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Found 10 results

  1. 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
  2. Is it possible to trigger disengagement attacks from push/pull abilities? For example, My tank as an enemy engaged and my cipher successfully casts Amplified Thrust, pushing the enemy away. Would this trigger a disengagement attack? Cheers.
  3. I use the IEMod and I have "Disable Engagement" selected, which seems to improve some of the pathing issues in PoE. However, I'm starting to wonder how this affects Fighter abilities like Defender (1) and Engagement effects like the one caused by wielding Shatterstar (2): (1) DEFENDER - The fighter adopts a more conservative combat strategy, concentrating on defending incoming attacks. The fighter increases his or her number of Engagement targets to three, but at the expense of Deflection. In game text: Modal, Speed Instant User +2 enemies engaged, -5 deflection Prerequisites: level
  4. Do we know anything about Engagement mechanics in Deadfire? I've scoured the Q&A transcripts and haven't been able to dig up much in the way of mechanics design plans for anything, really. I DO hope it's a bit more refined than in the first game. I know in some discussions during that game's production, we were really hoping that engaging foes would be some kind of active-use ability, maybe that only certain classes got. It's a bit silly for everyone to just passively stick to everyone else. I love the idea of engagement and disengagement, 'cause it's equally silly to just nope you
  5. I am currently working my way through the Endless Paths and it occurred to me how nice it would be to see a replay of my most recent battle or even the most epic battles of my 'campaign'. As players we spend all of our combat time micro-managing the scenario with very little time to sit back and enjoy the show. Imagine, at the conclusion of a long and draining battle being able to watch the encounter again at a preferred speed and, do I dream too much, perspective. There could be a site where players post their encounters for other players to rate and comment on, glory beckons! Food fo
  6. Heya So, I started a fresh game on Path of the Damned difficulty, and I have to say, it's really challenging and fun. Really have to focus on tactics in combat, and it's a nice change after playing on hard and steamrolling everything But, I have an issue with the melee engagement system. Don't get me wrong, I think it makes sense and I love it. I just think it's missing a key feature that would make sense both in game mechanics and "realism". While engaged in melee with an enemy, I'd love it if I could "sidestep", walk backwards slowly, or turn the enemy without getting disengage
  7. It seems that after a good amount of time playing the beta; some players (including myself) have problems with the engagement mechanic as it is currently implemented. Is there any issues or solutions you guys would like to discuss?
  8. ... I need somebody with a human touch .. hey you, always on the run gotta slow it down baby, gotta have some fun. As you all know, Melee Engagement has been a hot topic on the forums for the last month or so. I have been meaning to do an official topic on it for some time, and I feel I can delay no longer after seeing some shocking news in the recent Kickstarter Update. The PE dev team’s conclusion from their internal playthrough is that the Melee Engagement has problems with visual feedback. While this is a problem, there are far worse problems with the concept, design and i
  9. Update by Josh Sawyer, Project Director and Lead Designer Last week, our art director, Rob, showed you our godlike concepts and dazzled you with an in-depth technical breakdown of how we're doing animation rigging on the project. This week, we'll be talking about a different technical subject, but one that's more connected to gameplay: engagement -- specifically, melee engagement. Melee engagement is a solution to two common problems in the Infinity Engine games: melee characters' inability to control an area and ranged characters' ability to "kite" melee characters. In the Infinit
  10. So.. I fully understand the concept of melee engagement, and I like it a lot. What I'm not quite clear on is why it has been implemented NOT with the traditional "attack-of-opportunity" implementation, but instead a "cannot leave without special abilities" implementation. Is there some reason for this? I sort of understand the mechanical reason for it (allowing frontliners to CC enemies) but I'm not clear on the rationale... if you're fighting with someone, nothing's stopping you from running away except the fact that you'll be turning your back on them (hence the traditional "attack-of-opport
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