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Found 112 results

  1. I've been playing now for several hours, died a few times, and am enjoying the game, learning the skills/perks/etc. Only two issues I noticed both deal with stealth. 1. Not sure when I am hidden. Am I missing an indicator or something on the HUD? When I'm in tall grass it fades so I can see through it. But it's also tough to know when I reach or PASS the edge of that grass and am now visible. 2. I kill a mob. The noise aggros a mob on the other side of a solid building/wall/etc. I run into tall grass and hide, or around another corner and hide. The aggro'd mob somehow knows right where I am eventhough they never saw me. I got killed off by a guy with a light machine gun because I though I was crouched hiding the grass after blowing the head of his buddy. He (and a third mob) come around the corner and mow me and the grass down. If that's an intended mechanic I'll adapt, just was surprised they knew exactly where I was without ever seeing me in the first place. Anyway, breaks over. Back to hunting marauders.
  2. I have started a turn based game after installing PoE II with patch 5.0. My character is a chanter skald. Every time combat starts, my character all ready has 4 chants which means I can start casting invocations right away. Is this right ? In PoE I I had to do some chanting before I could cast any invocation. Being able to cast invocation at the beginning of combat make combat a lot easier.
  3. While fighting Jungle Lurkers in the Hohina Ravine on Tehiwai Islands I encountered a soft lock. My best guess is that Mage Slayer is successfully interrupting a spellcast but this is causing turn based combat to break. Unfortunately the combat log does not offer an indication of a spell being interrupted here, though it would if I was using the pet boar and still it would soft lock so long as there are spell disruption stacks. I have not encountered this problem before this point due to either luck or bursting down an enemy before or after their spells had been cast. This is on Veteran difficulty (solo, Eothas and Berath challenge) and can happen even with the pwgra if they attempt to cast something while there are spell disruption stacks. A screenshot
  4. 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.
  5. I was very excited to play the turn mode, after some quick quests, I arrived at one of the first challenging fights, Gorecci Street. In the Questlog appeared to be at the same level as mine, 3. At this point i have 3 characters. I started the fight, I noticed the astronomous amount of enemies, 7. I ignored mathematics and went up, got good damage and some few cures, but after several frustrating attempts I realized that it would be impossible by the mere fact of enemies ranged did not miss any attack, always giving more than 30% of my total health damage. In the flood, u cant reach in time the backline with big damage on your neck. Completely unbalanced for one of the first missions!!!
  6. This is admittedly a very minor thing, but it can be misleading to annoying. While using the Turn-Based combat, just about every time I mouse over a target to check the chance to hit the character makes their comment about it not going to work. They'll say this even in cases where there's a 100% chance to hit and they'll be doing 130% damage. Not sure what the criteria is for them to say their comment, but it doesn't seem to make sense in a lot of the cases.
  7. Hello! I was recently doing some testing and I could not get damage shown to match numbers. I was under the impression that no penetration gave a negative bonus similarly to how damage bonuses, apart from lashes, are additive. I can not get the numbers to add exactly but it seems that no pen uses a .25 multiplier to base damage, then the game takes the .75 penalty again to reduce bonuses additively before multiplying for a final damage total. Using my monk/barb here are some numbers: 14.6base +.03+.2+.5+.15-.75 = 4.7 game Calculator= 16.498 Negative Reduction to bonus, ~4.5 with Negative Reduction base and bonus 22.2base +.15+.1+.15+.15+.5+.15-.75= 7.9 game Calculator= 32.19 Negative Reduction to bonus, ~8.05 with Negative Reduction base and bonus Is this intended or a bug?
  8. The interface for changing the ai is "unoptimized" and it takes a few minutes to make a small changes because I have constantly move things one input at a time then re-adjust slider. Wondering if there is a file location to make my own faster.
  9. So, just a couple minutes into Beast of Winter and it looks like you can keep modal abilities active even when weapon u're holding is not the weapon that can use that modal ability. Here i have the option to Rapid Shot (pistol modal ability) while having rapier and dagger. Aloth can use his scepter abilities even if he swithces to arbalest. BTW Eccea Arcane Blaster is still broken and doubles the amount of projectiles (which is the only reason i was able to kill that annoying new dragon in this comp). https://drive.google.com/open?id=1cgCechNlKBWK_4BeG41EvnafPSQLhlee
  10. As you can see on the screenshot taken prior to combat Xoti's Dismissal targets every undead in AoE except for Fampyr (same thing happened minutes ago during first encounter with local inhabitants, pointing out that this Fampyr named Zulka is not some kind of boss that should not be affected by spell, diary says that Fampyrs are lvl 8 creatures therefore lvl 18 Xoti should pop em in industrial scales with that spell). Even if we assume that upscaled Fampyrs are equal or higher lvl than Xoti they still have to take true damage on cast. https://drive.google.com/open?id=1eKsdraCyVicvBdj63TRfUN5YykekXPxY ^^ Save link However on this next screenshot in combat log there is no entry for DIsmissal hittin (or missing => no entry of spell targeting that Fampyr) Zulka In russian Zulkas name will look like Зулка written in blood red, as you can see there is no entry of Xoti performing anything against her.
  11. I recently finished my first run through the story and enjoyed it just as much as POE1. I'm currently playing through on PotD and focusing on tweaking the AI scripts... It's making the already enjoyable combat that much better. It got me to thinking that I would love to have a DLC Arena, separate from the story, where we could build custom parties and test different AI scripting strategies against endless waves of random enemies. It seems like it would be fairly easy to build (many other games do this) and would keep me playing over and over. If this is already in the future plans, thank you in advance. If not, please get on it, I say!
  12. From time to time Amira's wing stops working. The attack animation goes on without problem, "projectile" launches but it never reaches the enemy. In combat log there is no entry for those attacks at all, as if Aloth did nothing that whole time (unless he casts spell, then corresponding entry appears in log). Bug occurs randomly, after some period of time (or after some action performed) it fixes itself. It appears that it fixes after you board your ship and land somewhere (but simply leaving and re-entering location won't help, neither will switching location, because on screenshot you can see that bug is still there despite it first (not the very first time, it happened to me on 2 walkthroughs, this being the second) showed up on the upper level of the location Poko Kohara) Also on second screenshot in combat log you may see my rogue hitting Desert Imp twice with 1 attack using Scordeo's Reward, and damage dealt differs between those 2 hits. The second issue occured after i switched weapon (not set of weapon but replaced 1 pistol with another) from Eccea's Arcane pistol to Scordeo's reward.
  13. During 2 of my latest walkthrough i've noticed that there are moments when FPS drops from the cliff in combat. Luckily the reason was easy to spot : for some reason every now and then Serafen's shots cause FPS drops. I've encountered this bug in The Hanging Sepulchers, and just a minute ago i got that bug again. The moment Serafen pulls the trigger (doesn't matter what weapon he has arquebus/pistols/blunderbuss) and the hammer hits the primer (or whatever that part is called on that flintlock firearms) and the sparks show up the fps drops (simultaniosly with the sparks appearance) and stays low for uncertain amount of time. Switching weapons back and forth didn't help (perhaps because i switched from firearm to firearm). Yet this bug does not appear EVERY time Serafen fires. Save file link https://drive.google.com/open?id=1BQW4MyLnKaIR1Fl54Hwm-fm8AFajg8mZ
  14. Player Character freezes during combat after attempting and failing (abandoning) to perform an action from another class, most likely, that of the enemy. For instance, Marauder might try casting a spell or chanting. After abandoning action, the character becomes unresponsive until death or reload.
  15. So my first character in POE 2 is your, typical good guy, he helps everyone and generally tries to please everyone. I'm currently on good terms with all factions, even the Principi pirates and my problem is, I can't find anyone to engage in ship combat. From my understanding, all NPC ships are part of one of the factions, but if I'm on good relations with all factions, no one will attack me? I managed to get attacked by a slaver once but that was it. I don't want to attack pirates either since I want to stay on good relations with all factions (if that is possible).
  16. Is it possible to be close enough for an enemy to be revealed on screen, and still have a chance to stealth? Or is the only way to sneak up to an enemy (without abilities), is to pre-stealth and assume an enemy could come up anytime (which slows the game too much doesnt it?) edit:I realised if you have autopause on when enemy spotted, it gives you enough time. If this is turned off, theres no way you can do it unless youre always walking. However there are still times when you could be walking, have auto pause when enemy detected on and still be in combat before having a chance to stealth. Is there a way that decreases detection range?
  17. Hi, Yesterday I noticed for the second time that enemies can become untargetable and keep you in combat, requiring a reload. Clip of this happening: https://clips.twitch.tv/PricklyStylishWebSmoocherZ Loving the game so far; thanks! poe2diag.zip
  18. I can not initiate ship combat anymore. I sail up to a merchant ship, click attack, hear the battle music, and no combat happens. I keep sailing and hear the battle music. I have tried to attack multiple different ships with the same results. Seems unaffiliated ships are the main issue. I can double click on ships that are not unaffiliated and initiate attack.
  19. I'm not too excited about the whole ships and ship combat lark, I mean i'm glad it's there just for variety but I really want a story that is much more intense than the first game, some good drama parts like with Yoshimo in BG2. I want to see some really hard fights as well. Even in Veteran/Hard or whatever it is called, I want some difficult fights. I remember the early days of BG1 the fights with... Mulahey and Davaeorn were really tough, I want some bosses like that. 'Normal' guys but really tough. I know it's probably because i just sucked at the game they were hard because now i understand it they are a joke, but i want that feeling again. Going into the unknown and getting my arse handed to me. On a side note, one of the funniest lines in the game is Davaeorns apprentice when he says something like 'Yes sir, that's right i'm reasonably sure i'm not going to be getting involved in anything like this again!'. Have we got to a point now where we're not allowed to say we want something like BG1/2 because people get too annoyed?
  20. I got around to playing today, and I've noticed all my characters' speech gets cut off if I click on someone else or someone else says a battecry, "ouch", etc. The spell sounds, "moeth ixi anath" etc get cut off as well if anyone else makes a sound, interrupting it. Has anyone found a workaround for this? Is this ever going to be fixed? I've done some research and this bug seems like it's been going on for a while, but I have seen some YouTube videos where the game seems to work fine. I think this really ruins the immersion =/ Any advice or help would be truly welcome.
  21. Working my way through a tactical battle in the first game, and I noticed something: The auto-pause options in PoE I don't cover every situation where characters are twiddling their thumbs. For instance, when you're done quaffing a potion. Rather than set lots of options for specific things that tend to leave your character idle, why not auto-pause on the idle state itself? As soon as your character has the [...] over their heads, auto-pause. Then I can rest assured Aloth isn't lollygagging after nipping from his purple flask. It also covers "xaurip gibbed" and "finished moving out of the way of a flaming dragon belch".
  22. In PoE, unless you've read a Walkthrough or you have already played the game, you don't know what kind of enemies you will encounter in the next area you explore. So your characters carry around a chest filled with 107 weapons, 23 suits of armor, 2310 potions/scrolls/traps that you could use at any time. Which I feel misses an opportunity. As such, I'd like PoE 2 to offer the ability to ask locals, read notices or hire a scout that can give you information on an area well before you visit so you can pick the appropriate weapons, carry the necessary potions and load in the optimal spells. I'd love for equipment to allow for the bonuses to be changed at certain locations, that way you could choose to Enchant the equipment to allow you to cut through the mass enemies at that site, or be more effective against the few powerful leaders there. I've read the goal by the developers is to make the combat less of a filler and more interesting and I think arriving at a town, talking with the locals find out the area you are going to explore is filled with strong but dim witted Ogres, but lead by a clever Spirit. At the moment, I think most people use the same equipment most of the time. I like in the Witcher you could chat to people to get information about a Contract, Use a Bestiary to gain information on those creatures and then apply an oil to give an advantage before entering an area, same weapon, but correct oils give significant benefits. Instead of ripping off The Witcher, why not allow for replaceable Enchantments?
  23. I was reading JFSOCC's post about why he/she (sorry don't know you gender ) didn't finish the game (here's the link: http://forums.obsidian.net/topic/92127-i-never-finished-pillars-of-eternity/) and at some point he/she complains about hating combat because of its score. Although I liked combat music and didn't got bored of it, I understand why it can become annoying being 3-4 tracks and combat encounters being all over the place. So, wouldn't it be agreat thing if the sequel has unique music tracks for specific encounters and even places? Like if Cancelhaut had his own music only during wis combat encounter or if Raedric's Hold had its own score as an entire area? I believe this is going to make parts of the game more memorable.
  24. Just wanted to suggest something I feel is missing from most RPGs today, and something I know was discussed (post launch at least) with PoE1: one-handed swords as only weapon. No shield, no off-hand, and certainly no two-handed log of a weapon My reasoning is that if you look at most fantasy books (and movies), many of the characters opt for a one- to one-and-a-half (bastard?) handed swords, instead of wielding a huge lumbering claymore. This would be a master swordsman, who strikes with speed and precision, relies on parries and dodge (to some degree), though not neccessarily the "ninja" style of a rogue. Think in the lines of Al'Lan Mandragoran from the Wheel of Time.
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