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Update #48 - What's Next?


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#41
Stephen Unsworth-Mitchell

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@algroth

 

Thanks appreciate.

 

Word searched and checking multiple times found nothing, followed your link and perfect. 



#42
Mangydog

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complete overhaul of Veteran and Path of the Damned difficulties. You'll find more enemies per encounter

 

Please don't "just" increase the amount of mobs. This is not what makes combat more fun or difficult... just tedious.

 

It's not the amount of mobs - but the number of enemies in a given mob (though your point stands that simply having more enemies isn't necessarily more fun/challenging - especially if an AOE is taking them out).  They also mentioned new level-scaling (so each enemy is tougher) - hopefully that'll make the difference (maybe in terms of abilities used by the enemies from being higher level and not just having more HP / hitting harder).

 

"Mobs" is a term that refers to individual monsters in gaming, separate from the usual definition. It's short for "mobile" and dates back to the earliest days of gaming.


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#43
wih

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complete overhaul of Veteran and Path of the Damned difficulties. You'll find more enemies per encounter

 

Please don't "just" increase the amount of mobs. This is not what makes combat more fun or difficult... just tedious.

 

It's not the amount of mobs - but the number of enemies in a given mob (though your point stands that simply having more enemies isn't necessarily more fun/challenging - especially if an AOE is taking them out).  They also mentioned new level-scaling (so each enemy is tougher) - hopefully that'll make the difference (maybe in terms of abilities used by the enemies from being higher level and not just having more HP / hitting harder).

 

"Mobs" is a term that refers to individual monsters in gaming, separate from the usual definition. It's short for "mobile" and dates back to the earliest days of gaming.

 

Great. So it is impossible to know what someone means when using that word without asking for definitions first.



#44
Silent Winter

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complete overhaul of Veteran and Path of the Damned difficulties. You'll find more enemies per encounter

 

Please don't "just" increase the amount of mobs. This is not what makes combat more fun or difficult... just tedious.

 

It's not the amount of mobs - but the number of enemies in a given mob (though your point stands that simply having more enemies isn't necessarily more fun/challenging - especially if an AOE is taking them out).  They also mentioned new level-scaling (so each enemy is tougher) - hopefully that'll make the difference (maybe in terms of abilities used by the enemies from being higher level and not just having more HP / hitting harder).

 

"Mobs" is a term that refers to individual monsters in gaming, separate from the usual definition. It's short for "mobile" and dates back to the earliest days of gaming.

 

Ah, okay - you learn something every day :)   (my earliest days of gaming were pong and space invaders but we just called the space invaders 'baddies' or 'enemies').  I've heard the term 'mob' used but always assumed it was referring to the group.

*makes mental note to adjust internal pronunciation to 'mob[ile]'*


Edited by Silent Winter, 24 May 2018 - 11:25 PM.

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#45
Ekkyo

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complete overhaul of Veteran and Path of the Damned difficulties. You'll find more enemies per encounter

 

Please don't "just" increase the amount of mobs. This is not what makes combat more fun or difficult... just tedious.

 

 

+1000 !!!

 

I'm totally agree with this. To increase difficulty, do no just increase the number of ennemies.

 

1. Increase the use of ennemies' abilities.

2. Increase the use of ennemies' afflictions.

3. Increase ennemies' damages & defenses.


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#46
Daeion

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More cosmetic option is always great if you ask me.

 

^ This 

+ Will be awesome to add "miracle mirror" (like in DOS:2 - lady vengeance mirror ) to change your hero (maybe and sidekicks) hair style/color and etc



#47
Kytronix

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Looking forward to it! :D

Loving the game so far.



#48
Vic20

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complete overhaul of Veteran and Path of the Damned difficulties. You'll find more enemies per encounter

 

Please don't "just" increase the amount of mobs. This is not what makes combat more fun or difficult... just tedious.

 

It's not the amount of mobs - but the number of enemies in a given mob (though your point stands that simply having more enemies isn't necessarily more fun/challenging - especially if an AOE is taking them out).  They also mentioned new level-scaling (so each enemy is tougher) - hopefully that'll make the difference (maybe in terms of abilities used by the enemies from being higher level and not just having more HP / hitting harder).

 

"Mobs" is a term that refers to individual monsters in gaming, separate from the usual definition. It's short for "mobile" and dates back to the earliest days of gaming.

 

Great. So it is impossible to know what someone means when using that word without asking for definitions first.

 

Well.  Most of us here have played at least one MMO at one point, and monsters have been referred to as "mobs" in every MMO since at least EverQuest.  Maybe earlier.  Meridian, UOA, etc.  Not sure.

Anywho.  Why is it that this is starting to feel like an early access game all of a sudden.  Quests aren't working.  Level scaling isn't working.  Gear enchants are bugged.  And now content that seems like it was probably meant to be included at launch is being released a couple weeks later as "free DLC".  I'm not exactly complaining, as I do love the game so far.  But now I'm bummed that I already started my 2nd play-through (stopped the first at around level 12 because Veteran was too easy).  Now they're saying there's about to be more content.  More items.  More ship stuff.  More companions.  But not, like, a real content patch with more quests.  Just... More stuff you'd want access to on your first play-through.  It's weird.


Edited by Vic20, 25 May 2018 - 12:07 AM.

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#49
Hoo

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So... don't they consider any balancing-related patch, such as Weapons, Classes, Abilities, Attributes, etc., in 2018?......


Edited by Hoo, 25 May 2018 - 01:00 AM.

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#50
Messier-31

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So... don't they consider any balancing-related patch, such as Weapons, Classes, Abilities, Attributes, etc., in 2018?......

 

Just like the first Pillars of Eternity, the team is committed to support Deadfire with new features, content, bug fixes, and polish to make the game the best it can be. We are listening to your feedback on our forums, Reddit, social media, and user reviews - and the development team has many ideas for improvement, too. Through 2018, we have plans to add more quality of life changes to make the game better and better.


Edited by Messier-31, 25 May 2018 - 01:16 AM.

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#51
evilcat

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Inreasing number of enemies, does not always help. It may only change party for more aoe characters.

 

What is problem:

Abilities which proc to infinity.

Abilities giving inmortality.

Specific items which are much better (generally about procing).

Very easy to get PL from Ascension Potion.

The way high power spells scale with PL. It should be "All spells start at level 0 with base power, and then each level powers them up" (normally it is +9PL from pure class.

 

Enemies seems to have to little health, making them too easy to one shot with blast.

Buffs, debuffs are waste of effort, since they have long casting time, and short duration. And it is easy to just kill.

Enemies hit hard enought.

 

That is for starter.


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#52
AndreaColombo

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I think you guys are clinging too much onto a single sentence meant to be an example of what the team are doing, rather than exhaust it.

Josh has already mentioned on SA, Twitter and Tumblr that he’s revising class abilities and weapons, and that they’re reducing the impact of Empower.

They said they’re listening to the feedback and they have telemetry data to top it, so there’s no reason to assume increasing the number of enemies is all they’re on to.

With that said, facing a higher number of foes than on other difficulty settings was a staple of PotD in the first game so it makes sense for it to a thing in Deadfire too.
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#53
Torm51

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micro stutter for me has been an issue in both games.  While very playable, it is a diabolical issue I have with the game.  I do not think I will ever fix it.



#54
Camonge

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I think you guys are clinging too much onto a single sentence meant to be an example of what the team are doing, rather than exhaust it.

Josh has already mentioned on SA, Twitter and Tumblr that he’s revising class abilities and weapons, and that they’re reducing the impact of Empower.

They said they’re listening to the feedback and they have telemetry data to top it, so there’s no reason to assume increasing the number of enemies is all they’re on to.

With that said, facing a higher number of foes than on other difficulty settings was a staple of PotD in the first game so it makes sense for it to a thing in Deadfire too.

 

Yeah let's take a deep breath here. I do not want to believe infinite reproc and empower extravaganza are going to remain unchanged. Level scaling and # of enemies are the basics, you do not need a month to fix those.



#55
Fishermang

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Hello.

 

You state that there will be a reballance for the two difficulty levels: veteran and path of the damned.

 

I have a question: for those of us who are now playing path of the damned and find it just adequate in difficulty, will the update allow us to switch back to i.e. Veteran difficulty after the patch? Because I fear that the new update will be too difficult, and I simply can't afford to spend more time to restart the game and retrack all the choices I have already made. 



#56
lautasantenni

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Cheers!

The veteran mode was a bit too easy. There was no Adra Dragon -kind of fight like in first one, where you really needed to think your strategy.

 

I hope you'll increase the level cap once the DLCs come out? Would love to reach epic type levels, like in Neverwinter Nights 2: MotB.

 

Also, the ship to ship combat is a bit... confusing. Would appreciate some visual cues or something to explain what is going on.

 

PS.

 

The romance option wee a nice addition, thanks! Too bad Pallegina was not included she always looked someone needing of some loving, oh well. x3



#57
rjshae

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Avast patch, me hearties.


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#58
Gary1986

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Look for the next free DLC to be available two weeks from now


So we can expect the next big patch to be due on that day also then, considering that day will be early June?

Edited by Gary1986, 25 May 2018 - 09:03 AM.

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#59
sacomer1s

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I would really like the companion relationship system to work properly.


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#60
fly2fishs

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will the bug that the loss of abilities of main character from reroll be fixed in the near future?






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