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Found 4 results

  1. I found several bugs of the ability "Confounding Blind".This ability has two effects : blind and reduce deflection.While blind works perfectly,the deflection effect has some bugs that seriously affect the gameplay. It(deflection effect) is considered as a benefical effect rather than a negetive effect to enemy,causing that the effect can be removed by ranger's Concussive Tranquilizer and it won't be affected by enemy's resolve (reducing enemy's resolve can extend blind's duration so that it makes the deflection's duration shorter than blind's).This can be easily fixed by editting the stauseffects.gamedataboundle(isHostile : false → true) . Some factors that can expand the blind effect won't affect the deflection effect(i.e CritHit , perception weakness).This leads to a longer duration of blind effect(compared to deflection),also causing the situation that when deflection effect ends ,the blind effect still exits. When the effects still exist,another Confounding Blind will only refresh the duration of blind and have no effect on the duration of Deflection(especially when the deflection effect ends while blind effect still exists,mentioned in 1. and 2.).So if you do a second Confounding Blind when enemy is still blind ,the deflection effect won't expand and after it ends,there is a long duration that we can only get the blind effect and it is impossible to get the deflection effect by doing another Confounding Blind until the blind effect ends. Hoping that it can be fixed in the next patch.
  2. I have found a possible bug, I have noticed it with the bow Borresaine, when equipped by a ranger, havn't been able to test it yet. Crit effect: stun, should be increased/decreased duration with crit/graze, however the effect seems to last 7.5s whenever the shot hits/crits/grazes as well as if the effect hits/crits. Combat log indicates 7.5s for stun under any condition. Is the duration of the effect altered on crit/graze of the effect or the initial hit? Also is this a bug in the application of a duration modifier or simply in the combat log?
  3. While playing with a tank monk, I sat her in the middle of a group of mobs to stack wounds and check out Turning Wheel. Several seconds into the fight, she got up to 8 wounds and then they started to vanish. Lost 3 wounds back to back (to back), gained another, then shortly lost two more before the fight was over. This is, of course, without using any abilities that cost wounds. I did nothing but let her auto attack and occasionally pause to look at combat log specifics. Is this intended behavior? I spent an hour searching forums and reddit, but couldn't find anything that documents a duration for a wound in the current system. Is it a holdover from the previous wound system that converted some damage into a dot? I didn't play the beta, but I assume that an unspent wound under that system would fade once the damage it had converted was fully applied, which completely makes sense under that system but is kind of terrible under the current implementation where wounds are nothing but a resource. Ciphers don't lose unspent focus during a fight. It's even worse for a monk, given that their resource availability is a function of their own endurance and health pools. If it is a case of wounds having a duration because that's how they worked under the old system, any chance that could get looked at and, hopefully, removed? Or I could just be bugged.
  4. While playing NWN2 I noticed that: the clock was running on buffs during cutscenes and long conversations there was no option to have anyone other than the player character do the talking for the party I'm hopeful that these issues might be addressed in P:E. It would be very helpful for the timer to stop during conversations and cutscenes so that our preparations don't go to waste. Also, being able to designate someone other than the PC as the party mouthpiece would an excellent option. Fragile wizards and sneaky rogues have no business taking the lead when dealing with hostile parties unless we can maintain our party formations during cutscenes and conversations. Protecting the P:E equivalent of D&D d4 and d6 characters behind a line of high-hitpoint melee types just makes sense as they're not able to shrug off a beat-down very readily, especially the d4 types. So, Obsidian, please enable us to designate a mouthpiece or maintain our combat formation unless there's a uniquely coreographed encounter taking place that mandates otherwise.
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