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  1. I'm not sure where to write my grounded idea sketches. Do I get an answer as to whether it is right here? Thank you so much for the great game and all the imagination you leave us! The File "Ideenskizzen_Grounded.docx" (35 kb) is in german, should I translate it with google translator, or would you do it yourself? I would appreciate a short message about the receipt of the file. Ideenskizzen_Grounded.docx
  2. I’ve played a lot of games... and a lot of RPGs. My first video game that I got addicted to was Legend of Zelda - the most incredible RPG saga ever made (arguably). When I started playing Divinity: Original Sin 1 and 2, I was beyond impressed. Like, those games are SO well done. Amazing. POE is its own beast though. Honestly I don’t think I’ve ever played a game with such an insane amount of spells, abilities and class combos to choose from!! Going through the Wizard tree I was like wtf there’s gotta be like 75 different spells in here, lol. Some of them sound so badass too.
  3. Hey, not really sure of the standard structure of forum posts on here. However, I saw a potentially game breaking bug. I watching a streamer play PoE 2 on turn-based mode. About half-way through the Port Maje content when he went to Gorecci street, combat initiated and enemies along with his player characters were unable to target and attack each other, instead the AI would simply just keep walking into his characters. No spells or any actions could be taken. Upon reloading the streamer encountered the same issue several times and even when attempting encounters in other areas the
  4. Would it be possible to display tooltips for the abilities of enemies in the bestiary? Currently its only showing the abilities name, which is useless most of the time. For example, the boar has two abilities, "Wounded Boar" and "Gore". How am I supposed to know what these abilities do? You made the effort to write a lore text for every single enemy in the game, yet the bestiary doesn't provide any information thats actually useful in the game. Being able to read what the enemies abilities actually do would be the only reason for me to ever open the bestiary.
  5. During the beta AOE weapons were fine, but since 4.0.1 (perhaps 4.0 launch, didn't get any aoe weapon when I replayed when the patch launched) no martial abilities work with the AOE weapons like Whispering greatsword or Citzal's Lance. The ability only affect the target (and no aoe dmg) and my character just keep launching the same ability again & again until no more resources. EDIT : Both Hand mortar weapons aren't affected. Perhaps only melee AOE weapons are bugged? Don't know if i'm the only one affected (problem with my game?) since no one report it but AOE weapons are useless
  6. Hello everyone, I'm trying to play this fantastic game with steam controller and I bind almost really fine but to be perfect it would fantastic if the "Abilities Controllers binds" could work properly, anyone has tried it? When I bind it with the keyboard you can't select the next abilitie, previous or change the current row, in sum up, you can't navigate properly for the abilities bars, seem like they are bugged. Any suggestion?? Thanks in advance!!
  7. There is a few abilities that bother me in the rogue tree and I would like to know if some people find them some uses : Smoke cloud & upgrades, Positioning, Ring the bell, Shadow Step & Flurry of blades. Smoke cloud feel costy for applying Distracted when you can get persitant distraction. If you need a panic button, just better to use invisibility (that you must take). Applying Blind could be more interesting (alternative to blinding strike and in AOE). Smoke grenade upgrade make the ability a persistant AOE. Another option, make smoke cloud a persistant AOE that distract & H
  8. Would be really cool if we could adjust the amount of skill points you get each level in the same way we can for Super Charges Weapon Proficiency inter alia. I was hoping for something like this: "SuperChargeCountByCharacterLevel": ["0", "3", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0"], "WeaponProficiencyPointsByCharacterLevel": ["2", "0", "0", "1", "0", "0", "0", "1", "0", "0", "0", "1", "0", "0", "0", "1", "0", "0", "0", "1"], But for Skills instead of Super Charges Weapon Proficiency. Edit: Changed Super Chargers to Weapon Proficie
  9. I have a problem with Gathbin Family Signet. It has the Lord's Authority ability, but I don't know how to access it. It doesn't shows in my character abilities or spells, it's obviously not active all the time... Please help if someone knows how to activate it.
  10. Few suggestions on the rogue abilities tree, feel free to leave you're own ideas. I really dislike the fact that the rogue get something like 7-8 differents attacks skills. It feel really too similar, and the cost of some abilities feel off too. Keep the passives. Don't touch at : Escape, crippling strike, blind strike, finishing blow & smokeveil and their upgrades. Remove ring the bell & withering strike. Shadowing beyond : replace invisibility by swift inspiration, 2 guiles cost. Next upgrade add the invisibility for 3 guiles Shadow step : 2 guiles the first upgrade.
  11. Do Borrowed Instinct (Cipher) and Refreshing Defence (Fighter) stack? +20 acc, +40 all defences and debuff to enemy looks really good =D What can and can't stack in this game?
  12. The spellbound items do not seem to give my characters the abilities the should bestow upon them. Both spell and abilities i should get through spellbound and soulbound items do not appear in the ability menu. They do however are mentioned under active abilities in the character screen. So for example even the spell Gref's authority is not selectable in my ability menu while i can see the specifics of the spell when i select info about it in the character screen using tool tips. Is this a bug because this seems like it will have a pretty harsh influence on my enjoyment of the game.
  13. I just finished my battle with Maerwald in my Solo playthrough. I had one occurance of the battle state never ending, but that's very difficult to reproduce: After killing Maerwald I used Bewildering Spectacle on the fire blights which had ganged up on me, and I managed to confuse all of them, turn them to green circle. Since that broke engagement, I took the chance and ran away to the room where the conversation with Maerwald takes place, since by now we had moved to the corridor. Some time later, since combat state wasn't ending, I showed up in the corridor looking for the blights. They we
  14. Gaming. Description: You have always been drawn to the roll of the dice, the turn of the card or the placement of the playing piece, and have at times won a fair amount of coin in such pursuits. In truth though your talent extends further than mere games however, you have an innate grasp of strategy and tactics, a calm calculating grasp of odds and chances, and how one may influence them. Effects: Now this is where I come unstuck, I really can't think of a reasonable bonus for this skill, that slowly increases over time and doesn't unbalance anything. There are of course many chances t
  15. Okay in another thread I got some advice about my barbarian, and after testing yesterday I cam e up with this Female Aumaua Barbarian. I want to use her as a DPS Barbarian fighting right beside or behind Edér with a Pike and Greatsword. Now during character creation I picked Barbaric Yell, and I got Carnage and Towering Physique automatically of course. And then in game I first picked Weapon Focus Soldier and on lvl 3 Frenzy. Now I checked this page ... http://pillarsofeternity.gamepedia.com/Barbarian But even though it shows what those abilities do, I have no idea wh
  16. When scouting with Sagani, ordering her to use Wounding Shot, and then proceeding to a quicksave before the ability landed - or as it was being cast - resulted in Wounding Shot becoming permanently unavailable upon reload of save file. The ability was therefore marked as ¨already being used¨, and could no longer be used in combat. Link to Dropbox file
  17. First, let me start off and note that there is most likely going to be some spoilers mentioned as I write this. The reason I'm still posting it in General Discussion is because this is a very general topic, but if someone is feeling particularly stingy today, a mod can feel free to move this thread to Character Builds, Strategies & the Unity Engine, despite the thread likely having nothing to do with any of that. Second, before I start, I expect to get some flak on at least some of the points, or possibly because of the entire thread, because I'm overly critical, and maybe some accusat
  18. Hi All, Not sure if everyone has created this yet, but I thought it'd be fun to see what people believe are some of the best spells/abilities per class, for the first let's say 6 levels. I'm still too low level to venture an opinion to be honest, but want to see what the more experienced have to say about it. ok............... GO!
  19. It's just a small thing, but it would make sense for the numbers listing how many uses you have of an ability to be distinguished in color or some other way from one another. (Maybe by being on different sides of the ability, or by one having a little circle around it or a colored square behind it.)
  20. I'm having a bit of trouble with the asynchronous nature of combat. This is not a problem for standard attacks, but certainly makes spells and abilities unwieldy. Even with a cleric and wizard standing idle naked in reserve, they often do not have enough time to appropriately respond or apply spells both offensively and defensively. Add the necessity of armor with their own standard attacks, and it's almost as if they are acting independently of the battle conditions. The shifting melee contributes to a high degree of misses, since spells need to be cast at the edge of their periphery to avoid
  21. First I'm not a backer, but I have this game on my focus. (Buying it at release if I think it's worth it.) So my only experience is from reading the wiki and footage from the beta. At first the concept of godlikes has appealed to me, but now I think the effects are to low for "godlike". Now there are only marginal effects. Pro: - few people will love you - small attribute bonus - one unique passive ability Con: - most people will hate you - no helmet How about giving it more impact? The people thing can stay, but instead of small boni it should be big boni balanced out with
  22. So, as a beta participant I wanted to create a video for each class showing off some of the abilities and going over thoughts on the class. I decided to wait until all the videos were finished prior to starting this thread as I wanted to keep things as neat as possible. I have avoided spoilers. I talk to no one. You will see some NPCs, and some mobs, and the areas they inhabit. Nothing else. So, here we are... Druid https://www.youtube.com/watch?v=QdycyffrGYw Ranger https://www.youtube.com/watch?v=CR5Z2kVRWj8 Barbarian https://www.youtube.com/watch?v=qttMLP_3uC8 Monk htt
  23. Skills vs Abilities vs Talents what the difference? So far I gathered that Abilities are class specific things that we can do, gained with level. Talents are the same only not necessarily class specific and gained every three levels. While Skills are the same only can be gained by everyone and have levels?
  24. Hey all, I was thinking about how the various 'powers' of classes (like powers from Fighter, Barbarian, Paladin, Wizard, etc.) might be able to be used out of combat in something like an Infinity Engine game. That is, for the non skill, non healing or restorative,usually 'clickable' abilities of characters to have some use outside of combat. Video games have a large set of abilities where people use various superpowers from one source or another in ways that are useful outside of combat, but those generally aren't Infinity Engine-like games (they are often sandboxes and such). Still, I have
  25. Specifically to the classes. Is there some weapons that just has an "umpf" in terms of fitting with a Class? The Grimoire as an example, Wizard tool. Is there any other items, tools or weapons that just resonate with a class discipline? Would the Barbarian be better with Axes because they like to be up close and personal and hack and slash? Does classes have an innate practice towards one of the weapon disciplines, because they are devoted to it? Unlike this thread "Outlandish Weapon and Armor" that touches "Exotic"/"Magical" weapons/armors, and also unlike this thread "Armor & Wea
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