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Found 58 results

  1. We have a lot of resources that could be made into new weapons and armor for the game. Here's just some ideas. Standalone gear: Berry Leather Vest: This is a standalone T2 piece of gear that increases your resistance to damage. as well as give a defense boost. It has the same defensive capability as the grub vest and would be awesome as we currently have no standalone chest pieces, only for head and feet. Spider Pants: A standalone T2 piece of gear. Allows the player to jump much higher. Gnat Facemask: This is a standalone piece of T1 gear that allows you to see in the dark but makes bugs track you from further away. Spider Grips: A T2 attachment for the chest slot that allows you to climb up steeper surfaces but offers little protection. Armor sets: Petal Armor: A T1 offensive armor set made from flower petals as the main ingredient. Each piece grants a defense slightly worse than grub armor. Wearing each piece makes attacks consume less stamina. Wearing the set gives the Graceful Caress buff, allowing you to dodge an unblocked attack 30% of the time. Dewbug Armor: A T2 defensive armor set made from aphid honeydew, sap and stinkbug parts. Each piece grants a defense on par with acorn armor. Wearing each piece gives you 1/3 poison resistance. Wearing all 3 pieces gives you the Airtight buff, which makes you immune to stinkbug gas. Silk Armor: A T2 balance armor set made from spider silk, spider webbing and spider parts. Each piece grants a defense slightly better than acorn but worse than spider armor. Wearing each piece gives you a +10% chance to land a critical hit. Wearing all 3 pieces gives you the Webbed buff, which slows down an attacker if they land a hit on you. Weed Armor: A T2 offensive armor set made from weed stems, spider silk and larva spikes. Each piece grants a defense on par with grub armor. Wearing each piece gives you +10% attack reach, allowing your attacks to hit targets further away. Wearing all 3 pieces gives you the Battle Ready buff, which makes regular blocking worse, but grants a higher attack power and faster attack speed on heavy weapons. Thornberry Armor: A T2 defensive armor set made from berry leather, thorns and bombardier parts. Each piece grants a defense on par with grub armor. Wearing each piece gives you a 1/3 chance to damage the attacker if the attack is unblocked. Wearing all 3 pieces gives you the Pointy buff, which allows you to do 3x damage with spears and 10x recoil damage on perfect block. As there are now a lot of T2 armors, spider and ladybug armor could then be classed as T3. Weapons: Quartzite Spear: A T2 spear made from quartizite, berry leather and a weed stem. Has slightly better attack than a regular pebblet spear, but a much longer reach. ... mre coming soon
  2. Ok, so I know in an interview the dev director acknowledged that the current combat system isn't very immersive. However, the solution the devs are taking -tweaking the arthropod attack patterns to seem less robotic- doesn't, in my opinion, address the root of the combat system's issues. From my experience, the reason melee combat currently feels so mechanical and unimmersive is tied to the blocking system, not the insect attack patterns. In my understanding of arthropods (which was confirmed by peers more familiar with entomology), the mandibles are not only used for biting, but also for grabbing onto things. When arthropods bite something, they clamp down on it and don't let go. We can observe this by observing worker ants and gnats carrying around nectar and honeydew in their jaws in the game. What does this have to do with the blocking system? Well, currently the blocking system works by having you hold your weapon sideways, seemingly to deflect the attack. The animation for blocking doesn't even make sense, as if you were trying to block this way, the more sensible technique would be to hold it in a manner so that the shaft of the weapon crosses you, so that you can hold onto it with both hands to better brace yourself against the impact. However, even if the animation did follow this principal, it wouldn't change the fundamental flaw in this method of defense; you're essentially holding your weapon in a way that practically invites the attacking arthropod to grab hold of it in their mandibles and either crush it or rip it away from you, leaving you defenseless. The only way this would make any sense would be if the blocking system is meant to work around the principle from whacking them right before they bite you, but if that was the case then why not just have a well timed attack with your weapon instead? Now, not only is this system not immersive, but because it's so mechanical its not something that players will instinctively think to do, which means that many players won't think to do it, especially against arthropods that are larger than you. Unfortunately, the only solution I can see to this problem would be to replace the block system entirely. Change secondary fire to do a quick sideswipe attack that can knock around enemies. This would make the system feel less mechanical, but introduces a new problem; arthropods with enough mass, which would be anything larger than a soldier ant or larva, won't be as easily countered by this. This would make fighting them much more challenging. This wouldn't have a negative impact on immersion, as players would expect fighting a larger arthropod would be more dangerous than fighting a smaller one, but could make the game significantly harder, especially in singleplayer. Fortunately, I have a solution to this as well; the implementation of the ultimate melee weapon; a versatile tool that dominated hunting parties and battlefields for the majority of human history. I'm talking about the elegant, yet humble, spear. "But wait a minute," I hear you asking, "aren't spears already in the game?" While it is true that one-handed throwing spears are already in the game, that type of spear wasn't actually a melee weapon; it was a ranged one. I'm talking about proper, 2-handed melee spears that were longer than the wielder is tall. This more prevalent type of spear was the most commonly used weapon for most of human history for several very important reasons. The first and most obvious reason is its reach; which enabled you to thrust and attack your opponent while keeping your body out of harm's way. Furthermore, the elegant design of the spear allowed it to simultaneously attack and defend. This is due to the pointy end of the spear serving as a physical obstacle your enemy would have to deal with before they can close the distance. Simply brushing aside the spear isn't an easy task, as not only is the end of the spear weighted to give it more resistance to a change in motion, but most of its length lay between the wielder and the target, serving as a lever favoring the wielder, who can move the pointy end further with only slight repositioning of their hands. This can be reflected in the game by giving the spear a physical hitbox that arthropods collide with, not only being damaged by it, but also being pushed back by it. Perhaps an impaling mechanic can even be added, with the damage increasing the further the spear penetrates into the target. Of course, the full intricacies of polearm combat would take time to be implemented, but with this game being in it's early stages of development, there is plenty of time for such a system to be fleshed out.
  3. First, I am 80 hours in and love playing the game! Thanks for update 1.2 which fixed the dew collector, mushroom garden, etc. spawning issues. I am very excited for future content in the game. I would like to suggest that if any armor, weapon or tool items are equipped in the inventory screen (placed in the arm or armor slots) those items should no longer occupy any of the backpack inventory slots. Currently, any equipped item also occupies a backpack inventory slot as well. My thinking is that if a player equips an item in the arm or armor slots, they are "taking out" the item from the backpack inventory to use so that item should no longer occupy one of the backpack inventory slots. This would allow players to have more backpack inventory slots.
  4. Hi All, I've decided that since I have a lot of ideas for the game and am a big fan I wanted to create a forum for all my ideas and thoughts. Critiques are always welcomed. Thanks,
  5. Hello Obsidian, I love the game so far and can’t wait to see what you have in store for the future. My main complaint is the ability the throw hammers, axes, and bows. I think this should be removed. I have lost multiple high level tools and weapons from accidentally hitting the wrong button by mistake and I don’t realize it right away sometimes. Please remove this feature. Throwing spears and rocks makes sense. Throwing a hammer or a bow, does not. Thank you,
  6. Happy Holidays to everyone here! I just recently got The Outer Worlds and have been thoroughly enjoying it! However, I feel like being able to remove Mods after installing them would be a great addition to the game! I'm well aware that, due to the multiple copies of weapons that appear often, it's pretty trivial to have a suite of different modified weapons and armors. However, there are some cases where the ability to remove mods would be incredibly helpful. For example, I had purchased the unique revolver 'Fiver' from the Botanical Lab, mostly because I loved the idea of a true hand cannon for my character! It fit her aesthetic (and my preferred game play style) so well! However, the sight on it is kind of a deal-breaker and makes a nearly perfect weapon into a hassle and a constant (if not minor) annoyance! Thanks for your time and have a great rest of your 2019 and an even better 2020! - SlipSpace2
  7. I was wondering if anyone knew whether the Damage, Penetration and Accuracy of Shield Weapons such as Magran’s Blessing, Tuotillo’s Palm and The Best Defense increase with every upgrade tier. It would be rather a shame if it didn’t but I’m not quite sure how to check. Any advice on this matter? Much obliged.
  8. Starting topic of any/all ideas & suggestions for possible future games & DLC content. Here are a few things that I'd like to see in future installments or DLC content. 12 Companions Weapons/Armor DLC Archer companion that switches between standard crossbow & bow with power based weapons that include elemental damage ex: fire, plasma, shock, etc. Mimic/Shapeshifter companion that can take on identity/form of anyone in game which could be used for missions or to infiltrate a group/faction or replace someone in game or be used for humor aspects.
  9. On my equipped weapons hot bar, one weapon is highlighted green. I cannot unequip it, or scrap it. It can be moved into different slots in the hot bar. And it can shift between weapons at a whim. This effect started on the starter pistol, but moved to an assault rifle on its own. what is this effect and can it be turned off? It’s locked a low level assault rifle in my gun rotation and I can’t remove it. Playing on PS4.
  10. Wouldn't it be nice if there were throwing weapons in the game? I was playing the other day and picked up a hatchet and not knowing that you can't throw it,tried throwing it. I also said to myself "where are the grenades"???? I also would like to see that pathetic excuse of a hunting rifle based on a 19th Century rifle with a telescopic scope ,beefed up with a proper marksmen stock and a decent scope. Seriously who designs a scope with just a 2x view? There are also variant of the rifle based on the Viet Nam era M-14 also. I have beginning to notice that Obsidian is using the game engine that the designed Fallout New Vegas with because everything in the Game looks like a mirror image of something from New Vegas. I also would like to see a robot workbench added and maybe a version of the Henry Rifle also added. The machine gun looks a lot like the M-240B or AKA the M-240 Bravo. I also like to see a variant of the Victor Securitron or something. The Automatrons look like the Centaur Bots From the Early Fallout Games and are extremely lethal also. I noticed the M1 Garand variant is strangely absent for some reason also. I would also like to see the rifles, both bolt-action and magazine-fed have an option for noscope or remeve scopes and other mods and switch between weapons or switch or remove mods entirely and re-add them when you change your mind like the weapons from Fallout 4. I also like to see an option for a heavy pistol with a long ported heavy frame that does a fair amount of damage. I also noticed the pistols are based off of any early prototype concept of the 10mm pistol. I also wished thre were some sort of jetpack or spring boots in the game so you can reach hard to reach areas and also safely decend from leathal heights. I have accidentally killed my character many times by jumping wrong. Wouldn't. It be cool if there was a mission in the game where you could aquire a newer bigger ship and also modify it . The interior is way too cramped and needs to be roomier. The Captain's Quarters could be bigger maybe a poker table so you and your crew have something fun to do. Ialso wish there was an option to switch Characters also. I actually found a way of keeping more than one save for characters,but at the moment it requires a manual save which can be a bit tedious or if you forget to save you will load your last save if you die etc. I really wish this could be encorperated into the auto-save feature or something. my most favorite LMG from the Fallout lore is th good old M-60 bull barrel with barrel-shroud jungle combat version of the M-60. I like it because it does higher damage compared to the M-240B, and is gas-operated too. I wish there was a variant of the M-60 in the game also. And maybe also a variant of th Desert Eagle that uses .50AE (Action Express) bullets. And also some kind of Anti-Tank or Anti-Personell weapon based off of the .50 Caliber SniperRifle and varies world-wide by nation.
  11. Hi All, I recognize that this game has been out for over a year now and it may be too late to bring this up to any effect, but since part of the purpose of this particular forum is to discuss our "hopes and dreams" for it I thought it wouldn't it hurt to bring it up (or bring it up again if it's been discussed before). Let me start by saying that I personally think this game is bonkers good, just redic off the wall levels of care and detail and thought-out features relative to it's predecessor and relative to many other similar games. I recognize that there are some harsh criticisms of it out there relating to issues of min/maxing, weapon type balance, the AI and others, but none of that has felt like an issue to me especially considering how much of a beast this game is in terms of story, lore, world building, the writing and consistency of interactions, the voice acting, the audio and visuals, travel and exploration, and the re-tuned combat resource system. It's not hyperbolic when I say that I'm dangerously obsessed with this game right now. All that said, there is one visual design feature that my OCD won't let me not focus on constantly and bugs me to no end: weapon size scaling based on race. I love dwarves, love their typical physical and physiological design, personality and behavioral traits, their background and lore; I roll a dwarf main character in as many games as I can and their visual design in Pillars 2 is fantastically improved over what they looked like in Pillars 1, so I've been really into my dwarf playthrough... except for the fact that the visual scale of weapons shrink when equipped on a dwarf. It's particularly bad with respect to one-handed weapons. Do you love the sword Modwyr? Well if you equip her on a dwarf, the sword looks like a child's toy. Same with most other one-handed swords. Maces look like your dwarf is melee'ing with a wand. Daggers and stilettos look like you're fighting with toothpicks. And what makes these visual disparities even worse is that all weapons shrink even smaller when they are sheathed. Dwarves may be a bit shorter than humans but they're also stronger than them, as evidenced by their natural +2 Might compared to the +1 of humans. So why do dwarves have to be made to appear to need smaller weapons? They should be able to wield human-sized weapons with no problem, and I would love to see them doing so in this game. Now I'm not saying the current visual design for weapon scaling ought to be scrapped; I recognize that if you like to play an Aumaua you may dislike having your equipped weapons look too small for your body, so you like the fact that weapon sizes scale up for you. And maybe you enjoy playing an Orlan and don't want to see them carrying weapons that are comically too large for them to be wielding, so there's value in having the current visual system for weapon size scaling. What I hope and dream to see done is the addition of an option in the settings that lets you toggle race-based weapon size scaling off and on, where if you toggle the setting off then all weapons are fixed in their visual size scale to what it currently is for humans. I have no idea whether this would be something that requires a lot of technical work on the part of the devs to implement, but if it isn't something that would be that hard to do (and ya'll actually did it), it would lock this game down for me as unequivocally one of the best games I've ever had the pleasure of spending hundreds of hours obsessively playing. Just think on it a little. You'd be making this old dwarf's hopes and dreams come true
  12. HAve a weird UI bug since DLC release. The modal options don't updates. I have 3 weapons set with different proficients. Dual pistols in set 1 show my pistol modal, I switch to a hatchet + dagger (proficient), it show the pistol modal + dagger modal, switch to 1 blunderbuss in main hand (proficient), show only the pistol modal. Look like modals from proficient in first set overlap the ones in other sets depending of main hand/off hand.
  13. Basically, Swords: - Whispers of Yenwood - Hel Beckoning - Duskfall - Modwyr Vs. Sabres: - Aldris Blade - Grave Calling - Tarn's Respite - Scordeo's Edge
  14. Description: I used the spell "Spiritual Weapons" with my priest (Magran), and now they won't disappear and I cannot unequip them or exchange them for an other conjured weapon (like the one on the fiery greatsword scroll). I'm stuck with them. I tried to respec, to summon them again, nothing works. Steps to Reproduce the Issue: Use the spell "Spiritual Weapons", and <<I THINK>> return to the travel map (from a dungeon or a city to the world map). I'm not sure on this one, didn't really notice when it happened. Important Files: Save file sent by email Output Log included AND sent by email System Specs included AND sent by email Screenshots are unnecessary I think output_log.txt DxDiagAgraell.txt
  15. My only major complaint with Deadfire after sinking 76 hours into it is the presence of enemies with Immunity to Common Damage Types (Piercing/Slashing/Crushing) and its impact on the gameplay experience. Now, before I get into it, I want to say that I can understand and appreciate Elemental Immunities - typically the only sources of pure elemental damage are spells, and usually if you're running into enemies with elemental immunities you can just cast a different spell. But outright resistance to the Common Damage Types sets my teeth on edge because it produces particularly strange logic in several cases. For example, Skeletal Warriors (and other Skeletal [Class] enemies) are immune to Piercing damage. I can see the logic behind it: Skeletons are not known for having a lot of squishy parts. They're entirely bones and empty spaces, so it makes sense that weapons that rely on piercing fleshy parts to damage organs would have a tough time against them. - Figure A: Skeleton Lectures Peasant On Why Gut Stabs Aren't Great Without A Gut To Stab - However, just because a Piercing weapon primarily relies on touching things that shouldn't be touched to deal its damage doesn't mean that it would be useless: there's still significant force being exerted by the impact, even if effective impact locations are harder to come by. In this case, a high resistance to the damage type in question makes sense, but outright immunity doesn't - regardless of how wiggly and wily a Skeleton may be, a bullet or spear in the right place will still shatter bone. - Figure B: Skeleton Politely Requests Peasant Not Move Pitchfork To Avoid Snapping Spine - Things get even weirder when you factor in Bows. For some reason, War Bows and Hunting Bows were changed from Piercing to Best Of Slash/Pierce. As a result, Skeletons are immune to bullets and bolts, but still very much vulnerable to arrows (even though Slashing primarily relies on cutting, which... Skeletons don't have anything to cut!). - Figure C: Skeleton Loudly Disregards Local Constabulary's Firearms, But States Respect And Fear Of Bowmen - Nitpicking the logic behind it aside, the actual gameplay feel behind common damage immunities is just awful. There's no tactical depth to it: solving the problem is as easy as pulling out a backup - a Scepter or a Rod or a Sword or a Hammer - and it's just annoying. There's no huge additional challenge to dealing with enemies with these immunities, I'm just mildly inconvenienced while my characters use a slightly less optimal weapon so they can actually participate instead of complaining about how their weapon isn't working. Elemental or Spell immunities change the tactics you use because the majority of the spells in the game have unique effects and casting times and AOEs and what have you, but Common Damage Immunities just require you to use a different kind of stick. - Figure D: Bored Skeleton Suggests That Poster Find Better, Funnier Gimmick - Now, Skeletons are just an example of enemies with Common Damage Immunities, but they're probably the best indicator of why these immunities are simply annoying instead of challenging. Very rarely, if ever, do enemies with Common Damage Immunities pose a significant threat because of their immunities. I would much rather see enemies with Immunity to Common Damage Types be given high resistance instead (for example, 20 or 30 at least) so that they still retain their logical defenses against such damage types. This would encourage the player to switch damage types to better handle the situation but not require it. Continuing to use the resisted damage type would still be sub-optimal, but not so much that the experience becomes frustrating or immersion-breaking. - Figure E: Local Skeleton Seeks Flaming Sword To Cuddle, Direct Inquires To Old City Caves Under Neketaka - Overall, I've had a blast with Deadfire and have adored my time spent playing it. This whole Common Damage Immunity thing is literally the only thing I see as a flaw and I desperately want to see it changed, but I also understand if Obsidian chooses not to. If they don't, well... there's always modding, and it's not like I'm going to suddenly start hating Deadfire over something minor like this. Anyways, thank you for reading, and I hope you have a nice day.
  16. This is happening randomly, and I usually only notice when I go into my inventory to juggle things about, but often i find the 3rd weapon slot has emptied itself and the equipped weapon is back in the characters backpack (personal inventory). I haven't yet been able to pinpoint when it happens, but it has happened often enough to be annoying and noticeable. Anyone else seen this? I'm SURE i'm not imagining things.
  17. I had a lot of fun using the Tall Grass pike in PoE (https://pillarsofeternity.gamepedia.com/Tall_Grass), building a barbarian for max crit potential and watching groups of enemies knocked prone for the whole fight. I'm hoping I can do something similar in Deadfire. What controlling weapons have you found so far?
  18. I discovered a duping bug with the Ordinary Sword. Once you have the sword and take it to a merchant, you can get infinite Watcher's Blade's. When trading with a merchant, if you put the Ordinary Sword in your selling window, and then examine it, you can examine it repeatedly, and each time you do so will add a new Watcher's Blade to your stash inventory. The Ordinary Sword will not disappear either, and you can place it back into your inventory or stash.
  19. Before anyone says tells me that flint lock pistols require two hands to reload, I am aware and my suggestion takes that into consideration. So, DW pistols. First off, this is a pirate setting right? We need this for thematic reasons if nothing else. Mainly though, I want to be able to fire one pistol, then a second pistol, then switch weapon sets. The issue with duel wielding pistols is that you have to do it with both hands, but I'm suggesting that the ``proper" way to DW pistols is to not reload them at all. If they do get reloaded, you just need to set one aside, reload it, then set the other aside, and reload that one. Now you have two loaded guns again. So fire, recover, fire, recover, reload, reload-- much like Twin Sting, but with two reload phases, which come at a penalty. Just as DW normal weapons comes with a recovery speed bonus, I suggest that DW pistols comes with a reload penalty. So, 33% boost to recovery speed and a 33% penalty to reload time. Overall, this will make DW pistols slower, but again, for the way I would use them that's fine.
  20. So, anyway who has played the entirety of Pillars of Eternity 1 knows that by the end of the game you have some pretty serious weapons and armor on hand. Especially if you played White March. The question of the hour is, what will become of some of these items? The Hammer of Abydon especially because this weapon was very important. I would hope that we either get this items back at some point, and not that 'oh they were destroyed with your strong hold' That'd be kind of a lame excuse. Not to mention, if returning companions had Soulbound items, will they still have them? That would be a nice bonus. On the topic of the Hammer of Abydon, and the end of The White March Part 1, Do you think the Church of Abydon might view your character as some sort of Saint like figure if you restore Abydon.
  21. Anyone else think whips would be a cool mid-short range weapon given the setting? Ya know...totally go Indiana Jones on some pirates?
  22. Ok so does anyone know where I can find out what weapons each character can use. I have looked and can't find it any where. I tried to use logic based on the Characters themselves but that doesn't work. For example Kyra as a cleric of Serenrae's should be able to use a scimitar but can't and Merisiel should be able to use a longbow as an elf but can't. I would also like to know what the weapon feat for each character unlocks.
  23. Hi all! Really liking PoE so far. Only 20-something hours in, about half way through Act 2 & I've got a question regarding my party's damage output, specifically why it seems so low. Whole party is level 6. Eder (Heaviest armor i can find, shield, fine sabre) Aloth (leather armor, fine wand) Durance (fine robe, fine wand) Kana (heaviest armor available, shield, fine hatchet) Pelligrina (Heaviest armor available, shield, fine pike / spear thing) Cipher [me] (fine leather armor, fine war bow / lead spitter, key spells used are Mental Binding & Mind Blades) recently been doing some quests around Defiance Bay, and I've noticed that my damage output seems really low. like, each party member is only doing 2-5 damage per hit. without spoilers, the enemies i've been facing recently all have a DR of about 10-15 & I'm hitting for the MIN damage value more often than not. Have I done something wrong gear or skill-wise? should I be hitting harder at this level? most fights at the moment are drawn-out wars of attrition. my casters drop before too long coz I cant defeat anything quick enough & my front line just sit there slowly hacking away. most of the time, they get the job done, but it takes ages & I cant help but feel I'm doing something wrong. any advice would be greatly appreciated.
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