noswej Posted June 8, 2018 Posted June 8, 2018 Hi all, When enchanting weapons in game, is there a way to see which options will prevent other options from being chosen? For example if you find a unique armour which has: - upgrade to superb - 15% longer beneficial effects - 15% shorter negative effects - 15% spell resistance How many of these options can I choose? Which option will lock out others and which will not? If there is already a way to see this in game I'd be grateful to hear it, otherwise, is there any chance something like this could be added? Even just showing a cross on the other options when you mouse over one would do it. Thanks! 5
Tagaziel Posted June 8, 2018 Posted June 8, 2018 Yeah, this could be useful. In general, the rule of thumb is that upgrades with similar effects or triggers are mutually-exclusive. We try to cover this on the wiki where we can, but for example: https://pillarsofeternity.gamepedia.com/Bronlar%27s_Phalanx Strategist and Tactician are mutually exclusive, as they have the same conditions for triggering the upgrade. The same goes for the other pair of upgrades, since they modify the base enchantment. I found it a pretty useful guideline. 3 HMIC for: [ The Wasteland Wiki ] [ Pillars of Eternity Wiki ] [ Tyranny Wiki ]
AndreaColombo Posted June 8, 2018 Posted June 8, 2018 Josh mentioned on SA they’re working on a new enchanting interface that will make these things clearer. 3 "Time is not your enemy. Forever is." — Fall-From-Grace, Planescape: Torment "It's the questions we can't answer that teach us the most. They teach us how to think. If you give a man an answer, all he gains is a little fact. But give him a question, and he'll look for his own answers." — Kvothe, The Wise Man's Fears My Deadfire mods: Brilliant Mod | Faster Deadfire | Deadfire Unnerfed | Helwalker Rekke | Permanent Per-Rest Bonuses | PoE Items for Deadfire | No Recyled Icons | Soul Charged Nautilus
bugarup Posted June 8, 2018 Posted June 8, 2018 While we're at it, it'd be nice to know benefits of food before crafting it. 3
Katarack21 Posted June 8, 2018 Posted June 8, 2018 While we're at it, it'd be nice to know benefits of food before crafting it. I cannot possibly explain how many resources I've wasted crafting food that turned out to be near-useless because I had no goddamn idea what the hell I was actually making. 2
SerenityHarkness Posted June 8, 2018 Posted June 8, 2018 While we're at it, it'd be nice to know benefits of food before crafting it. I cannot possibly explain how many resources I've wasted crafting food that turned out to be near-useless because I had no goddamn idea what the hell I was actually making. Same! I mean you could see the benefits in the first game! Why not this one? It's kind of dumb. And the enchanting is really the same way. I kind of prefer the interface from 1. It was pretty clear what enchants you could have with what. I LIKE the new enchanting system.(Although not the fact I can't pimp out my pretty stuff to make it better armour...I JUST WANT TO LOOK PRETTY AND WRECK THINGS!) The current interface on the other hand...not so much.
wRAR Posted June 8, 2018 Posted June 8, 2018 While we're at it, it'd be nice to know benefits of food before crafting it. Right click on the picture. 9
Ekera Posted June 8, 2018 Posted June 8, 2018 This is my main complaint about the enchanting system. There's another change i would love to see in the enchanting system too, but this change would be mostly for immersion purposes - i really think the arcana skill should be linked to enchanting, mostly because it makes sense. For example, only if you have a member in the party with over 10 points in arcana you will be able to upgrade itens to superb quality, only if you have a member in the party with over 15 points in arcana you will be able to upgrade itens to legendary. Some enchants would require a specific amount of arcana skill too, stronger ones requiring more, and less advanced ones requiring less. Also, this would make this skill (which imo, is not very useful) much more attractive. 2
bugarup Posted June 8, 2018 Posted June 8, 2018 While we're at it, it'd be nice to know benefits of food before crafting it. Right click on the picture. Huh. What do you think, it worked. Well, derp. Thanks for the tip. 2
Katarack21 Posted June 8, 2018 Posted June 8, 2018 While we're at it, it'd be nice to know benefits of food before crafting it. Right click on the picture. Well, holy ****. 2
SerenityHarkness Posted June 8, 2018 Posted June 8, 2018 While we're at it, it'd be nice to know benefits of food before crafting it. Right click on the picture. .....They really need that mentioned somewhere in game. I never even THOUGHT about trying to click on the picture. Thanks! 1
Takkik Posted June 9, 2018 Posted June 9, 2018 This is my main complaint about the enchanting system. There's another change i would love to see in the enchanting system too, but this change would be mostly for immersion purposes - i really think the arcana skill should be linked to enchanting, mostly because it makes sense. For example, only if you have a member in the party with over 10 points in arcana you will be able to upgrade itens to superb quality, only if you have a member in the party with over 15 points in arcana you will be able to upgrade itens to legendary. Some enchants would require a specific amount of arcana skill too, stronger ones requiring more, and less advanced ones requiring less. Also, this would make this skill (which imo, is not very useful) much more attractive. That would not make the skill more usefull, but just mandatory to take. I hope they will refine the enchanting screen soon, I don't understand why they didn't made more clear wich enchants are exclusives. That just force you to save before any attemp to enchant and reload if you don't like the result, annoying I find. With the current limited supply of unique weapons for some categories, I would like to see generic enchantment back (liked it in poe1) so if you don't find an unique weapon you like you can craft something better than just a standard weapon. In the futur, be able to enchant any items (accessories etc...) could be great too.
Ekera Posted June 10, 2018 Posted June 10, 2018 This is my main complaint about the enchanting system. There's another change i would love to see in the enchanting system too, but this change would be mostly for immersion purposes - i really think the arcana skill should be linked to enchanting, mostly because it makes sense. For example, only if you have a member in the party with over 10 points in arcana you will be able to upgrade itens to superb quality, only if you have a member in the party with over 15 points in arcana you will be able to upgrade itens to legendary. Some enchants would require a specific amount of arcana skill too, stronger ones requiring more, and less advanced ones requiring less. Also, this would make this skill (which imo, is not very useful) much more attractive. That would not make the skill more usefull, but just mandatory to take. I hope they will refine the enchanting screen soon, I don't understand why they didn't made more clear wich enchants are exclusives. That just force you to save before any attemp to enchant and reload if you don't like the result, annoying I find. With the current limited supply of unique weapons for some categories, I would like to see generic enchantment back (liked it in poe1) so if you don't find an unique weapon you like you can craft something better than just a standard weapon. In the futur, be able to enchant any items (accessories etc...) could be great too. You have a point, but i honestly think mechanics and athletics are already mandatory or close to it. What i proposed, indeed, would be bad for the vast minority of the playerbase that plays using only the watcher, without help of companions, sidekicks or hirelings. For those who play using a party, this change i proposed would not demand any sacrifice, since you could use one companion to be the enchanter guy, just like there's the mechanics guy, the explosives guy... Anyway, what i gave here was just a suggestion on how enchanting and arcane could work together, because i really think: 1 - arcana skill is underpowered, 2 - it doesn't make sense lore wise being an enchanter without any arcane skill, just like it would be ridiculous if the alchemy didnt influence the use of potions and poisons. But yeah, since its a minor thing and this could break the game for those who play alone, i am sure this is never going to happen. Still, I would be happy with any change aimed at creating sinergy between enchanting and arcana skill, it does not need to be what i suggested the way i suggested,
Hassat Hunter Posted July 18, 2018 Posted July 18, 2018 +1 The current enhancement system is very unclear, and I have vowed to just ignore it for now till they improve it. I however HAVE to disagree with the user wanting the PoE1 system back. Loot in PoE1 was a total disgrace, there was no satisfaction getting any new items when that item was just a sum of parts you could craft yourself much earlier. With keeping enchantments, unique modifiers etc in PoE2 atleast looting has a use again. And enchanting would have been great if this UI wasn't so terrible in explaining what the hell is going on and you need to save+reload for every single item. Yeah... no. ^ I agree that that is such a stupid idiotic pathetic garbage hateful retarded scumbag evil satanic nazi like term ever created. At least top 5. TSLRCM Official Forum || TSLRCM Moddb || My other KOTOR2 mods || TSLRCM (English version) on Steam || [M4-78EP on Steam Formerly known as BattleWookiee/BattleCookiee
gGeorg Posted July 18, 2018 Posted July 18, 2018 (edited) This is my main complaint about the enchanting system. There's another change i would love to see in the enchanting system too, but this change would be mostly for immersion purposes - i really think the arcana skill should be linked to enchanting, mostly because it makes sense. For example, only if you have a member in the party with over 10 points in arcana you will be able to upgrade itens to superb quality, only if you have a member in the party with over 15 points in arcana you will be able to upgrade itens to legendary. Some enchants would require a specific amount of arcana skill too, stronger ones requiring more, and less advanced ones requiring less. Also, this would make this skill (which imo, is not very useful) much more attractive. Although it make sense by world-mechanic or lore-wise. In the player point of view - That system creates a craft whore. A companion which is hired whenever I decide to upgrade. Similar craft mechanic was in the Original Sin 1, silently dropped for DOS2. I agree that improve an magical braest plate in the middle of dungeon corridor and quick as blink of an eye is somewhat wrong, so Perhaps, upgrades could be done only at certain places (NPC crafter?) and take several hours. Perhaps big ships contain a forge so upgrades for wealthy adventurer is easyer/cheaper? Edited July 18, 2018 by gGeorg
Rheios Posted July 18, 2018 Posted July 18, 2018 I kindof do miss the craft system - adding fire lash onto my pistols and such - primarily because Deadfire has a shortage of certain weapon types that once could be covered by customizing your own weapons. The cool thing about the uniques was always when they had bonus upgrades or abilities you couldn't replicate yourself, which I thought was decently often in POE1. In Deadfire, once the current window is updated, if they continue with the 'only specific items can be updated' thing, I'd like to see a slightly less focused spread than currently exists. They're already working on it - that hunting bow concept is cool (except for possibly the lolrandom) and I'm looking forward to seeing them do that for a lot more. Ideally every item would have at least 2 uniques and maybe a soulbound. Granted that's a fair shake of work and we still have two expansions so I'm reaching a bit.
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