Everything posted by JerekKruger
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The Pillars of Eternity Wiki: The Saga Continues
JerekKruger replied to Tagaziel's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)If you mouseover the damage entry in the weapon window (right click a weapon) it'll open a little tooltip that breaks down the damage: something like Base Damage 15-20 + 15% Fine + 24% Might = 20-27.
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The big nerf list (patch 1.2) (WIP)
This allowed me to kill three Dank Spores without ever entering combat, which was a bit cheaty. On the other hand it serves them right for being immobile.
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What is the normal procedure of The Cornett's Call
JerekKruger replied to luciffer's topic in Pillars of Eternity II: Deadfire Stories (Spoiler Warning!)Did you get seen picking the lock? I opened it whilst stealthed, killed the boars (with help from Mad Morena's gang) and no one became hostile.
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The big nerf list (patch 1.2) (WIP)
Whilst technically true this misses the point. Some people want to play a certain class and uses certain abilities because they sound/look cool. In the current balance some of those abilities are game breakingly powerful (empowered meteor storm) or plain terrible (sacred Immolation). It's a completely reasonably position to take to want the game rebalanced to remove these extremes. This doesn't mean perfect balance where every class is as powerful as every other and no abilities are weak/strong, it just means making the diffetences less extreme (PoE achieved this well by the end). @theBalthasar - my point is that if you're going to have per rest the camping supplies could have worked, but not the way Obsidian did it. All per encounter is a perfectly viable alternative. Currently though empower is or rest and you can rest every fight for basically nothing (price it hardtack) and there's no limit on it.
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The big nerf list (patch 1.2) (WIP)
Agreed, I wouldn't mind seeing Camping Supplies return (with lower cap based on difficulty, like in Pillars 1). Want to Empower every encounter? Go ahead, but it's going to cost you precious real time and copper (for crew wages, food and camping supplies). Now if I want to clear content as efficiently as possible, I'm going to save those Empowers for the toughest encounters, or to save a character from getting injured. Costing the player time won't stop everyone from abusing the rest system, but it would make most people think before they hit that magic button. At least it worked on me in Pillars 1. Camping supplies were a good idea made bad because Obsidian didn't commit. If every map didn't have 1-3 camping supplies somewhere on it then being limited to carrying two would have made resting feel actually limited (despite what some say most players don't have the patience to regularly run back to town to buy more) but as it was you could pretty much rest whenever needed without any problems. So yeah, if be happy to see them return so long as they aren't scattered across the world.
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The big nerf list (patch 1.2) (WIP)
Glad to hear my experiences of empowered Minoletta's Concussive Missiles isn't unique. I can usually one shot a small group of enemies with that spell. @ppscurry - I don't like making empower do different things for different abilities, send so inelegant. Instead power level scaling of different abilities needs to be tweaked so it's equally useful for all of them. Rest spam also needs to be addressed, otherwise Empower should just be removed.
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Item and ability synergy - post your gems
Not sure if you know but the description of Blood Thirst is a lie: the zero recovery only applies to a single attack. Not that that makes it bad per se, but it's not as awesome as the description makes it sound.
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The big nerf list (patch 1.2) (WIP)
With the Brilliant Inspiration I think simply making it return X class resources as a one off when received (rather than a ticking return) might be enough.
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Definitive FAQ on Beraths Blessings
JerekKruger replied to Karkarov's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)In PoE the console is enabled by default as well. You can use commands like hiding helmets without disabling achievements, only ones the need iroll20s first disable achievements.
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No Endless Paths style Dungeon in POE 2?
JerekKruger replied to mjo2138's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)One of the three DLCs sins like it might scratch this itch for people.
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Pike, Club, Arbalest, Hunting Bow, MedShield availability
You got me suprised there, do you have any pics for them or links so I can check their stats? They're up on the Wiki as of a few hours ago.
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The Pillars of Eternity Wiki: The Saga Continues
JerekKruger replied to Tagaziel's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Plate, brigandine, mail, scale and breastplate armors all done. At the moment there is a recovery speed entry (a holdover from PoE) but in Deadfire it's recovery time so the entry is slightly misleading (makes plate look like it speeds you up).
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The Pillars of Eternity Wiki: The Saga Continues
JerekKruger replied to Tagaziel's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Shields done. I took the executive decision to include a unique shield's quality bonus in its Deflection field. The game itself doesn't do this so all small shields will list themselves as having +4 Deflection in their information window regardless of the quality enchantment they carry, but I felt for the Wiki it was more useful to have the actual Deflection bonus given visible at a glance.
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[Class Build] The Eternal Flame
Exactly why I think the new armour system is not only worse than the old one, but plain bad.
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Lets talk about Berath's Blessings and Curses
JerekKruger replied to Fenr's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)I'd definitely want to see this added in the future.
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The Pillars of Eternity Wiki: The Saga Continues
JerekKruger replied to Tagaziel's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Looks good Sodalitas. I held off adding Soulbounds because they lacked a template but if the PoE1 one works that's great and I can add the other Soulbounds as well.
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Melee Wizard-Multiclass or Single?
Note that at the moment these spells seem to be bugged. Both only attack with their fists (rather than having a lightning based attack as described) and Substantial Phantom doesn't get the spells described. They're still a (warm?) body you can use to soak damage but they're nowhere near as great as they were in PoE.
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Melee Wizard-Multiclass or Single?
The only summoned weapons that are worth it currently are Citzal's Spirit Lance, Kalakoth's Minor Blights and the Priest Spiritual Weapons. The rest are really bad. Even those three are debatable given how amazing so many of the unique weapons in the game are. Sadly, at the moment, summoned weapon Wizards aren't that good. That said, if you want to play a melee Wizard then you're in luck. Wizards have plenty of instant cast self buffs that, when multiclassed with a melee class, are great.
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unbalanced unique distribution (by weapon type)?
Just to let people know I've added the details of all (non-soulbound) weapons to the official wiki: go here, click on the weapon type and you'll be taken to a "category" page for that weapon from which you can fairly easily find all the uniques. In most cases where a weapon has a property like "grants X ability" the ability hasn't been added yet as there isn't yet a template for abilities in Deadfire (in a few simply cases they do link to a page with a text description). Locations for most weapons are not included yet since I used the console to find all this. If you happen to know the location feel free to edit the page to add it. Also upgrades for enchantments aren't included yet but eventually I'd hope that the link to each enchantment page would have a list of possible upgrades. Hopefully this'll help people plan a bit what weapons they eventually want to use.
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The Pillars of Eternity Wiki: The Saga Continues
JerekKruger replied to Tagaziel's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Question: do you have a guide on how "cargo" works? I've looked it up but can't really understand it and having looked at the source code for the unique weapons pages for PoE1 and the various weapons therein I can't see what's different there that would make them appear and not the Deadfire unique weapons, or indeed how to make an equivalent for Deadfire. This is mostly to sate my appetite to learn, I can hold off making such a page I just don't like that I can't work out how it works.
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Definitive FAQ on Beraths Blessings
JerekKruger replied to Karkarov's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)I don't see why not? They don't affect any of the current achievements. I wouldn't be surprised if those achievements specify not using (positive) Berath's Blessings.
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The Pillars of Eternity Wiki: The Saga Continues
JerekKruger replied to Tagaziel's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Yep: https://github.com/SonicZentropy/PoE2Mods.pw/releases
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[Class Build] The Eternal Flame
I haven't tested it properly, but the tooltip remains at 4-7 no matter what your character level is. Hopefully it does scale and is just bugged but if not it's pretty terrible.
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Personal Inventory vs Stash?
JerekKruger replied to MARiNZ0's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Not sure if it's the case, but possibly on Expert mode you can only access your stash in some locations (I think that was the case in PoE). My biggest gripe with it is that it's always the. In PoE I had to click a button to open it, thus I could forget it when it was a horrible mess (which it inevitable becomes). Note I can't.
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The Pillars of Eternity Wiki: The Saga Continues
JerekKruger replied to Tagaziel's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)There's a mod that allows you to use iroll20s without disabling achievements. I used it to get the broken blade of the endless paths and can confirm I got achievements afterwards.