omgFIREBALLS
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Everything posted by omgFIREBALLS
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A Lack of Books
omgFIREBALLS replied to etno's topic in Pillars of Eternity II: Deadfire Stories (Spoiler Warning!)
NEMNOK CLAIM ALL BOOKS. WORSHIP TRUE GOD AND NEMNOK MAY SHARE DIVINE WISDOM. -
Eyestrike doesn't AoE if it misses the primary target
omgFIREBALLS posted a question in Patch Beta Bugs and Support
Is this intended? Seems like when I use it with multiple targets in the AoE, it doesn't even attempt to blind the others if it misses the primary target. This could be entirely old but I'm only now trying out ciphers. Didn't see a thread about it. -
I agree here. Charged items always feel like you have to save them for Ragnarok, and even when Ragnarok happens you suspect there will be a Greater Ragnarok in a DLC so you still don't use them. My thoughts for a nerf were more along like 1 figurine use per encounter in total or somesuch.
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I'm sure you feel real good about yourself, but if your goal is to convince the developers to change it back you're not going to accomplish it by repeating your opening post no matter what anyone replies, though maybe you can get your thread locked. Then you can carry on feeling how right you are and how much truth you're preaching while your precious figurines remain nerfed. Figurine spam is an imbalance, as would a WoMD Chill Fog be. Imbalances should be fixed. Obsidian has an obligation to make an effort at game balance until each difficulty is within reasonable bounds of the design intent. When you beat PotD for the first time it should give you the feeling of having done everything within your power to accomplish that. Some solutions are currently way too simple, and this is one of them.
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Armored grace bugged?
omgFIREBALLS replied to Archaven's question in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
Yeah, if nothing else it should say 10% -
No Gift of the machine
omgFIREBALLS replied to Aranduin's question in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
Did you complete Hasongo without regaining it? -
Multiclass and previewing ability tree
omgFIREBALLS posted a question in Patch Beta Bugs and Support
I barely ever click the preview so IDK if this is a new bug (couldn't find a previous report at least), but currently I'm hiring an inquisitor merc. Pale elf male, shieldbearer paladin, and then... as I try to preview the cipher ability tree I only get the paladin tree. The cipher icon is there to the top left, but clicking it does nothing. This happens for all kits, including vanilla cipher. If I make him a single classed cipher I can preview it just fine though. I randomly tested with some other multiclass combos like barbarian/priest, barbarian/cipher and barbarian/wizard and it worked fine. It looks to me the bug is with multiclassed paladins. It happens for every combo except the bottom four; priest, ranger, rogue and wizard. This is without pressing Next and deciding on a kit. By no means exhaustive testing, but I have a statue to pursue ^^ -
Armored grace bugged?
omgFIREBALLS replied to Archaven's question in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
With that talent, ignorance is bliss. But if you don't want bliss... -
If people want to spam figurines they should be able too. Why are you telling people how they should play their single player game? If people can't control themselves from figurine spam they shouldn't get the developers to change it so it changes it for everybody. If people want to decimate Neketaka with a single casting of Chill Fog they should be able to!!!!1 It's like you quoted my post without reading it. Just repeating the same drivel. I'll go ahead and give Insolentius a like now.
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Insolentius might have been a bit heavy with their post, but it's correct. Challenge should come from a properly tuned game. I'm tired of these "self control" and "purposely gimp yourself" posts. If you can't beat the game without figurine spam, lower the difficulty. If that reasoning doesn't sit right with you, I'm as happy to subtly accuse you of lacking virtues as the people droning on about self control seem to be.
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Birna not selling Unripened Palm Stone
omgFIREBALLS replied to omgFIREBALLS's question in Patch Beta Bugs and Support
Felt downright terrible to suffer the disapproving scowls from the upstanding honorable people of Dunnage, it did. -
Nemnok Quest
omgFIREBALLS replied to JFutral's topic in Pillars of Eternity II: Deadfire Stories (Spoiler Warning!)
Could you provide a screenshot of your journal? -
Birna not selling Unripened Palm Stone
omgFIREBALLS posted a question in Patch Beta Bugs and Support
It was always my ritual to buy it off of her before my Watcher even knew they needed one. I'd take the quest from Pietro and go buy one. Didn't work; none for sale. Still none for sale after miss nausea-inducer told me I'd need one. Still none for sale after I asked her where I might find the ingredients. I was still able to just steal it though. I made a hard save, but kept playing after so I don't think I have any useful log. -
Give no quarter! Charge!
omgFIREBALLS replied to omgFIREBALLS's question in Patch Beta Bugs and Support
1.2.0 generated Watcher Voyager vs. Rafiq the Red Beard (Dhow) We were both four star captains which I think explains the variance I saw in the encounters, since we were evenly matched for wind advantage. That's how it works, right? Anyway... Charge prediction: 18-36 Hull 6-18 Sails 1-2 Crew I did three automatic charges and hull/sails were within that range but crew was actually 3, 3, 2. Perhaps more importantly, the charge prediction was unchanged even as I messed the ship up by unequipping upgrades and giving everyone bad jobs. Stormwind Sails were removed and the change in speed should certainly be reflected in the auto charge prediction. I'm not sure if the helmsman generally affects your chance to get hit or just with turn/jibe actions, but I went from expert helmsman to no helmsman in the process, which also didn't affect anything. Results of 10 manual charges (hull/sails/crew) with optimized ship: 1: Didn't fire 2: 14/0/0 (1 hit) 3: 9/0/0 (1 hit - might have misread but only one cannonball hit and it did hull damage) 4: 14/0/0 (1 hit - he acted strangely here, first broadsided me then just kept moving forward, except given he had his side turned to me that action did nothing) 5: 36/0/0 (3 hits - same weird behavior here) 6: Didn't fire 7: Didn't fire 8: Fired but missed all three 9: Didn't fire 10: 14/0/0 (1 hit) For the record, on the "Didn't fire" charges the exchange was that he didn't immediately turn to broadside but moved towards me before. When he was finally in position to do so I was very close and it seemed he didn't want to take the shot anymore but just turned to face me. On the attempts where he got shots off he turned for a broadside as his first action. On no manual charge attempt did he get to fire at me twice, which would be required to do even the low end of damage in the prediction. He has three cannons and the maximum hull damage one ever did was 14. To do 18+ two cannons would have to hit the hull, which means the third could damage sail or crew but not both. I can't say I've noticed any change from live, really. -
Give no quarter! Charge!
omgFIREBALLS replied to omgFIREBALLS's question in Patch Beta Bugs and Support
I stripped my ship of upgrades and reassigned crew duties so that everyone was perfectly incompetent at their job and the charge prediction was the same. Still not on a save that started in 1.2 though. Edit: Also the same when I stripped the ship and reduced the crew to surgeon, cook and three slackers in the resting crew. Without minimum crew you automatically lose battles because you can't maneuver the ship. Apparently two healthcare professionals could manage it just fine though. -
Absolutely not
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Ideally this option should be comparable to spamming full speed until you can board. I'm going to assume that is Obsidian's ambition so I'll hold back on the nerdrage for now. ;p I loaded an old save and took a voyager with a badass crew to challenge Fyrgist. Here's the prediction for using the charge option (which turned out to be correct, too): 19-38 Hull 6-19 Sails 1-3 Crew But the average of 10 "manual" (full speed spam) charges is: 9.9 Hull 3.8 Sails 0.6 Crew As you can see, the averages are below the predicted minimums. It might be the change didn't apply to my old save so I'll test again on a pure beta playthrough. But I'd still like to see the science of others. I should also point out that charging with voyagers is generally painless because you close the distance so fast that most ships only get to fire once, and they have big time problems hitting you. Misses are more common than hits. And you know, just my own attitude here, but as long as there's guaranteed crew damage I'm not pressing the charge button. Ship damage is much easier to recover from, unless you just wanna sail to port in which case they're all easy.