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Found 54 results

  1. Ranger Pet AI seems to be completely non-functional. I don't play a ranger, but Sagani's fox Itumaak stands inert until I command him. If his target drops, he does nothing until commanded to again. Reseting the AI to passive and back to Aggressive does not work, kicking Sagani out of the party and re-inviting her does not work.
  2. I got this game right after it came out. Despite being the two classes I was looking forward to most, the ranger and druid classes were a huge let-down. Ranger: Despite being marketed as one of the main damaging classes, the ranger's DPS was nothing to write home about. Neither was the animal companion. (But I kept playing anyway, because I love animals.) The Druid was an even bigger let-down. Despite all the pre-release updates gushing about the spiritshifting abilities, it turned out to be very weak. It was only mildly effective during the first few levels of the game, but then it failed to scale up with the character. That, combined with the complete lack of special abilities to boost it the way you got tons of abilities to boost your spellcasting, meant you quickly had to abandon it and stick to spellcasting exclusively. (I know I sound greedy and ungrateful since the druid was one of the best spellcasters at the time, but it was the spiritshifting ability I really wanted. I would have gladly taken the option to focus on spiritshifting over spellcrafting, and sacrificed being able to become a first-rate spellcaster to become a second-rate warrior if only it meant spiritshifting didn't get me killed every battle.) There was some talk about the devs eventually balancing them better, but I quickly finished my first playthrough then moved onto other games and projects while I waited. Now I'm back, and I'd like to know if anything has changed since I've been away? Or should I aim to finish my cipher or chanter instead?
  3. I finally managed to kill him with my ranger an I must say it was easier than expected considering that my character wasn't even fully optimized (no durgan enchantments, no scale breaker...). Now I am 100% positive that a ranger can also beat the game solo without skipping any encounter. https://youtu.be/NBPgwipx3OM
  4. I have not been able to figure out how to get an animal companion for my ranger. She is a level 4 Deadfire Arch Hunter. What do I need to do? Thanks in advance
  5. One of my rangers' pets stops moving in stealth mode. Send pet somewhere, pet goes. Enter stealth mode, pet stops moving. Drop stealth, pet resumes movement. Every other char and pet continues moving normally in stealth. I run 4 rangers and currently also Sagani. Other 4 pets are fine, 1 is misbehaving, Duk's pet. This was happening before 2.0. Was hoping it will be fixed in 2.0 so I waited a few days but the issue persists in 2.0 as well. I tried removing from party and readding, changing formations and so on but doesn't help. It is super annoying as I always move in stealth as default as I believe everyone does in new areas. Savegame, output_log, dxdiag: https://drive.google.com/folderview?id=0B2zq1BH5JRHffnNUQ191TmZvLXZzRkFjYjFlbWhCV21maVQ3TUMtSHJlSWdFc3RFSlBiV2M&usp=sharing
  6. I dont know why people say ranger class sucks? I think class is pretty good beacuse it has very good supportive sides and gameplay is so much fun. Before somebody comes with argue, that have i tried other classes. Yes i have. Every class has their + and - side. I know that ranger is little bit weak in late game and have less damage output than other classes. But ranger can be pretty effective either melee or long range battles. Personally i like ranger class and i want learn more about it than wiki can say. I want hear people differend experiences and opinions about rangers. And its sad, this isnt openworld game but no can do. Its so much fun to play anyway pillars of eternity and i really want marriage ending too for him. Like one of female followers would be good wife or you can find differend females and have romantic story until game ends and you get marriage ending too. Another way is make own follower which you marry and you can make for custom companions somekind backstory or depending player choises, they have backstory already done when yoou choose, where they are from,race, were they slaves or mech etc. There is so much potential have man other things too. I love long story-driven rpgs and they are my number one games. When i bought pillars of eternity, i was so excited and i didnt had disappointed except bug where as example dun gets stuck and laggs there forever. So u need send him away. But if custom companion stucks, you just need load last save which is annoying if its before bossfight and companion got stuck between walls while in fght. So how you can send custom companion away if that happens? But this game isnt too hard, neither too easy. I like how challenging it is and how costly bad engagements are. If you make good engage, you get good price from it. if you do bad, it might cost you whole fight but most misplays you can even fix thanks to pause option and time to think. Its just too fun play this game. Obsidian: I love your game and i hope there will be more games like pillars of eternity. <3
  7. For people interested how to defeat the Adra Dragon with a ranger solo here's a little video. https://youtu.be/ewxtIFixUb8 In the video I forgot to show my accuracy vs dragon defenses in the logs. My max accuracy was 126 with bow while the dragon's lowest deflection was 96. I had 100 accuracy when I used Binding Roots and the dragon had 100 reflex. With Scale Breaker and the debuff from Lenas Er the dragon had 119 fortitude.
  8. So... 1.06 was "about Paladin". If we assume that Obsidian listens to its community, the next update could be the other class which received the most complaints... Yes, I look at you, Ranger ! In your opinion, what could be this patch ? For me it could be quite different from what they did with Paladin : boosting its abilities. In my opinion, many of Ranger's abilities are pretty solid and appealing : stacking accuracy abilities, stunning shots, driving flights... Some may be subpar, but any other classes has subpar abilities too. IMO, the ranger's problems are of 2 kinds : - Its defining trait, the pet, is not that great. Sure, it has its uses. The most complaints come from the fact that it keeps dying all the time, leading to a big malus to Ranger's abilities. The problem appears especially in boss fights and harder difficulties... exactly when you would like your party members to be the most effective ! - The other problem is that Rangers do not really have a critical purpose where they would excel : rogue is better at ranged damages, the pet itself is a weak melee and a poor off-tank. The requirement to have your pet in melee simply cancel the advantage of a ranged hitter. Currently, its "2 in 1" nature makes it a passable filler for a party, but it is hard to imagine why one would use a ranger to fullfill a given role. The solution should be about what makes ranger unique : their pets. Pets have indeed some cool traits : - They are infinite pools of health (something I think only melee wizard with "Infuse Vital Essence" could be ) ) - They have 2 engagements (which makes melee ranger the class with the maximum possible engagements, equalling fighters !) Pets could work as meat shields... if only it didn't trigger sadness ! (not to mention the lost abilities like staker link) And currently, nothing is more frustrating than loosing a pet in a fight, especially due to the rarity of resurrection powers... and no second chance for your pet ) So, what I would find really cool : - Pet overall buff, especially at high level (classic) - A pet resurrection ability !!!! something like 1x per encounter (with a nice buff like "Unbroken". A short duration and important buff to "revenging" pet damages would be a really cool "trap" to use.) or maybe 3x Rest (which would address the problem of boss fights. - Suppression of the sadness malus - Defensive Bond modification : I currently find it far too situational to be attractive (even if the idea was cool). Something like a boosted deflection and / or reflexes when the pet is close from its master would be more appealing, especially for melee ranger build. - Applying some Passive Talents and/or abilities to both Ranger and pet : Superior deflection, Interrupting blows, Aiming skills, etc... This would remove the need to "choose" between master and pets at each level up, and would enable a better scaling for the pet. (IMO this would be cooler than an overall buff... It would be far more interesting to build ) Not sure it would really address the "ranger purpose" problem though. But I'm pretty sure a "per encounter resurrection skills" by itself would make it far less frustrating to play. Do you have any other ideas ? PS : And one minor thing would be cool : let pet damages be counted as Ranger damages ! Currently, it is not the case, so this "heavy hitter" damages appear to be even lower than what they actually are !
  9. Description: Detection circle isn't showing up for my Ranger's animal companion. The detection mechanic is still working, and I hear the 'ping' when the AC is detected and combat starts. Didn't notice at first because Calisca/Heodan was always at the fore. Since Valewood, the lion's been leading and no yellow/red detection timer has been showing for it. Have since tested with 3 different companions at start of game - none show a detection circle. Steps to Reproduce the Issue: Start a new game, normal difficulty. Create a Ranger with Lion, Wolf or Stag (haven't tested the others) animal companion. (Wood-Elf / Pale-Elf, Living-lands, Hunter background if that makes a difference). Approach first wolf enemy with the AC - no detection circle shows up, though it does work for Calisca and PC. Expected Behaviour: AC gets a detection circle (especially as wolf is said to be a good scout) (Last ranger I had was Sagani in 1.04 - I'm pretty sure Itumaak had a detection circle then) Can't upload save-game to dropbox/mediafire/4shared as they're blocked in China - if nobody else is having this problem, I'll try a full reinstall.
  10. Not surprisingly, I thought the ranger was prett lack-luster. Although I don't think the ranger's in danger of winning any overpoweredness contests, I actually didn't think the ranger was too weak. The ranger is really just the pet-owner class. Other than the fact that D&D also had (and struggled with) animal companions, the class barely feels like a ranger at all. This wouldn't be a huge problem if it didn't mean that, in the end, there's almost nothing to do with the ranger in both character building and combat. In my opinion, the ranger would make more sense (and probably be a lot more fun) as a series of talents available to any character. (Think about it: then Sagani could be a rogue!) That's a pretty dire verdict on a class. I'm not joking though. At this point, if I had to fix the ranger I would just get rid of it completely and allow any character to buy into the ranger pet through a series of talents (starting with something weaker, of course, since a whole ranger pet would be a bit OPed for just one talent). The remaining abilities could be divided among other classes as made sense. I'm not being hyperbolically negative here either. I actually think this would be a nice improvement to the game--allowing characters to be distinguished by the fact that they have an animal companion rather than defined by the fact they have an animal companion. The fighter with a pet wolf would feel a lot different than one without, both mechanically and from a storytelling perspective. Same for every other class.
  11. Itumaak (and I assume the other animals) seem to have the equivalent of 0 athletic skills and gets fatigued extremely easily. My lvl 9 party has a minimum of 3 athletics and after a few fights none of my party is tired while Itumaak suffers critical fatigue. Critical fatigue = -15 all defense, -30 accuracy, 50% max endurance It makes him useless in combat after a few fights and I suspect most people don't know this is happening because the only indicator is buried at the bottom of the hunters stat sheet. I even tried to cheat and give him 10 athletic skill and it didn't help. My guess is that animal_companions don't use skills and they don't ever increase their fatigue resistance.
  12. I am currently playing with the ranger and chose a bear animal companion. A couple of things regarding the animal companion mechanics are not clear too me and I could not find hints in the manual or strategy guide. When the animal companion endurance is decreased during combat, after combat its health actually never changes. For the player and normal companions the lost endurance is removed from health points. Is this indendet? Can my animal companion actually never die? If the endurance of my animal companion drops to zero my main character gets a penalty. But after combat the animal companion just recovers to full health and endurance. Is there actually no penalty for an animal companion dropping to 0 endurance?
  13. I'm still thinking if to go melee or ranger style. What do you guys suggest, what should my build look like? Preferably melee, maybe. What build do you use? It's been a week since game launch and I'd like to hear what you've learned so far. Thanks
  14. So I have noticed that all the other Animal Companions have actual attributes spread But the wolf. The wolf has straight 10's through all attributes yet the wolf description says he is high damage. The bear has 15 might so 15% increase to damage yet the wolf only has 10 might. does this actually matter do attributes factor in? if so the wolf is clearly under developed I hope this gets fixed with the next patch. If anyone out there knows the engine or how to look into the actual stats I would love to know if this actually factors in.
  15. I'm reporting the ranger companion issue as well. I was playing in Caed Nua trying to find that wizard master guy in the "The Old Watcher" quest in the "Endless Paths of Od Nua Level 1" area. I went up the back stairs where you walk across Dr. Manhattan's hand and pop out the cellar door in Caed Nua's courtyard. Wolf was still with me. Went back in the door with that creepy statue lady who's probably a cat lady in a past life. Wolf was still with me. Went downstairs and opened the heavy iron door and my wolf up and ran off. Probably joined a circus. Left a white circle behind as the only memento. What a jerk. I beat the dude with the serious case of MPD and went to look for my wolf. I thought maybe his disappearance was part of the quest. Nope. "You must gather your party before venturing forth." OK. Reload my save from after crazypants' encounter and the wolf didn't reappear. I reloaded my save from immediately before and wolf-bro is there. Yay! I opened the iron door back into Maerwald's panic room and my wolf followed me in through the event transition. Yay! I reloaded the working save again, and purposefully moved my wolf where he'd be stuck on some of the environment when my party opened the heavy iron door to the Maerwald event. BAM. We transitioned and the wolf disappeared. It seems that he needs to be in view of the door to transition properly. The bug only hits some of the time, not every time. Hope the description helps. The files needed to report the issue are too large for the attachment system, so I put that ish in Dropbox. Savegames: https://www.dropbox.com/s/lcursloqdrrpag7/Savegames.zip?dl=0 Output Log: https://www.dropbox.com/s/mujzgqltjsav4e4/output_log.txt?dl=0 System Specs: https://www.dropbox.com/s/jl4ivqj3jagdpfj/DxDiag.txt?dl=0 Screenshots: https://www.dropbox.com/s/4hd31s8t98uwha2/Screenshots.zip?dl=0 The save with Act 1, 6 days, 18 hours is post-Maerwald with the wolf gone. The save with Act 1, 6 days, 17 hours is pre-Maerwald with the wolf intact. Hopefully y'all'll be able to reproduce this bug with my saves and description to quash it! Also: GREAT game so far. Thanks for all the work you all put into it! -AGB
  16. The ranger's Marked Prey skill states that it grants 20 bonus pierce damage to both the ranger's and their animal companion's attacks against the marked target. This skill has a few issues: 1) It does not apply 20 bonus damage, though it does appear to apply *some* bonus damage. By examining the combat log, it looks like it's adding about 50% additional damage to the ranger's attacks so the tooltip may need to be updated. 2) Although it applies to the ranger's attacks, this bonus is not applied when their animal companion attacks the marked target. Steps to reproduce: - Find an enemy. - Enter combat, and attack the enemy with both your ranger and their animal companion. Observe normal damage in the combat log. - Apply Marked Prey to the target. Attack the enemy with both your ranger and their animal companion. The ranger's damage figure in the combat log will display "+ X pierce damage", but their companion will continue dealing normal damage.
  17. I just love the game so far, so detailed and exciting... but still cannot understand such massive bungle - which is driving me nuts! If playing as a ranger (as I do) every time you select your pet (a bear in my case) it makes no bear-sound at all, it's as if it was lifeless, a robot or puppet. You click him, order him to go or attack... and no sound produced. Complete silence, what's highly weird I must say! Actually I've noticed that there are bear sounds created and used throughout the game (for instance, the big bad bear in a cavern in the beginning) so I keep wondering why the hell Obsidian made such a blunder. I suppose it's the same with the other pets (boar, wolf, deer, lion...) Please, fix it. Thank you in advance! A fan
  18. Sorry if it's already pointed out, but i can't find a "search" function in the forum. The Wolf pet it's the only animal companion who seems to have "placeholders" stats: Bear 15/12/9/13/5/10 Antelope 10/10/14/15/5/9 Boar 11/16/8/10/5/15 - 64 total Passive: +20% damage when below half endurance Lion 13/13/12/11/5/11 Stag 13/10/12/15/5/10 on the other hand we have the Wolf 10/10/10/10/10/10
  19. Hi, as you all know, the ranger and his companion has a special friendship. If someone of them die, the other get a debuff. So...my Ranger got this debuff 24/7, despite the animal companion is alive. I dont know what to do, i took a rest after the fight, traveled much, took a rest again.... it looks like the special debuff will not dissappear. maybe i am to stupid, but i couldnt find something usefull in the manual.
  20. Hello! First of all, LOVE the game, this is why I'm such in a panic to post this and see it resolved. A game breaking bug happened this morning, as I spoke to Maerwald, listened to his rambling and initiated the fight. I noticed the ranger pet's icon was suddenly turned white, I didn't pay attention to it due to the intensity of the fight but when it ended, I realised I couldn't find the wolf anywhere. In fact, double clicking it just pointed to a point on the map which has nothing in it. Now, as much as it sucked, I figured "damn this will cost me a lot to dismiss this companion and create another one at the same level" but nope, I cannot leave any areas because I need to "Gather my party first". Uh oh. So... plan B, I reload an earlier save but no, SAME problem. Even if the save was before the fight. So my group is litterally trapped because my pet companion apparently just... disappeared. So : - Issue happened right at the Maerwald fight, right after he finishes speaking - I checked the integrity of Steam's files, no good, didn't do anything Please help! I'll include a savefile, please advise! http://www.filedropper.com/ceb2a3c1bbec46f3bab6cfbeb8af3f578989743endlesspathsofodnualevel1 Above is the link to download a zip with the three savefiles. It includes the autosave, the save BEFORE and AFTER. I've never seen a bug that applied to all saves before. If I could get a fixed save by email, joelbouchard@videotron.ca I would be immensely grateful.
  21. I do realize other people have made posts about this, just wanted to throw some more output logs and saves into the mix. I did attempt the restart fix, but it was a no go. Not sure if you guys need more outputs and saves, but there they are. Output is attached, dropbox saves are as follows. https://www.dropbox.com/s/xmn5owamb7d508m/54e9e5de-d056-45e5-91e4-43119f3e75dd%20autosave.savegame?dl=0 https://www.dropbox.com/s/m7sexh4etclu3jb/54e9e5ded05645e591e443119f3e75dd%207789958%20GildedVale.savegame?dl=0 https://www.dropbox.com/s/m7sexh4etclu3jb/54e9e5ded05645e591e443119f3e75dd%207789958%20GildedVale.savegame?dl=0 Hope it was of some assistance. output_log.txt
  22. I love the portraits in PoE especially the newer ones. But if you play with an animal companion a huge portion of your portrait is cut off, which annoyed me quite a bit. Is it possible to either change the shape or size of the animal companion icon or place it completely elsewhere (like above the portrait as an example) so that everyone including the rangers can appreciate the awesome artwork? Screenshot: http://cloud-4.steamusercontent.com/ugc/526132676951183015/738A3BE1567476B00EEEB9DD6E4F59C73C774A46/ The latest build is great btw! I'm counting the days to the final release!
  23. Update by Josh Sawyer, Project Director Welcome! First things first: if you have backed Pillars of Eternity but not yet completed your order on our website, please do so as soon as possible. Even if you have an all-digital order, we need information from you to make sure you get everything you are supposed to. If your backer tier includes an NPC, item, portrait, or other custom piece of content, an early response will make it easier for us to work with you on your designs and preferences. As always, we appreciate that our backers have made Pillars of Eternity possible and we want to ensure that you get your money's worth. Broken Age As most of you know, our friends at Double Fine have their new adventure game, Broken Age, coming out today. Double Fine and their Kickstarter adventure game paved the way for all of the games that came after - including Pillars of Eternity. If you are fans of the adventure game genre (or just fans of good games from indie studios), show them some love. You can find more about it on their website. Update Engwithan ruins sitting atop some cliffs. Things are going well at Obsidian on the Pillars of Eternity team. The artists are putting the finishing touches on the second of our two big cities, Twin Elms, and the environments look fantastic. Our designers are busy implementing narrative and quest content, in some cases returning to earlier areas to fill in cracks and flesh elements out more. The character artists are almost done taking all of our highest-priority creatures to alpha level and are starting to look at the second string of creatures and variants. Animation is right behind them, creating rigs and alpha animations as new creatures come online, and we're finally returning to our main character animations for a second pass. Programming continues to chug away at user interfaces, AI, and zany spells and many other items on our long list of features. In short, we're well past "the hump" and the game is looking and feeling better every day. Heavy Hitters In most RPG parties, there's a character type that focuses on dealing death to VIPs in the enemy roster. They are the heavy hitters, the characters who cut enemies down one-by-one with precise, overpowering attacks. We've previously talked about one of our heavy hitters, the cipher. Ciphers alternate between powerful mental attacks and the physical strikes used to power them. They are the only "caster" class that focuses heavily on individual enemies, in large part because their abilities all require an external concentration of soul energy to serve as a power source. In contrast to the cipher, the rogue and the ranger are more traditional, but just as deadly. Rogues rely on the vulnerability of their enemies to inflict devastating attacks in close quarters. Rangers coordinate their strikes with the help of animal companions, creatures with whom rangers form lifelong bonds. Outside of direct combat, rogues and rangers share a skill emphasis in Stealth and are commonly the sneakiest party members. But while rogues also have a specialization in Mechanics (most often to lay traps and deal with ones placed by their enemies), rangers focus on Survival, which improves the duration of many consumable items. Though the three "heavy hitter" classes have different styles of play with different strengths, they all excel at taking enemies down in the shortest amount of time possible. In Pillars of Eternity, the designation of a character as a "rogue" signifies their vicious, brutal style of fighting, not a propensity for theft or deception. More than any other class, rogues exemplify the adage that the best defense is a good offense. If fighters are the disciplined, reliable, well-trained units that hold the line, rogues are the shock troops that attempt to break through that line to take out vulnerable units before they can effectively retaliate. When pinned down, rogues can suffer from their weak defenses, but ideally they carry their momentum from one target to the next in short order. All rogues start with three abilities that allow them to immediately dive into heavy-hitting: Finishing Blow, Reckless Assault, and Dirty Fighting. Finishing Blow (Active) - Full Attack. This ability gains power the more damaged the target is. When the rogue uses a Finishing Blow, he or she makes a full attack at the enemy with his or her current weapons. The attack is made with an Accuracy bonus and does +50% damage if it hits. For every 1% under 50% Max Stamina the target has, the attack does an additional +3% damage. 3/rest. Reckless Assault (Modal) - In this mode, a rogue's Deflection is lowered but he or she gains a bonus to Accuracy and damage with all weapons. Dirty Fighting - 10% of the rogue's Hits with any melee or ranged weapon are turned into Crits. This occurs after the initial attack roll is resolved. The resulting shift is displayed in the combat log. As rogues advance, they gain access to abilities that allow them to maximize the damage and afflictions they can dish out to their targets. They can also learn a variety of tricks to help them get out of trouble when the going gets tough. Sneak Attack - Sneak Attack applies bonus damage to the rogue's ranged and melee weapon attacks when the target has any of the following statuses: Blinded, Flanked, Hobbled, Paralyzed, Petrified, Prone, Stuck, Stunned, or Weakened. It also applies to any target the rogue strikes with a weapon within the first 2 seconds of combat starting. Escape (Active) - Escape allows the rogue to break Engagement and safely move away from their current location. The ability must be targeted on open ground to which the rogue has a clear path. When activated, the rogue immediately breaks Engagement and swiftly moves to that location. 1/encounter. Crippling Strike (Active) - Full Attack. Inflicts extra damage and the Hobbled condition. 2/encounter. Coordinated Positioning (Active) - You are able to instantly switch positions with one target within 1m. If this is an ally, the switch is automatic. If it is an enemy, the maneuver is an attack against its Reflexes (only succeeds on a Hit or Crit). The switch is immediate and cancels Engagement (if any) on the rogue. 2/encounter. Adept Evasion - 50% of all Grazes against a rogue's Reflexes are converted to Misses. Blinding Strike (Active) - Full Attack. Inflicts extra damage and the Blinded condition. 2/rest. Deathblows - Against any target that is afflicted by two or more of the conditions that can allow Sneak Attack, rogues do additional Sneak Attack damage. Resident heavy-hitting rogue, Edér. Rangers are expert sharpshooters with any ranged weapon. Though they traditionally rely on bows and crossbows, some use firearms or even magical implements. Regardless of their choice of armament, even novice rangers can strike swiftly and leave severe wounds that quickly wear down an enemy's stamina and movement. They are assisted in their efforts by their animal companions, incredibly tough and loyal creatures who share their lives (literally) with their masters. All rangers start with the following three abilities: Animal Companion - The ranger begins the game with (and can name) an animal companion that fights at his or her direction. This companion shares Health and Stamina with the ranger, i.e. if either one is damaged, the same pool is reduced. Both the ranger and the animal companion die if their Health is reduced to zero. Animal companions have high inherent Damage Thresholds that allow them to run interference for their masters. Wounding Shot (Active) - Only usable when ranged weapons are equipped. The ranger's shot inflicts a continuous damage effect and Hobbles the target. 3/rest. Swift Aim (Modal) - This mode increases the ranger's rate of fire and reload with ranged weapons at the cost of an Accuracy penalty. At higher levels, rangers gain abilities that increase the effectiveness of their attacks and the coordinated use of their companions. By tactically applying the synergistic benefits of the ranger and his or her companion, players can lock down and quickly overwhelm powerful enemies. Defensive Bond - When both the ranger and his or her animal companion are subjected to an area effect attack, they gain +15 to the targeted defenses. Marked Prey (Active) - The ranger can designate a single target as his or her marked prey. He or she and his or her animal companion have a damage bonus against that target until combat ends. Once designated, the target cannot be switched. 1/encounter. Predator's Sense - The ranger's animal companion gains a damage bonus on any creature suffering from a continuous damage effect, including those caused by Wounding Shots. Stalkers' Link - When a ranger's animal companion Engages a target, the target is automatically Flanked if the ranger has a ranged weapon equipped and is opposite the target. Takedown (Active) - The ranger's animal companion will knock the target Prone with a Fortitude attack. 2/encounter. Defensive Shooting - When using ranged weapons against any target that is Engaging the ranger, the ranger's Accuracy is increased by 20 and his or her Interrupt rating is improved by one category. Master's Call (Active) - When the ranger issues Master's Call, his or her animal companion will immediately move back to him or her at increased speed, gaining a +20 bonus to Concentration and defenses against Disengagement Attacks. Any enemy it comes within 1m of is automatically attacked (Fortitude) and knocked Prone if the attack succeeds. 2/rest. In addition to the abilities listed here, ciphers, rogues, and rangers can gain access to additional class-specific abilities as well as Talents. Some Talents can be taken by any character, but many are class-oriented and can be used to distinguish or emphasize one character from another. One cipher's Talents may emphasize his or her physical attacks while another's makes his or her Focus use more efficient. One rogue may maximize his or her advantage against a specific type of affliction; another may improve the frequency with which his or her offensive abilities can be used. And while rangers can always benefit from improving their marksmanship and special attacks, investing in the durability and abilities of their animal companions can safeguard the ranger against disaster. Pillars of Eternity's heavy hitters all differ in how they bring the pain to enemies, but we hope you enjoy the concepts and mechanics we've presented here. As always, these are our current designs and implementations, but will be adjusting them in the months to come. We will be doing three more class pair updates in the future: The Leaders of the Band (chanters and priests), The Front Line (fighters and barbarians), and The Mob Rulers (wizards and druids). Let us know what you think of today's update and please vote on which of the three class pairs you'd like to see covered next. As always, thanks for reading and for your continued support.
  24. I searched these forums for topics on the animal companions, but couldn’t find anything dedicated to animal companion mechanics. Hence this topic. When I first played the BG series, I rolled an elven ranger who I stuck with throughout both games and the expansions. I really like the idea of a marksman tracker and therefore I’m toying with the idea of playing an elven ranger again. However, I feel that the ranger class is not quite as appealing as some of the other classes (e.g. the cypher or monk) based on the details that have been revealed so far. Where the cypher and monk have a lot of abilities and mechanics to fuss over, namely the concepts of focus and wounds that power special abilities, the ranger’s key distinction seems to be bonuses/abilities in ranged weapons and the animal companion which seem a little bland at first sight. What I mean to say is that, for example, cyphers, monks and wizards have plenty of abilities and “resources” that need to be managed and therefore allow the player to be more involved with the actions of the character. We don’t know much about the ranger class yet, but based on the information at hand, the class doesn’t seem to require as much attention from the player or provide as much strategic depth, except for the management of shared health/stamina pools between the ranger and animal companion. This is what Josh had to say about rangers: “ "Rangers have the second highest single-target damage output capability (behind rogues) but have the advantage of range. While many rogue abilities allow the use of ranged attacks, the rogue needs to be relatively close to the target to use them. Rangers do not have this restriction. Rangers also all have animal companions. They are an integral part of the class and animal companions gain additional abilities as the ranger advances. Because rangers and their animal companions are soul-bonded, they share a common pool of Stamina and Health. Mechanically, this means that rangers cannot use their animal companion as a "meat shield", but they can gain good synergistic benefits from working together.” As the animal companion is such a distinctive part of playing a ranger, it’d be interesting to hear the opinions of others on what you expect the animal companion to play like and what kinds of companion mechanics would you like to see implemented in order for the ranger class to be as unique and appealing as some of the other classes? Also, what kinds of animal companions would you like to see (e.g. large melee type animals, stealthy scouts, magical creatures)? TLDR: What kinds of animal companions and animal companion mechanics would you like to see in P:E?
  25. Hi all, I wasn't sure how Pillar of Eternity was going to handle Party traveling. I know in the old BG & Icewind Dale games basically had a random chance to have npc/monster encounters which was always cool but I was wondering you there was any thoughts on expanding that. It would be interesting to see if you tie into a Ranger skill. Perhaps like a trail blazing skill- that could help in a number of ways: 1) The PC party travel fasters from location to location 2) Avoid less monster encounter or not as difficult mobs 3) Find undiscovered locations (ancient tomb/burial ground, Roaming Gypsy camp) 4)Perhaps give the party potential bonuses as way of the ranger finding favorable terrain to traverse the wilds. 5) Finding party resources(Food, Precious Items, Herbal...etc) along the way 6) Avoid treacherous weather so they party is better/well rested. To me this would make the Ranger a much more attractive party candidate instead of just alternative to a fighter type. Any thoughts?
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