
omgFIREBALLS
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Advantages of importing?
omgFIREBALLS replied to a topic in Pillars of Eternity II: Deadfire Stories (Spoiler Warning!)
There isn't supposed to be a power advantage to importing because it's an antiquated design idea and would just result in players fabricating saves while cursing Obsidian. Of course there's sentimental value to importing a save instead of using the history generator though, even if the same choices are used. It'll feel like a "true continuation". -
They won't leave your party (mercs have no opinions), but yes their defense bonus will be smaller. I did something similar. 2 paladins with Deep Faith (improved Faith and Conviction) 1 Shieldbearer 1 Bleak Walker Dispositions: 2 honest, 2 diplomatic, 2 benevolent, 0 cruel, 0 aggressive As you can see these dispositions are good for the Shieldbearer but bad for the Bleak Walker. And still, their defense bonuses were +14.1 for the Shieldbearer +11 for the Bleak Walker So it seems they will still have stronger defenses, no matter how you behave. But sure, they mix poorly. P.S. Helps if you avoid [benevolent] acts as they piss the Bleak Walkers off for no benefit to the Shieldbearer. P.P.S. Just realized what a terrible piece of advice that was for someone who wants to play a good character :D
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I would like it if we would stop calling it unavailable content. Quests are content. Locations are content. Dialogues are content. Watcher talents aren't content These are datamined talents that the game dialogue suggests we should be receiving at certain points, for example Savage Cunning from the druids near Sayuka. I'm seeing two points that I feel should have a line between them. If the devs say indeed they should but they currently don't, that is a bug. If they say nope, you've datamined something we ultimately decided against giving you, that's the end of that. I'm not asking them to defend any decisions. I'm just asking, are we supposed to be able to get these buffs, because it seems no one is getting them right now, and it makes some dialogue sound odd. It also makes the game feel weird for currently only rewarding evil acts with talents: Gift from the Machine for absorbing souls for power, Effigy's Resentment for sacrificing a companion for power, and Infamous Captain... if you've tried getting the achievement you should know how much abuse you have to give your crew before they mutiny.
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My fighters and paladins are off tanks (when they take off their shields), and it's a satisfying way to play them. Yet with other melee it feels like I have to open a bag of tricks every time a dragon left clicks them. I'd also like to give a more nuanced picture of how aggro works in those games. Under PoE standards aggro like that would mean you could indeed play one tank and four glass cannons, because the AI only knows how to give one target their undivided attention, other than supporting their allies or hitting the maximum amount of targets with AoE. You can have pulsing unavoidable AoE that means everyone needs to be healed (and have the health/defenses to survive until heals can land), you can have evil single target debuffs that aren't automatically used on the "aggro target", you can have manually avoidable damage zones. It seems a popular answer is to CC the **** out of things, but there's too much "maybe" in landing offensive abilities in these games for me, so I believe I'll stick with pumping defenses and healing. ^^
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On all my characters I take a liking to Stalwart and want it to prosper as an against-all-odds thing. So it certainly feels ****ty to kill a dozen of its number in that event, but it's obviously also weird that a bunch of lumberjacks think they can take you on. I think it wouldn't be so hard to justify not killing Harmke right there and then, so let's say you told DoC whatever you deemed necessary to restrain her for the moment, intending to mete out justice with more subtlety and discretion at a later point. Harmke however realized what was going on and fled before you could slit his throat in the night, and you felt it was too much effort to track him down. You then convinced DoC of the impracticalities of continuing her vendetta and had her give up on chasing Harmke, assuring her he probably froze to death in the wilds anyway.
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A start would be to cut down on the arsenal of per rest cooldowns. I groan every time I read "per rest". It's not necessarily because I play no rest, since the groaning happens before I begin that ritual. Per rest is only a limitation for no rest tactic, for everyone else it's: By Eothas! To use this again I will have to rest and give one party member a bite of hardtack or a sip of water? Preposterous! Shift the per rest stuff to per encounter, and nerf it if need be. Perhaps a total amount of per encounter spells permitted to be used in a single encounter? Not counting class abilities now, but item powers and the likes. As for a fatigue solution to no rest: Unsure. Imagine there's this tough fight and you really want the right inn bonus and a soaking in the Luminous Bathhouse for it, then it takes two days to sail to your nemesis and you're fatigued when you arrive, or the game made you sleep on the boat and you lost the bonuses. I propose instead the following compromise: - For the first two days, the rest bonuses are invulnerable and will stay unless you replace them - After those two days have passed, the rest bonuses will stay unless they have been present through ten or more encounters - If they haven't been through ten encounters yet, they will stay through the remainder needed to reach ten - After a week they will fade no matter what; resting or not resting, fighting or not fighting, after a week they're gone either way
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I think rest spam is stronger than no-rest, but it's also a hell lot more click intensive. There's an overwhelming amount of per rest item cooldowns you can just throw repeatedly at fights. No-rest is damn good for passing skill checks however. +3 to your Watcher's skills. +2 to to the party's skills. That's worth another 1-5 to the Watcher's skills through Party Assist. As someone who repeatedly plays healbotting herald Watchers, permanent Dawnstar Blessing is great though, perhaps indeed superior to rest spam. Especially considering I use empower almost exclusively to replenish class resources, and later on I just don't need to do that anymore. We could use an update of the original post: - Add Alchemic Guile and Alchemic Wit - Make a note that Good Food, Better Friends might not be part of this outside bugs, because it seems nobody has been able to stack it except you OP, and your theory for how you did it doesn't hold up - Add Sigil of Pain Wardstone - Maybe also note that Sigil of Death Wardstone (protects against Sigil of Mortality, don't know why the different names) can only be found in two specific locations (Drowned Barrows and off the skull in Sandswept Ruins), so nobody wastes as much time as I did reloading on burial sites
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[bug] Island Amaua + Gorecci = still slowed
omgFIREBALLS replied to QuiteGoneJin's question in Patch Beta Bugs and Support
My very first party was five island aumaua. There weren't many situations for the racial to shine so I didn't do it again. But that's how it worked at that point -
[bug] Island Amaua + Gorecci = still slowed
omgFIREBALLS replied to QuiteGoneJin's question in Patch Beta Bugs and Support
Outside combat, everyone moves at the same speed so the party doesn't split . Even a group of five island aumaua will be slowed in slog zones. That said, I've read about some bugs with slog zones and exiting combat... are you having the problem in combat or not? -
Pearlescent Rhomboid Helstone is sold by Una, vendor in southern Serpent's Crown. Captain's Favor is an enchantment available to Shining Bulwark, a large shield on a weapon stand at the top level of the Crookspur fort interior. #contributing BTW, the mutiny talent is hilarious, considering you get the achievement (and thereby also the talent) when the fight starts, not when it ends. So the mutineers are immediately terrified :D
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Sorry for not noticing this thread. I appreciate your efforts, Khagmas. As primarily a powergamer, I would love to know how to get these buffs, as currently the only way to get any passive Watcher talents is to be an **** in PoE1. BTW, could you upload new screenshots? Perhaps to a different host like imgur? I think your guesses are good and it could be a low priority issue that this isn't working or the devs are holding these buffs back because the game is too easy as it stands. As such, it's a shame about the whole "cut content" animosity here as I don't think any quests are missing, just some reward delivery mechanisms.
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Hey, I'll try to keep this brief. Gift of Hope is a datamined permanent buff that according to the description is given to you by Eothas. However, I have yet to hear of someone actually getting it. To me it feels like you should receive this at Hasongo if you weren't doing **** things in PoE1 (Gift from the Machine, Effigy's Resentment), however this is not the case. I would just like to know if this buff is supposed to actually be available, and if so, if you could confirm the delivery mechanism for it is working. And if it is working, we could use a clue as to how to get it
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I'm trying to get an idea of the "value" of a pire, and this quest always feels disproportionately rewarding. Now, if someone wants to say it's just meant as an early game cash boost, I accept that, gameplay decision yada yada. But if you want to call it appropriate payment and nothing else, read on. A few examples come to mind. Firstly, we have Bertenno, Fassina's trystbuddy. He owes Stoneheel 400cp. This makes him desperate enough to steal from Arkemyr's shop, because a 400cp debt is bad enough that Stoneheel would force him into "indentured servitude", the longer way of saying slavery. Of course, Stoneheel might just be cruel, but if I can get 1200cp for convincing a guy to leave a room he isn't paying for, it shouldn't be so hard for Bertenno to make 400cp. And let's take Iverra, the Vailian scientist being smuggled into RDC's service. The smuggler (name eludes me) takes her from an unknown point to some location between Neketaka and Sayuka where we meet up and the crates are transferred to my ship. She agreed to do this for 1000cp, even if she'll try to charge you double. So for all the time, effort and risk involved in smuggling, she wants less than I got for throwing a drunk out of a room. A four star crew member makes, what, 4cp a day? So I got almost a year's wages for a highly skilled sailor... for kicking Gailian out of the room. I think if I just shrug the Gailian deal off as an early game cash boost, everything else makes sense. Still, I wanted to raise the topic, so make your thoughts known.
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I hope there won't be an increased level cap. We barely get to play at the current one. I'd like instead to see content tuned directly around it in the DLC's. As in going there with great geared level 20 parties and tweaking until the challenge is right, rather than tuning it for level 10 and hoping scaling will keep the difficulty comparable. And I'm definitely not interested in more arms races between single and multiclass.