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JerekKruger

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Everything posted by JerekKruger

  1. Agreed. Compared to the unique weapons in the game most summonable weapons are just plain bad. I have no idea how Josh could believe that they were pretty powerful. I agree on the Spirit Lance and the Minor Blights, although given just how good unique gear is I think even they are of dubious worth. However unless I made a mistake with my testing I can say the Warding Staff is garbage. When you cast it it does a point blank AoE push back/knock down, but after that it's just a scaling quarterstaff with no other special properties. The weapon itself is strictly worse than the Parasitic Staff. So unless you really value the AoE knock down it's a complete waste of a high level cast.
  2. Given Josh has made it clear that he thinks balance is important even in a single player game I doubt our discussion is going to divert dev time in any significant way. My own view is that balance is important. It doesn't have to be balance in the sense that games like DotA strive for, but it's important that there isn't too big a disparity between class power (PoE achieved this pretty well by the end) and, ideally, no abilities should be massively over or under powered. I want (and I suspect most players do to) to be able to take a spell or ability because it appeals to me and know that it'll be roughly as powerful as its power level suggests. I don't want to have to decide my builds based on power first and appeal of abilities second. To give an example of this: I like the idea of Sacred Immolation and really enjoyed it in PoE. In Deadfire it does 43 raw damage per tick to the Paladin which is terrible. I can't play a SI Paladin at the moment and so I would very much like Obsidian to rebalance the ability to make the self damage less harsh. Similarly the Monk ability Inner Death might appeal to someone thematically but perhaps they don't want to be able to one shot any enemy in the game. Scaling it back a bit so that it's still a powerful single target ability but is less likely to one shot bosses seems sensible to me.
  3. I think the idea behind those was to make up for casters low base Accuracy, so that they'd be bad at using weapons but still able to hit with their spells. With everyone having the same base Accuracy in Deadfire in theory they aren't needed anymore. However very often those bonuses more than made up for the caster's low base Accuracy so it definitely feels like a minor nerf. The loss of the +1 Accuracy per level is a bigger deal. I think that was supposed to make up for casters losing out on weapon enchantment bonuses and Weapon Focus. The latter is gone from the game, but the former is still in. Admittedly +20 Accuracy at level 20 would be more than even a Legendary weapon gets (though not by much) but perhaps a bonus tied to Power Level instead would work.
  4. It's not a multiplicative bonus so there are probably plenty of cases where multiclassing can be worth it. Multiclass with a Cipher for the upgraded damaging whip and you'll probably end up with a bigger bonus (even with lower PL scaling) for example.
  5. I did some testing on Citzal's Enchanted Armoury shortly after release and its pretty disappointing, so you're not missing much by choosing to multiclass. Here's the thread where I posted about it: https://forums.obsidian.net/topic/97605-spells-and-abilities-discussion-thread/
  6. I might be wrong, but I don't think spells have the ability to graze by default. The upgraded version of the Chanter Invocation "The Thunder Rolled Likes Waves on Black Seas" says it gives bonus Accuracy and the ability to Graze. This would go quite a long way to explaining why spell casters feel like they miss a lot more than melee classes. Also in PoE spells received a hidden +1 Accuracy per level. I don't know if they still do in Deadfire, but if they don't this might also explain why they feel less Accurate than before.
  7. I managed to read my entry without spoiling the captain. I'll read the rest when I find it in game. Looks good.
  8. Glad to hear the official Wiki is going to be extended to include Deadfire as well. I much prefer everything being in one place, and I'm not a fan of the Fextralife layout. I'll try to make an effort to add some content to it.
  9. What? You think the reason we didn't reach that stretch goal is because people complained about her design? That's a bit of a stretch.
  10. Enabling cheats using "iroll20s" only disables achievements for that run, so if you create a new character to do this you won't.
  11. Intellect immunity applies for barbarians so if you want it to remove the confusion from frenzy it will.
  12. Why? I don't think the fact that the game has AI or that Chillfog (a level 1 spell returning from PoE) exists is a spoiler.
  13. I've settled on a Chanter. Now I've got to decide which subclass and whether or not I want to multiclass with a Devoted. Almost there
  14. If you're patient you can find out by starting one of each of those classes then, when you reach the cabin of the Defiant and finish the conversation open the console (` by default) and type the following commands: "iroll20s giveitem pollaxe_soulbound_lord_darryns_voulge (this might be slightly different but type "giveitem pollaxe_soulbound" then press tabb and it'll autocomplete)" Now equip and soulbind the weapon and type the following command a few times "levelsoulbind player_watcher pollaxe_soulbound_lord_darryns_voulge" If you do do this feel free to share the results here (probably in a spoiler block).
  15. I assume vaporlocking has something to do with these newfangled electronic cigarettes all the young kids are smoking these days
  16. Presumably her AI is active and her AI script tells her she should cast Chillfog. You can deactivate her AI by selecting the button that looks like a bust that, when you have her selected, hovers over the portraits on the left hand side of the screen (by default at least). You can also change her AI script, though that is quite a lot more complicated than simply disabling AI.
  17. Might you mean "Empowering"? If so it's a new per rest resource that you can use (once per encounter) to make an ability more powerful or to return half of your classes resources.
  18. Same here. I think I just have to pick on and commit to it with the knowledge that I can play other classes later.
  19. I'd say that's different. Doing TCS/Ultimate is a different beast altogether and you (a) do whatever you have to to succeed and (b) accept that it's going to be a slow and steady affair. I never got round to trying out these achievements (still imagine I will one day, but who knows) but if I did I'd rest spam as much as needed (I'll probably use a Chanter so not as much as a Wizard would have to).
  20. Obsidian speed the ball her in my opinion. They introduced camping supplies, but put something like to our three in every dungeon meaning even on PotD you could try maybe five times without returning to town: more than enough. They should have committed to their restriction more, making the only way to get camping supplies to buy them at shops. This people who are willing to travel back to town in order to rest spam are the minority, no matter what they say, and Obsidian would have achieved their goal in most cases. As someone who never rest spammed in PoE I prefer per rest for the resurge management aspect and flexibility it offered.
  21. That is the question isn't it. Certainly at the moment PotD is kinda easy and there are too many obviously overpowered builds, so I can imagine it probably doesn't appeal that much to you. Hopefully with some balancing and good DLCs it'll appeal more.
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