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Found 9 results

  1. I lost two chest pieces so far that I had upgraded a lot because of the way gear works when it breaks. If you have full inventory when your gear breaks it drops on the ground with just a tiny icon if you are really close to it when you try to find it. This is extremely frustrating because it’s usually happening when I am around enemies trying to survive. So when it drops, I don’t notice and only find out later after Ive grabbed my bag and thinking I successfully made it out. So by that point I have no idea where my gear could be. The solution is simple. Broken gear should still be equipped and NOT returned to your inventory upon breaking. It should have no stats or perks since it is broken but there is no reason it should enter your inventory because things like this happen. Please allow broken gear to remain equipped so you don’t lose it. Another thing that would help is the ability to scan for gear in the resource surveyor. If our gear does get dropped then at least allow us to scan and find it that way.
  2. After spending many hours playing the open beta, my brother and I decided to do our first 1.0 run on Whoa! difficulty. It was a challenge at first, which was great because that's what we were looking for with this playthrough. However, as we've hit end-game in the upper yard with all our gear at 7+ we've come to a disappointing realization: maxed out equipment is not enough to make combat against the "hardest" enemies a tedious slog to burn through huge hp bars. Some of the boss fights have more mechanics and thus are still quite fun (Asst. Manager and the Director spring to mind) but most are just an exercise in perfect blocking predictable attacks, chugging beefy smoothies, and watching huge hitbars slowly chip away unless you optimize your build. Throughout the playthrough, we've relied on the wiki for details on what exactly armor and weapon perks actually do because the game only provides vague descriptions and useless bars. Optimizing our damage to speed up slow encounters would have been impossible without players data mining game files. Now in the latest patch, a handful of nerfs were dealt to some of the strongest end-game builds (poison and staffs) with the clear intention of maintaining combat difficulty in the end-game. On principle that's a fine design goal; grounded isn't a power fantasy it's a survival game. However, if devs are determined to keep combat challenging, it is only fair that players be provided with the necessary knowledge to overcome those challenges within the game's UI. It's not enough to know a perk activates "occasionally," we need exact percentages in the item description. It's not enough to know an item does 10 bars of damage and has 3 bars of speed. We need actual double-digit numbers to understand a weapon's strengths and weaknesses. It's not enough to know a trait debuffs an enemy's attack, we need to know not only the numeric value of that debuff, but also its duration. It is unfair to the player base that gear is nerfed and enemies are buffed while not providing concrete numbers on the tools given to defeat those challenges. If the developers want item info and UI elements that are minimalistic and immersive, then players should feel powerful no matter what weapons they choose because it's not about the details, it's about the fantasy. But if the devs want the players to struggle to survive throughout the full duration of the game, then they owe their players specific game mechanic data so we can work towards more optimal builds. We shouldn't have to rely on data mining wikis (which are frequently out of date and thus false) to build strong strategies. That info needs to be in the game itself, lest the whole game feel like a battle with the developers instead of the backyard.
  3. Now personally i love all the new content added with the release of the full game however i hope i'm not alone in noticing what feels like some gaps when it comes to some structure and gear based content. Like the new ash building bits for example, very smooth and unique with its nice modern-esq appearance (being that its like concrete), however it leaves a gap since while there's more or less a related tier of floor and roof structure for each kind of walling it feels like that stops with ash which while isn't bad with the burr floors it doesn't really match the clover or feather roofing. My first thought for this is Pinecone shingles since that matches the ash both in resource tier as well as aesthetically. However while thinking on it i also realized there isn't many options for stairs and doors since in terms of doors there isn't anything beyond palisade gates and the normal doors and stairs stop at straight grass and spiraling acorn ones, but with all the new resources there's plenty of things to build with that would be not only fitting but also generally pretty rad. Like a drawbridge made from pinecones pulled up and let down by spider silk or a portcullis made from splinters held together with chewing gum or lint rope for unique entry ways that would match the vibe of the mushroom brick (and ash depending on how you use it)while feeling akin to later game versions of the palisade wall and gates; or a somewhat curved staircase made from bur or pinecone. And for gear: the Mantis got a full set of armor + a weapon yet the Broodmother remains having just a helmet paired with their weapon, not a huge deal but i still think if there's a set for one there should be for both. With the staffs there's Sour, Spicy and Fresh but no Salty staff which feels disappointing since the current three are super cool and fun to use. There's a tier two bow and crossbow but only a tier 3 crossbow, while i can understand why i do still think having a faster but less damaging tier 3 bow option would be nice, could be made from black widow parts and lint and have a venom crit or something. I also am mildly disappointed there isn't some kind of flail amongst the tier 3 weapons and that neither of the tier 3 shields look like a tower/war door, heater, kite shield or really anything other than a round shield(ladybird one is essentially a round shield with indents so i feel that while the aspis type design is cool, doesn't quite count as not a round shield). I also still firmly believe a grappling hook or something would be awesome. Aside from that there isn't much else i can think of other than maybe add more traps/defensive structures? Would love to hear other ideas though.
  4. Hey guys, Absolutely love the game! Although I'm not nearly done with it I'm already hoping this turns into a franchise. It's great how Obisidian looked back at how RPG used to be and what we loved about them. I feel like this entire project has been one big nice gesture from them to us, the fans. Anyway, I know there is no 3rd person view whatsoever but I believe this should be implemented at some point. There's so much cool looking gear in the game, but what's the point if the only place you can see this at is the menus. Yikes! Maybe a future patch? I'm not asking for a full third person combat mode, but the ability to walk around in third person while out of combat would be appreciated. Even just being able to zoom out while standing still would be cool, I guess? ':D Also, I play on PC and I love micromanaging, is there any way to compare gear from vendors to what you are currently wearing? Seems like right now I need have the item in my inventory before I can compare it. Peace!
  5. Some tips for monks around here. https://imgur.com/a/Be10JYO Socrates pet, Aldris Blade of Captain Crow and two Rings of Greater regeneration was enough to keep me healed (Dawnstar Blessing). I didn't had to use potions at all, just Second Wind. Set one (Xefa's and Aldris Blade) for Whispers of the Wind and stacking resonance. Set three (Wall on) if I had to wait for her to summon spiders. Boots of Speed for a little bit more stride and Horns of Bleak Mother for accuracy. edit. 412 was enough to blow her up
  6. So my character keeps announcing at the start of combat that she's carrying too much gear. But she's only carrying a few things in her personal inventory (a torch, some potions). So is it the stash? I have a ton of items in stash but I didn't think those counted towards encumbrance, or do they? I also can't see any indicators/symbols anywhere showing she's encumbered, and her movement speed is unchanged...
  7. Hey all! Stopped playing a short while after release due to bugs and general incompatibility with my crappy computer. I'm coming back into the fray and loving the game! I'm currently in act 2 with a level 8 solo wizard. I have a fully upgraded fortress and my gear is as follows: - Sanguine Plate (Resistances) - Rotfinger Gloves (2 amazing foe debuffs) - Belt of Blunting (Resistance) - Gaun's Share (leeching) - Some turban looking hat that gives constitution - Lilith's Shawl (stealth and perception) Haven't found boots yet. I've done every task in defiance bay and every quest except cinders. Haven't touched the main quest and haven't left The Bay. I've been relatively successful in all encounters so far. The hardest thus far has been the forgotten. They essentially just plop you in the middle of a bridge with like 7 decently geared enemies with nowhere to bottleneck. It was a pain but I finally downed them after loading like 15 times. I'm also having trouble with the cinders drake. I found an awesome spot where him and all of his minions are trapped in a straight line at which point I pelt them with everything I have including summons. Problem is all of his drake and kobold minions will die and by the time he comes around I only have enough spells to get him down to badly injured. He hits like a truck and I would have no defences left at this point. The spells I'm using are pretty much chill fog, fan of flames, concelhaut's ciphon, bulward vs elements, hardened arcane veil, mirror image, essential phantom, rotfiner debuffs, expose vulnerabilities and my 3 figurines. If theres an amazing piece of gear I'm missing out on or possibly a good strategy or spell I'm not using, some advice would be great. Thank you so much!
  8. Hi all! Really liking PoE so far. Only 20-something hours in, about half way through Act 2 & I've got a question regarding my party's damage output, specifically why it seems so low. Whole party is level 6. Eder (Heaviest armor i can find, shield, fine sabre) Aloth (leather armor, fine wand) Durance (fine robe, fine wand) Kana (heaviest armor available, shield, fine hatchet) Pelligrina (Heaviest armor available, shield, fine pike / spear thing) Cipher [me] (fine leather armor, fine war bow / lead spitter, key spells used are Mental Binding & Mind Blades) recently been doing some quests around Defiance Bay, and I've noticed that my damage output seems really low. like, each party member is only doing 2-5 damage per hit. without spoilers, the enemies i've been facing recently all have a DR of about 10-15 & I'm hitting for the MIN damage value more often than not. Have I done something wrong gear or skill-wise? should I be hitting harder at this level? most fights at the moment are drawn-out wars of attrition. my casters drop before too long coz I cant defeat anything quick enough & my front line just sit there slowly hacking away. most of the time, they get the job done, but it takes ages & I cant help but feel I'm doing something wrong. any advice would be greatly appreciated.
  9. So I recently got Pallegina(sp?) and sent Kana to the stronghold (the chanter looks to be increadibly bland and uninteresintg, was using only his starting chants, bacuase he basically didn't get any new ones untill lvl 7, and even then the selection is tinyyyyy and boring) Anyway, i took off all his gear and transfered it to her, does it matter when I send him to do quests and stuff? Is his gear taken into account? Also can somebody explain to me how the whole turns thing works in the stronghold? I didn't find any explenation on that
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