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I started POE II a few days ago and I am overall enjoying it a lot, since it feels like a step up from Pillars I in nearly every way. I decided to start with turn based mode because I prefer that gameplay style to RTWP general. I don't understand wizards in turn based mode though. Maybe I'm playing them wrong but the spell cast time in turn based is a very bizarre choice. I have only one spell which casts instantly. Everything else takes an entire 'round'(I'm not sure what it's called) to cast. It more or less takes 2 entire rounds to cast nearly any of the spells I have. What is so useful about spells that it justifies having such a long time to cast? Is the utility/damage output of one fireball or poison cloud so much that a wizard basically has half the speed of everyone else. If I have a fighter and I use the knock down ability. It just works and now the opponent loses a turn, which in turn-based tends to be very useful. Contrast that with a wizard casting say, jolting touch or crackling bolt since jolting touch is close range only, I have to wait a round where the wizard can be attacked, knocked down or interrupted the later of which resets the entire thing. What is there about wizards or even to a lesser extent Ciphers and Priests that make their higher spells worth doing nothing for at least one round, and possibly nothing for two rounds
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Here is a build I am thinking about using for my MC in my next playthrough, on PotD difficulty with upscaling, Turn Based mode. I'd appreciate any constructive feedback! I also want to turn this into a proper build, since there are so few 5.0 Turn Based builds out there. So, I'll be editing this post as I (hopefully) get feedback. Fighter/Rogue (Swashbuckler) Subclasses: Devoted/Streetfighter Race: Human Background: Aedyr, Mercenary Weapon Proficiency: Greatsword (Alternative option: Morningstar) Attributes: 18 Mig - 10 Con - 12 Dex - 18 Per - 12 Int - 8 Res Skills: Mechanics, Insight Role: Single target DPS, Off-tank Level ups: 1: Disciplined Barrage, Escape 2: Crippling Strike 3: Fast Runner 4: Fighter Stances, Two-Handed Style 5: Confident Aim 6: Determination 7: Disciplined Strikes, Dirty Fighting 8: Penetrating Strike 9: Riposte 10: Weapon Specialization, Persistent Distraction 11: Adept Evasion 12: Finishing Blow 13: Unbending, Deep Wounds 14: Conquerer Stance 15: Devastating Blow 16: Armored Grace, Improved Critical 17: Clear Out 18: Uncanny Luck 19: Unbending Trunk, Deathblows 20: Unbreakable Gear: Head: Helm of the Falcon Neck: Precognition Armor: Reckless Brigandine or Devil of Caroc Breastplate Feet: Boots of the Stone Cape: Mirrorback Hands: Gatecrashers Waist: The Undying Burden Rings: Voidward, Chameleon's Touch Weapon: Karabörü or Sanguine Great Sword Alternatively: The Willbreaker - if chose Morningstar proficiency Some aspects I'd especially like feedback on: - I personally won't use Reckless Brigandine, so I'll only have 1 engagement. Is that enough? Is there any way to improve that which is also worth it, like getting Hold the Line in place of something else? Any gear besides the armor that adds engagement? - I upgraded to Arterial Strike, because of Persistent Distraction already causing Distracted. Also, a ranged Scout will already have Debilitating Strike in my party. Should I keep Arterial, or Debilitating is still better in this case, too? - I added a Morningstar as an option to pick, as I know it is a better choice than Greatswords overall because of its great modal. I'll still use Greatswords though. Will it be fine on PotD difficulty? - I'll also have Edér as a Swashbuckler main tank, club+shield, in my party at all times. Two Swashbucklers are fine, right? It's not like I lose anything if I still have e.g. a Scout, Herald and Battlemage in the party? Thank you in advance if you comment!
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Here is another build I am using in my current playthrough, as a custom companion. Tested in Veteran difficulty with upscaling, in Turn Based mode. I'd like some constructive feedback on what I can improve. I want to turn this into a proper build, since there are so few 5.0 Turn Based builds out there. Rogue/Ranger (Scout) Subclasses: No Subclass Rogue/Ghost Heart Race: Human Background: Deadfire Archipelago, Hunter Weapon Proficiency: Arquebus, War Bow, the rest does not matter Attributes: 10 Mig - 10 Con - 19 Dex - 14 Per - 18 Int - 7 Res Skills: Explosives, Survival Level ups: 1: Marked Prey, Escape, Wolf Companion 2: Vicious Companion 3: Crippling Strike 4: Two-Handed Style, Blinding Strike 5: Marksman 6: Dirty Fighting 7: Marked for the Hunt, Confounding Blind 8: Finishing Blow 9: Predator's Sense 10: Concussive Shot, Debilitating Strike 11: Gunner 12: Bull's Will 13: Driving Flight, Deep Wounds 14: Devastating Blow 15: Uncanny Luck 16: Survival of the Fittest, Improved Critical 17: Concussive Tranquilizer 18: Evasive Roll 19: Evasive Fire, Deathblows 20: Tough Gear: Head: Acina's Tricorn Neck: Precognition Armor: Miscreant's Leathers Feet: Boots of Speed Cape: Cloak of Greater Protection or Ruata's Walking Cloak or Mirrorback Hands: Gauntlets of Ogre Might Waist: Upright Captain's Belt Rings: Ring of the Marksman, Ring of Minor Protection Pet: Cutthroat Cosmo Weapon 1: Dragon's Dowry Weapon 2: Saint Omaku's Mercy (only used when facing enemies immune to pierce dmg, scales with Survival skill) I will edit this post as I (hopefully) get feedback and corrections. Thanks in advance!
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I wanted to post the build I am using in my current playthrough. Tested in Veteran difficulty with upscaling, in Turn Based mode. I'd like some constructive feedback on what I can improve. I want to turn this into a proper build, since there are so few 5.0 Turn Based builds out there. Fighter/Cipher (Psyblade) Subclasses: Devoted/Soul Blade Race, background, skills and even attributes I chose mostly for Roleplay and dialogue reasons. Could be more optimized, any suggestions for that I'd appreciate. Race: Human Background: The Living Lands, Explorer Weapon Proficiency: Greatswords Attributes: 18 Mig - 10 Con - 10 Dex - 18 Per - 14 Int - 8 Res Skills: Mechanics, Insight Level ups: 1: Disciplined Barrage, Valorous Echoes 2: Knock Down 3: Iron Will 4: Fighter Stances, Draining Whip 5: Two-Handed Style 6: Confident Aim 7: Disciplined Strikes, Hammering Thoughts 8: Secret Horrors 9: Mule Kick 10: Charge, Ectopsychic Echo 11: Hold the Line* 12: Weapon Specialization 13: Conquerer Stance, Borrowed Instinct 14: Armored Grace 15: Uncanny Luck 16: Unbending, Improved Critical 17: Clear Out 18: Disintegration 19: Unbending Trunk, Echoing Horror 20: Greater Focus *I really hate it when I rush an archer and the next round he just walks away from me because I have 0 engagement without Hold the Line. Gear: Head: Helm of the Falcon Neck: Cipher's Shackle Armor: Devil of Caroc Breastplate Feet: Boots of the Stone Cape: Mirrorback Hands: Gatecrashers Waist: The Undying Burden Rings: Voidward, Chameleon's Touch Weapon: Karabörü or Sanguine Great Sword (I do not use Whispers of the Endless Paths. I hate it with boundless passion.) I will edit this post as I (hopefully) get feedback and corrections. Thanks in advance!
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Hello, I just bought the game and I could not find a definitive build for what I want my MC to be. I likely want it to be a Fighter(Devoted?)/Cypher(Soulblade?), using a two-handed sword, that works well in Turn Based mode. If other class combinations work better for Turn Based, I am open to suggestions I will also make one custom companion, probably a healer (if so, a paladin, not a druid or priest), or a rogue. But I am open to other suggestions apart from those. What could work well? I want the builds to be optimal, but I insist on both being human, and also my MC needs to be intelligent for conversations, for story purposes. Thank you for the help in advance!
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Hi everyone! I played Deadfire on release and plan on playing again with Turn based probably and had a couple questions related to it. The big one is how is the balance in terms of combat? The game wasn't exactly made for Turn based so were there any big changes that account for it? Are there any weapons, classes or anything that are completely useless now, or maybe super broken to avoid using maybe? Or is the overall balance changes depending on the class? If that makes a difference, I'll probably play rogue, with wizard (one of the subclasses for buffing) possibly, haven't thought too much through. Or are there other combinations better? How is the overall map balance in terms of encounter? did they tone down the amount of encounters on a map since now each combat encounter can take much longer since turn based or is it still the same? with same amount of enemies? Any good mods any would recommend that is updated for turn based? Thanks for any answers you guys might be able to answer!
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Hello. I need help with a game breaking bug I've encountered in the turn based mode of the game where my characters and enemy and friendly NPCs are unable to move when in combat. My main character and Eder both have 0m movement at the start of the round. I've also got 00 initiative. I have also tried loading up an old save that I know was working and I got the same bug on that save. When making the characters I had two mods active, one was Enhanced User Interferance and the other was a self-made mod that reduced the cost of all the Berath's Blessings to 1 point. I have tried removing all of my mods, the two I used and any of the ones I didn't use, and created a brand new character and I get the same bug. I have also tried to run the Steam Verify Integrity tool, and lastly I have tried to redownload the game completely. None of which have fixed my issue. Kala (8bd62989-7628-4066-91de-826da5d5c1e0) (LAX-123ABCDEFGHI) autosave_0.savegame output_log.txt DxDiag.txt
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Hi all, I've looked everywhere I could think of and couldn't find any PotD solo turn based build so I've decided to ask for one here. I've already finished the game on PotD solo RTwP with a Devoted/Streetfighter and it was a lot of fun. However, this build obviously won't work on TB. I'm really interested in FINALLY trying the new turn based system but I only play solo PotD so here's that. A few points for this potential build: 1. I'm using Berath's Blessings so builds that are very weak at the beginning are still fine (I hope). 2. This build should be able to win against every boss (including expansions), including optionals such as the annoying Fampyr's Crypt. 3. I would very like for the build to be able to win against one of the Mega Bosses (I don't care which one), but I don't really expect to find one which does. :(( 4. Tested builds are preferred. Thanks in advance for anyone who tries to help.
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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.
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Just a minor flaw in the design. When you play the game in turn-based mode it is unnecessary to pause the game on the beginning of a fight since you already have all the time in the world to make your decissions.
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Right in the first fight I noticed that when multiple characters stand together and you give a movement order your path gets blocked off easily and your character 'tries' getting around by wobbling left and right which eats up all your movement points and you don't end up on the spot where you wanted to be when you gave the movement order.
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Some interface elements which should be hidden are visible when playing on a widescreen monitor (in this case Samsung 49" CHG90 Gaming Monitor 3840x1080) see attached image edit: appears the ui elements get hidden correctly after combat ends. Thanks for adding a TB mode, having that option is awesome ^^ Just started TB mode, looking forward to seeing the game play out in a new perspective Cheers!
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I enjoyed trying out the new beta Turned Based (TB) game mode (duh) by starting a Trial of Iron on Veteran difficulty and running an Arquebus based Scout (Ranger/Rogue) Watcher. He mostly carried the party and I was having fun. I've just finished the Digsite quest and talked with Eothis for the first time. So I'm not far, but I've experienced a decent amount of gameplay. A lot of work has been done to make the game mode balanced, which is great. It resulted in the power level of many skills/abilities has being drastically shifted, which is fine. My main issue with the game mode is how long it takes. I generally like scripting my A.I. so that I mostly don't have to intervene much at all. The simultaneous actions keeps things running along quickly. I miss a lot of details relative to TB, but the big things stick out and usually get an automatic pause, except for the fact that my other campaign is currently a Magran's Challenge (no pausing). Comparing TB in Deadfire to other TB RPGs I've played makes me feel like Deadfire isn't balanced for TB on the story to combat ratio. One of my favorite games of all time is Final Fantasy Tactics (FFT). Battles can last a while, but they're meant to meant to be more evenly matched in difficulty and there's almost always story progression after every single battle. I think this is similar in other other classic TB RPGs. Most battles feel like direct progress in the game rather than one of about 3-5 battles for story progress. In real time (RT) the smaller battle can last 15 seconds, so it doesn't matter. When that turns into a full minute long battle while rushing thru it, it get really tedious. I feel like the mode would benefit from lower HP values on both sides. It would require more thinking/planning and less cycling thru hero actions waiting for the inevitable conclusion. I'd like to conclude by thanking Obsidian for making this free game mode, especially for making it free. It's great, and I'll probably come back to it sometime after it's been patched and I'm done with the no-pause campaign.
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Just a call to action for any Project Eternity backers who also backed Torment. You better go checkout Torment: Tides of Numenera's Kickstarter page so that you can vote down the hordes of ToEE and Fallout fans who are trying to vote the game into being turn based instead of RTWP. I know I wouldn't have backed it if I'd thought there were the remotest chance in hell of it being a turn-based game and I suspect a lot of Infinity Engine game lovers will feel the same way. So I just thought I'd bring it up here on the off chance it helps turn out the vote a bit more. And needless to say, if you actually would want a turn-based system, DON'T VOTE. (Please?)
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Pretty much the title...My gamer girl and I love experiences RPGs together even if we just takes turns playing but we discovered the greatness that is the Tales series (we've already played through Symphonia, Abyss and Vesperia) and now were addicted to CO-OP RPGs and hoping more exist so I figured I ask at a few of my favorite forums. So yeah we literally JUST finished Vesperia so were looking for another one, now we really prefer a standard RPG as opposed to something like Diablo but feel free to suggest anything also We'd prefer games on NES, SNES, PS1, PS2, XBOX, XBOX 360, Wii or Gamecube since I own all those systems but if there's an awesome enough game I might hunt down the relevant system (including PS3 since PS4s release will likely lower its price). So far I'm looking into Secret of Mana, Secret of Evermore, Diablo 3 (Xbox360), Borderlands 2 (she might not like this one), and hopefully I can find the other tales games (would appreciate a list actually)but I'm sure theres WAY more than that so please lay your suggestions on me...vague, obscure, limited release I don't care as long as you think it would be fun. So yeah go nuts suggest away
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