hands.
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Click on the “oooooo, shiny!” And than on the character portrait. Thanks. I had tried clicking on the character model on the battlefield and on the resource counter but not the portrait. Note I might use Empower more. Comically, I haven't figured out how to use Empower to do anything except renew resources. I pretty much only use it to refresh wizard and priest cast totals.
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Does anyone have a set of conditionals they're happy with for when to cast Consecrated Ground? Right now I'm using "allies in melee range" AND "enemies in melee range" but since my priest uses a pike that's not perfect, and "melee range" is a bit vague. edit: setting both "threatened by anyone in melee" and "threatening anyone in melee" to ON solves this issue reasonably well.
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[Beta4] New Passives are Scams
Dr. Hieronymous Alloy replied to theBalthazar's topic in Backer Beta Discussion
Everyone should be able to choose Quick Switch as a passive at second level. Arms Bearer can be lived without; quick switch is useful for almost anyone given Deadfire's pervasive immunities. -
Hey thanks man! I can't wait till I get all my quick cast self buffs down correctly. Gonna be a lot more fun now worrying about them and just focusing on casting the big stuff. What's the problem you're having? I generally just set the buffs to conditional: target (self) has inspiration (type) (checkbox NOT), then cast (inspiration type). Or are you trying to cast buffs that aren't inspirations? I can see how that would be a bigger problem. My issue right now is trying to set up a chanter so that they use Hel Hyraf's and Thunder Rolled often enough to be useful, but also don't spam them so often that they never get a chance to drop their summons.
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Questions: For entries like "Target: engaged by one or more enemies," does that mean my enemies, or their enemies? For example, if I want to cast something when an enemy target is near my party members, would I need to phrase it "Target: Allies in melee range" or "target: Enemies in melee range" ? Similarly, does "has heavy armor equipped" refer to the actual physical armor item, or just the armor rating? If I set my wizard to always cast Expose Vulnerabilities on enemies in heavy armor, will that hit Blights, or just pirates in plate?
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I'd been experimenting with crafting various AI scripts in one save game and loading them in another, fresh playline. I spent a few hours crafting scripts for a wizard, priest, herald, and swashbuckler (I worked on them in that order). Then I tried loading them into a new game and checking to see if everything transferred over. At first it worked fine and I saw the Swashbuckler script show up and was able to choose it. I then console-commanded a new party up to level nine and was standing around on tikiwara beach levelling them up and trying to modify the scripts for the new party (which had a slightly different set of ability choices etc. At first it worked fine, but after a bit I noticed that the game was no longer saving appropriately -- I'd click, but it wouldn't register and "save" -- and then I noticed that the scripts weren't saving either. (I had talked to Viktor on the beach by the dock, and he gave a "this is a programming error" bark, which maybe could have triggered it?) Then when I tried to reload, two of my scripts -- the herald and swashbuckler -- were gone and not loadable in game any more. I checked the save directory and they aren't present there either, not even as damaged files.
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Your Tiers List [Base Classes, Subclasses]
Dr. Hieronymous Alloy replied to theBalthazar's topic in Backer Beta Discussion
Ok, this is a better idea than my idea was. It would take more work though -- will they have time by publish date? One thing that bugs me about strike the bell is the way it's gatelocked by weapon types. If I want the Stagger I have to use a two hander or whatever, etc. -
Your Tiers List [Base Classes, Subclasses]
Dr. Hieronymous Alloy replied to theBalthazar's topic in Backer Beta Discussion
Yeah, I was thinking of single target paralyzes and stuns for the rogue. I can't find a good chart of afflictions to compare with what they already have though. Like, strike the bell has dazed/staggered but only if you're using two handed weapons (does that work with an arquebus?) -
Your Tiers List [Base Classes, Subclasses]
Dr. Hieronymous Alloy replied to theBalthazar's topic in Backer Beta Discussion
Here's my suggestion for the Rogue single class: Give the Rogue more CC and debuff abilities, especially abilities that let the rogue inflict each Affliction type. Make it possible to build an affliction specialist martial rogue. There's some of this already in place, but there could be more. This won't buff the Rogue multiclasses because every caster class it would hybridize with has other ways of doing the same thing, it wouldn't buff rogue/martial hybrids TOO much because that synergy is weapon damage not CC, but it would give pure rogues a bigger range of build choices. -
[Beta4] New Passives are Scams
Dr. Hieronymous Alloy replied to theBalthazar's topic in Backer Beta Discussion
One passive I'd like to see everyone able to pick at first level: Quick Switch Weapon switching is a lot more important in this game than it was in the prior one and pretty much every class can have a build or two where it would be useful -
It's just still pretty rough. It's easy to forget now but PoE 1 had years of additional development and refinement post-release; it's a dramatically better game now than it was on release day. Most of the really successful RPG's went through a similar process; DA:O they released a whole new replacement game a year later.