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Found 11 results

  1. Description: Not sure if this is the right section for it, but two Fighter abilities / talents aren't exactly working as intended - the Guardian Stance upgrade to Fighter Stances, the Unbending skill, as well as the Unbending Trunk upgrade. Steps to Reproduce the Issue: Guardian Stance reads: "Enemies that disengage from the fighter are immediately attacked and proned, if successful." What it does: It seems to occur regardless of who disengages, and if the fighter actually performs a disengage attack. You could be running in circles and proning everyone that you engage just by moving out o
  2. Greetings, I played the game to the end once (on hard), currently i'm playing a PotD party with an Bleak walker on a future party of 6, but i'm planning a future PotD run (preferable Triple Crown Solo), and so i studied some Rogue builds. Evaluating the rogue abilities and talents i would like to suggest something that was already done with the barbarian abilities. As Barbarians have the Brute Force ability, that make the character target the lesser defense of an enemy bettwen Deflection and Fortitude, i would like to suggest the following ability for a Rogue: Improved Evasion (or an
  3. I chose brilliant radiance talent that should modify "holy radiance" (per encounter priest spell) to add burn damage to all foes. I tried numerous times and without any luck. It seems to me the talent is not working at all.
  4. So there is a big nerf to Defender Fighter coming, but it is not topic about it. Lets asume that devs want to push Fighters to be more than meatshields, and be usefull in combat. However, there is little builds of DPS fighters, and i hardly see reason to build one, since for bruiser there is Barbarian and Mon, for DPS Rogue, for utylity Paladin/Chanter. And if we want it all there is always Druid/Cipher/Wizard. Being tought is nice, but dosnt help much if you dont do much. So far the best things to say about Fighters is that hey offer "blunt and passive gameplay" (quote), and they always "
  5. I'm not sure if the description (-attack speed) applies to spellcasting as well, and I vaguely recall reading something about shields affecting spellcasting (for some reason, I recall it had to do with Speed, though I'm thinking it's more likely the Accuracy penalty of big shields)? Thanks!
  6. Hello, Seems that the damage bonus from Wildstrike talent (at least Fire for Wildstrike Fire), is not working at all. It is supposed to add 30% of the damage with Fire, but according to combat log i only see piercing damage while in my spiritshift wolf form. Is it normal or i am missing something? edit : i am playing with the lastest updte as of 04/04/15 edit2 : disregard this post. When checking in detail for the damage done, it is shown that the burn damage is applied.
  7. How does the indicated percentage change in Armored Grace, and other bonus/penalties for that matter, work? It's very unclear. Are they refering to add/subtract in Percentage Points or a percent change? Say, given armor has Recovery Speed: -40%. With Armored Grace, what would be my new Recovery Speed penalty? 24% (percentage points, 40-16 =24) OR 33.6% (40 x 0.84 = 33.6 (16% reduced from 40)? Thanks
  8. Hi, i want to create a Cipher for my second playtrough.This time i want to min/max a little bit.I aim to create a inteligence-based CC spells only Cipher, to get most out of max Int. I want to use guns.Mainly because i never played ranged, and didnt played much of a dnd rpgs with gunpowder. RACE Should i choose Godlike for that +1 inteligence?And try to max out Int to 20?If yes, what kind?The racial bonuses seems a little off... Or just go with human? Atributes What would be the ideal number of inteligence for max CC?Is 20 overkill?I dont think that Might will give me bonus to ranged dama
  9. Hi, i have few questions concerning several talents: 1) Envenomed Strike - is this talent applying to magic weapons (weapons which attacs with magic projectiles - rods,wands,scepters) as well? The description http://pillarsofeternity.gamepedia.com/Envenomed_Strike - would make it a bit weird. 2) Two weapon style - http://pillarsofeternity.gamepedia.com/Two_Weapon_Style - are rods/wands/scepters all two handed, or is it possible to dualwield them? Dual-wielded wands would be quite cool 3) Talent groups like Greater Wildstrike Burn/Corrode/Shock/Freeze , Wildstrike Burn/Corrode/Sho
  10. Certain classes in the game are kind of set in a way that make them so suited to melee that you wouldn't use them for anything else, they are much less interesting by design than others, or they acquire all of there spells and have a generalist feel because they lack any limitation. So, this thread is to give suggestions to Obsidian as to what we would like to see as talents/feats in the game. I don't think we need to give specific numbers because this system is too new, and it would likely not get implemented 100%. So, I am going to give a few examples: The Arcane Gift: You can use a
  11. This thread is intended to suggest talents that specialize the gameplay of classes into more specific archetypes, similiar how prestige classes in DnD 3.X work. The guidelines I tried to follow during this write up are the following: - Work with what is in the game, e.g. no absurdly demanding changes to systems, so that it could be actually implemented - Ignore actual numbers (for the most part) as they would need to be tweaked anyway - Ignore upgrades to basic stats like 'Deflection +X' , focus on concepts - Try to give an incentive to play the class according to its subtype instea
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