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Found 16 results

  1. My understanding of the AoE circles was that the 2nd yellow circle of an AoE isn't supposed to affect friendly units. I've seen a tip popup to this affect a few times. However, with the Pernicious Cloud ability, allied targets entirely in the yellow circle are still affected. In the image below, every enemy and ally of the caster is hit by the cloud, and suffers the debuff, including the bear on the far-left who is clearly outside of the circle. The caster wasn't suffering any intellect affliction.
  2. 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
  3. The -mostly- finished version, in testing, of Waethir the mean. Version: 2.1, POTD Compatible, Solo run untested. ----------------------------------------------------------------------------------- Sorcerer: Animist / Wizard (No Subclass) ----------------------------------------------------------------------------------- A magical dps that focus on dmg, CC, Debuff and general unpleasantness. ----------------------------------------------------------------------------------- Race: Nature Godlike ----------------------------------------------------------------------------------- Mystic Backgrou
  4. I've started a wizard playthrough and came across this issue multiple times. When enemies in the backline not engaged by any allies are attacked, they move towards their attacker, completely ignoring other creatures in the way. If the path is blocked they move their allies out of the way, sometimes out of AoE spells and more. Here is an example This is not limited to 1 enemy moved either. Eder can engage 4 enemies but one creature in the back can move all 4 of them out of the way to go for the wizard in the back. Companions have no trouble blocking each other in the same situation
  5. One of my major gripes with PoE is the amount of AoE that is available. Most casters have a huge amount of it. Get ready for a wordy post, and I apologize if it isn't very well laid out. My Computer is on the fritz, and i had to do this on my tablet. :/. Ryzen can't come soon enough. Lol So what do each of the caster classes have that are AoE? Priest - heals, buffs, debuffs. Wizards - debuffs and Damage. Druids - lol Chanters - almost everything, but they make sense as AoE monsters. Ciphers - they have some too. Pally - Auras Barb - Carnage Monk - Torment' Reach and Root
  6. I'm sorry if this has been brought up already. Area Effect spells which affect both allies and enemies will affect conscious allies yet not unconscious allies even if they're in the red circle. PRESENT BEHAVIOUR If a character is up and moving, an ally's friendly fire spell can hit them if they're in the red area of effect. If a character has been knocked out, an ally's friendly fire spell can't hit them if they're in the red area of effect. EXPECTED BEHAVIOUR If a character is up and moving, an ally's friendly fire spell should hit them if they're in the red area of effect. If
  7. My main character, a Cipher, for some reason does not get any AoE bonuses from Intellect, while other characters do. The character screen claims I'm getting bonuses, but the area highlight never shows the yellow zone, regardless of my Intellect. I verified that it's not only a visual glitch - the area is indeed not affected by bonuses. I tried disabling/re-enabling the area highlight to no avail. I also tried manipulating the attribute score through cheats in attempts to "unstuck" the calculation, and it actually worked (I got the yellow zone) until I reloaded from a save. I can no longer rep
  8. Hi folks, so how exactly do you time/aim your spells so that they hit the intended targets without damaging party members? The tanks can pin down enemies so they make easy targets but then the spell will hit the tanks as well. If I do not charge my tanks in then the enemies will be moving which makes it very difficult to aim the spell, the spell may very well be wasted. Even if the spell does hit, in most case there's only enough time to get one AOE spell out before the enemies reach the party.
  9. So far, the game is fantastic, just a couple of nuinances while playing with a Druid on Normal and Expert: 1. Is there a way to view more spell detail other than right clicking on a spell to get a pop up window? Right now I just right click on a particular spell and this brings a floating window with a lot of great detailed info. The problem is that if you right click on another spell to view its detail, a second window will pop up with the appropriate detail, but the previous one (even though you cannot see it anymore) still lingers. After viewing a few spell details (5 popup windows
  10. Hey all! I know these "choose my class" threads are painful, but as I wasn't around for the beta test, I'm gonna need you scholars to aid me in my quest. So my favorite game of all time is BG2: SoA and my favorite class by far is the Sorcerer. I love being able to snare and nuke enemies with all sorts of shiny spells and see my enemies laying before me when the dust clears. Would the obvious choice for this be wizard? I also read somewhere that druids were better for exploding enemies more efficiently from a DPS standpoint. What do you guys think? Also, any recommendations for
  11. Here's a link to a (non Beta-specific) post I made about a new system for utilizing INT bonuses for AoE abilities. Would love some feedback. http://forums.obsidian.net/topic/67742-how-to-solve-the-aoe-problem-while-making-the-int-stat-more-compelling-and-int-characters-smarter/
  12. Hello all. As you probably know, there is currently a problem with area-of-effect abilities and INT - namely that the inability to adjust the AoE of certain abilities can actually be a disadvantage instead of an advantage. With really high INT, you sometimes end up in situations where you are hitting yourself with a negative AoE spell. This disincentivizes INT as an attribute - and disincentivizing an attribute is never a good idea when building RPG systems. Some have proposed a system in which AoE is adjustable. This is a great idea. And it seems obvious that they'll have to implement it
  13. Here's a link to a (non Beta-specific) post I made about a new system for utilizing INT bonuses for AoE abilities. Would love some feedback. http://forums.obsidian.net/topic/67742-how-to-solve-the-aoe-problem-while-making-the-int-stat-more-compelling-and-int-characters-smarter/
  14. Reading about the confirmed attributes and one thing struck me about spell AOE, what if the Wizard who manipulates the damage can mitigate its effects on his companions? One assumes that the Caster is in control of his creation, or else how can he shape and direct it, so why not have him proof his companions against these effects? Obviously there should be a price for this, as a matter of strategy and balance, perhaps a daily or per encounter ability is burned up in the casting of these wards. Would this totally unbalance the game, and destroy the usefulness of various protection spells, o
  15. This was an idea in the "Small Suggestions..." thread, and it was growing a bit big there, so I decided to move it here. The idea is for the game interface to allow the player to utilize inter-character teamwork (in some form) to pull off things like friendly-fire-avoiding AOE abilities, or any other ability in which an ally's position would detriment the effectiveness of an attack. The initial idea was callouts, much like the "grenade out!" in a lot of shooters (as such things are actually used in military group tactics so that no one inadvertently charges into a grenade zone or somethin
  16. Here are some suggestions for spellcasting in P:E. Please add ideas that you think would suit the game. First off, I'd like to see spells project their Area-of-Effect Marker on the ground, before you cast-confirm them, like in NWN2. Because I need to know if I'm about to barbecue my friends with this fireball spell as well as those pesky ice trolls. I understand if some folks would rather play it old school without the AoE marker, because learning how spells behave was always part of the appeal. So maybe just have it toggleable in the gameplay options? Some players might use it for a w
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