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Showing results for tags 'ability'.
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KnockDown skills are only serving to delay enemies or to interrupt, nothing more. The enemy falls and raises on the same turn and still strikes as if nothing happened. Another important detail, the fallen enemy has the same deflection as if standing? Does it make any sense? Those who are fallen are not in a position to defend themselves, should have a penalty of 50% for attributes of avoidance as reflex and deflection. In my opinion who is knocked down should lose the turn and suffer avoidance penalty while on the ground.
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Why Test (Version 1.2.0.0028) Mmmm, Carnage. I've been a long time fan of Barbarian and have been seeking information on how the Carnage mechanic works in Deadfire since release. Unfortunately, things were slow both here and on Reddit with limited interest (people consider Carnage a worthless ability, especially in light of Mob Stance prior to its nerf) and poor accessibility (limited HUD tooltip info). The only question that really got answered was whether the secondary Carnage attacks applied on-hit effects, and the answer was a resounding, "No, but Spirit and Blood Frenzy on-hit effect
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Hello, recently I have a bug during events. When there is an ability test in events, I can't choose a character anymore. Instead, the game chooses automatically an character for me. Example: In the event a group of ogres is in front of me and I have dialogue choice of sneaking closer. Normally, I can choose the character with the highes stealth rate. Now the game chooses automatically a character (which of course failes most of the time). Couldn't find a bug like this in the threads. Obviously, I can't play the game like this. Can anyone help? The savegame is attached.
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I made a new mod level and ability cap increaser 1.0 Mod (LACI 1.0) on github https://github.com/Fhav6X/level-and-ability-cap-increaser/releases/tag/LACI1.0 and nexusmods https://www.nexusmods.com/pillarsofeternity/mods/198 What does it do? - This mod increases the level AND the ability cap to level 20. ( Yep, just 20 but with abilities . You won't know where to put them all ) - This mod removes the helm restrictions for Godlike. Their boons are worth nothing at level 20 and so this restriction is no longer justified. - This mod removes the bonus xp for smaller parties and the
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Ability description: "The barbarian swings viciously in a lightning-quick flurry, taking on all comers. Each equipped weapon attacks every nearby enemy, doing extra damage and inflicting Carnage if applicable." In my game play, it appears that my character only damages enemies with the current dual wielding weapons equipped (slot 1) and other weapons in my 2, 3, 4 equipment slot does nothing. Is it intentional that barbarian only use 1 slot of weapon when this ability is activated?
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Well met, Adventurers! As we mentioned in an earlier post, pricing changes are coming to our store. Why did we decide to make these changes? Several reasons: first, and most importantly, we got feedback from our players (both directly through comments and through watching what is and is not actually being bought), about what items they wanted to see at what pricing. We listened to these comments and made changes we think make sense, while still making business sense for the product. Second, as you know, we recently added new content to the game and will be adding more i
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Greetings, I played the game to the end once (on hard), currently i'm playing a PotD party with an Bleak walker on a future party of 6, but i'm planning a future PotD run (preferable Triple Crown Solo), and so i studied some Rogue builds. Evaluating the rogue abilities and talents i would like to suggest something that was already done with the barbarian abilities. As Barbarians have the Brute Force ability, that make the character target the lesser defense of an enemy bettwen Deflection and Fortitude, i would like to suggest the following ability for a Rogue: Improved Evasion (or an
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Countess choise.
LightLance posted a question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Hi guys. I found gloves "Countess choise" in the Stalvart Mines (WM2). These gloves have passive ability "Loner". I do't understand how this ability work exactly. There are not any aura effects from it on my party members during combat. Also it's writeen in gloves description all effects have duration 3 secs. What event from? Could you clarify this ability properties an why aura effects are not visible on party members? -
There is an issue at the character creation. If you follow these steps, the abilities disappear und won't come back until you go entirely back to the main menu. 1. Choose one or more abilities 2. Press next or previous 3. Go back to the ability menu 4. Deselect one or more former selected abilities and press previous 5. Go back to the ability menu and the deselected ability/abilities is/are disappeared
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Description: Eder ,the fighter, can't use the ability Into the Frey. The ability tooltip shows "Already activated". This is permanent, in or out of combat. Rest, client restart, removed from party did not fix the problem. This is save specific, once it occurs it will affect all new saves files. The only fix i found is to use a prior save not affected by the issue. (i lost progress once i discovered the issue was present over 1h or gametime played) Important Files: Added save file before and after and screenshot Your upload limit prevents me to upload the files, please advice how i can gi
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Just a quick question: I was looking at the Barbarian's "Brute Force" ability, which causes their attacks to attack Fortitude instead of Deflection while reducing the Accuracy of any enemy hit. Cool stuff. But is there a way to toggle it on and off? If not, I think there should be. Otherwise the Barbarian is at a significant disadvantage vs. enemies with high Fort and low Def. Which kind of defeats the purpose of the ability. IMO this should be a modal, not passive ability. That is all.
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I am. A new element to branch out of would be a great way to add replay value and something new to the genre. Fire, water, ice, earth, lightning have seen its fair share of use since the ancient greeks first go the idea they made up the cosmos. Well, now that its 2013, how about we draw some information from more current sources understanding? Biology, particle physics, quantum mechanics, there's a great deal of awesome fields of knowledge to draw inspiration for! Why isnt anyone trying something new like this? The setting doesn't necessarily demand it, theres no rule saying a fantasy rpg has
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Hi there, I've put my TLDR in the Cooldown 2.0 thread but i really want to expand a bit. Seeing as there is much discussion around this cooldown thing i would like to propose a mechanic that seems pretty good to me (or course it does, duh!, i'm proposing it lol). Ok, let's get to the point. 1. Basics Each ability or spell has two components: Proficiency and Efficiency. Proficiency is gained (points) through the use of abilities/spells or combos, and starts to decay naturally (percentage of the current number of points) after a fixed amount or time. It stops decaying onc
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