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Featured Replies

Maybe they should try Valve way.

 

b1tiv7l.png

Haha, never seen that before.

 

I do believe that Obisdian tend to overnerf things. Like, ok rooting pain is OP but to reduce it to 25% of its original damage? Too much IMO

Removed game data related to cut ability "Gift of Hope".

 

starwars-vader-nooo.jpg

 

P.S: What be with another cut unavailable content?

 

Arquebus "The Red Hand" is now obtainable in Ermezzo's storeroom.

I already saw about The Red Hand in 1.2.0.

 

Edited by Khagmas

 

No nerf to Greater Maelstrom scroll? Aight :D

 

All consumables are not scaled with charater levels, that's a big nerf imo.

 

So scalin by PL then Single classes are preferred consumers now?

That is weird design.

Could we expect a marketing  posters in port Maje focused at proper target group ?

"Magnificent potion of luck for single class fisherman. Catch your gold fish Now." lol

 

When statue has charges its consumed?

Edited by gGeorg

Great patch, but slightly bugged here and there - understandable since it's a beta patch. Here's what I found so far:

  • character sheet menu: desaturated portraits, "class" line is half-invisible (as stated in minor bugs topic)
  • level-up "+" glowing doesn't go away after leveling up (got some weird bug when this glow became blue instead of gold for Xoti but I can't recreate it)
  • can't buy more than 2 of items from the infinite stacks, at least at the "supply" shop at Neketaka. Works more or less fine for ship supplies (you have to scroll it to the left first, and then it'll let you buy more than 2), but doesn't work for food (rice, lager, etc.) - I can buy only 2 of them. It works if you manually type in the number of items you want though. I've attached the image for a clearer idea of the bug.
  • Eder's beard becomes invisible with Winged Helm (unplayable) (not unique for this patch)
  • Pearlescent Rhomboid Helstone stops moving after save-load. Starts moving again after re-equipping or pressing hide helmet button. (not unique for this patch) "Hide helmet" button doesn't work for it as well (doesn't hide it).

Also moving around reputations menu isn't really comfortable - you have to guide your mouse carefully from the picked companion to the right to avoid switching to the different companion/disposition/faction. Some kind of fixation would be nice.

And the last thing about gui that is unfortunately not fixed yet is that color menu closing when you misclick the color and click on the blank space of the window instead (character palette window and ship palette window).

Looking forward to the next patch!

Form of the Fearsome Brute still sucks.  

Big changes i noticed:

 

- +1 pen all two handed weapons

- DAOM now adds 15% action speed

- all cipher charms down to 15 sec

- they fixed the alchemy bug

- new spell tactical meld added for ciphers

- figureines now have charges

 

Im completely stunned they nerfed rangers and paladins even harder. They are both very weak classes and i though they where due for a buff. Especially rangers

 

Also i cant find the in game MOD support where is it?

 

I don't understand the figurines charges meaning? Is that means it can be rechargable?

Does Sky Dragon Wurmling appear, if the Oathbinder's Sanctum has been visited in this playthrough?

Would it be possible just to add the pet to the inventory, if the related quest (Lost Dues in Good Faith) has been completed?

any chance the difficulty for POTD in 2nd half of the game and ALL bounties and sidequests will be reworked the same way the first few levels got reworked?

 


  • Magran's Faith Attuned Proc status effect now stacks up to 2 times to support dual wielding weapons with the exact same effect.

I don't know if this is fixed already and just not mentioned, but this is also a problem with Skaen's Faith Attuned proc (which produces a club and stiletto) -- currently, only the stiletto (the main hand weapon) has the faith attuned piercing damage lash, and the club doesn't do anything.

 

In case it's not known yet I'll file a bug in the main tech support forum.

any chance the difficulty for POTD in 2nd half of the game and ALL bounties and sidequests will be reworked the same way the first few levels got reworked?

 

They are reworked, you are just overleveled for all of them. We'll have to wait for more high-level content from DLCs at this point I think for challenging end-game stuff.

Really like what you did for the Trickster Rogue. Everyone was taking Streetfighter (or just plain rogue), the damage malus on trickster was just too high (and most spells not THAT useful). With that change, the Trickster is on the board again. Still not as good as Streetfighter, but viable...

 

 

Ancestor's Honor is now Ancestor's Memory and now grants the Brilliant Inspiration for 12s instead of +1 Empower Point.

 

Wowowowow has Brilliant been nerfed at all or is a single-class cipher now a must-have for any power party?

I am a pirate, I like to attack ships. I have not seen a MOD list that totally fixes the invulnerable merchant who sails around Port Maje.

An attempt seems to have been made but it only makes things worse. You can now select to attack the ship and the combat drum music starts but the combat screens never appear.

The combat music continues to play until you save and restart. Entering an island does stop it but returning to the map restarts it.

Wowowowow has Brilliant been nerfed at all or is a single-class cipher now a must-have for any power party?

No nerf, and I believe that’s PL 7 which multiclassed Ciphers can also attain, albeit much later.

"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

 

 

any chance the difficulty for POTD in 2nd half of the game and ALL bounties and sidequests will be reworked the same way the first few levels got reworked?

 

They are reworked, you are just overleveled for all of them. We'll have to wait for more high-level content from DLCs at this point I think for challenging end-game stuff.

 

There is a check button, "scale up" so you actually cant be overleveled.  Or it doesnt work?

I think the nerf to Minoletta's Concussive Missiles and Ryngrim's Enervating Terror is a bit harsh.

I hope Obsidian think to buff the summon weapons in Wizard and Priest. For a solo run are useful weapons in Poe1.

 

The nerf to Figurines is excessive too for solo run. For group run you dont need summons.

 

The changes of ciphers are good. They need some love.

There is a check button, "scale up" so you actually cant be overleveled. Or it doesnt work?

It works, but it is bracketed. Going by memory, it’s +4/-4 for “generic” enemies and +6/-6 for “named” enemies.

"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

 

That's how I play with them already anyway. The real change will be that now I'll fret a lot about "wasting" charges etc.

 

It's similar to the way some people hoarded per-rest resources in the first game. It's a psychological thing. I don't use figurines that often but when I do use them I don't want to fret about maybe needing them worse later in the game.

 

Yup, I hate consumables for this reason. I do end up using some, but only in the very hardest fights, and only if I'm confident I can craft more.

 

Now I'll probably never use figurines; items with limited charges, without any way to get the charges back, are incompatible with my brain.

 

- Virtuous Triumph and Rooting Pain are over-nerfed. Why isn’t it obvious that going from 100% to 25% is too radical? Now those abilities aren’t worth spending a point on unless there’s literally nothing else to take.

 

I agree.

 

Especially since changing from a guaranteed 100% chance to 25% is a much more impactful change than just changing the magnitude of a flat number.

 

You're taking a reliable ability you can plan around and replacing it with an extremely unreliable one. That sucks, a whole lot.

 

I really dislike when abilities are too random, and this is an example of that, how many enemies do you realistically expect one character to kill in a fight?

 

Even if they kill 4, there's still a roughly 30% chance that it will never proc.

Even if you kill 6, there's a roughly 18% chance it will never proc.

Even if you kill 10, there's a roughly 6% chance it will never proc.

 

I really hate stuff like that, making a cool ability you can plan around into something that just happens randomly and has a good chance of never happening when you need it. Please don't do this kind of thing.

Edited by Answermancer

 

That's how I play with them already anyway. The real change will be that now I'll fret a lot about "wasting" charges etc.

 

It's similar to the way some people hoarded per-rest resources in the first game. It's a psychological thing. I don't use figurines that often but when I do use them I don't want to fret about maybe needing them worse later in the game.

 

Yup, I hate consumables for this reason. I do end up using some, but only in the very hardest fights, and only if I'm confident I can craft more.

 

Now I'll probably never use figurines; items with limited charges, without any way to get the charges back, are incompatible with my brain.

 

- Virtuous Triumph and Rooting Pain are over-nerfed. Why isn’t it obvious that going from 100% to 25% is too radical? Now those abilities aren’t worth spending a point on unless there’s literally nothing else to take.

 

I agree.

 

Especially since changing from a guaranteed 100% chance to 25% is a much more impactful change than just changing the magnitude of a flat number.

 

You're taking a reliable ability you can plan around and replacing it with an extremely unreliable one. That sucks, a whole lot.

 

I really dislike when abilities are too random, and this is an example of that, how many enemies do you realistically expect one character to kill in a fight?

 

Even if they kill 4, there's still a roughly 30% chance that it will never proc.

Even if you kill 6, there's a roughly 18% chance it will never proc.

Even if you kill 10, there's a roughly 6% chance it will never proc.

 

I really hate stuff like that, making a cool ability you can plan around into something that just happens randomly and has a good chance of never happening when you need it. Please don't do this kind of thing.

 

 

I understand and am sympathetic to the general sentiment of not liking random chance abilities, but there's also a design difference. 100% magnitude at 25% chance means you have a 25% chance of doing something meaningful. 25% magnitude at 100% chance means you always do something mediocre. While on a long enough timeline the odds average out, and in general variance favors the enemy, a 25% chance of something meaningful means that every so often the stars can align in a way that greatly benefits the player, whereas that is actually impossible for a 100% chance of something at 25% magnitude.

 

Imagine if e.g. Marux Amanth was like 100% chance of doing 1-2 aoe damage, versus 10% chance of 10-20. While in the long run they average out to be the same, there would be many people who would think the latter is more exciting and makes for more exciting events during combat (it would also mean that there would be occasional rare events where it would proc very rapidly in sequence which can be extremely powerful, arguably much more powerful than the power loss of long stretches of it not proccing at all).

 

From a character design standpoint, just average out the odds. I think you're focusing too much on the downside and not enough on the upside. I mean, in the long run it all balances out to the average, but instead of solely focusing on "even if you kill 10, there's a roughly 6% chance it will never proc" also think about the times where it'll proc multiple times.

 

EDIT: personally speaking, i think it's painfully clear that rooting pain as it was was way too good because it was basically an automatic pick ever since pillars 1.0. i don't know if 25% is a good level (time will tell), but I think a proc rate of anywhere between roughly 15-50% is justifiable to some degree.

Edited by thelee

 

There is a check button, "scale up" so you actually cant be overleveled. Or it doesnt work?

It works, but it is bracketed. Going by memory, it’s +4/-4 for “generic” enemies and +6/-6 for “named” enemies.

 

 

It works, but level scaling can only do so much. Even going up +6 for a named xaurip still leaves you with a xaurip with lame abilities (this is my go-to example). The xaurip isn't learning powerful new spells or martial abilities or anything. It just stays a little harder to hit and has a little bit more health and its lame spear abilities will still be able to hit you reasonably.

 

So even with level scaling enabled, going in at level 16 for a level 12 encounter is still going to be a roflstomp fest. More encounters tuned for levels 13-20 is needed. (If you go look at quest levels, it is clear that the vast majority of stuff is tuned for like levels 1-12).

Edited by thelee

Re: Rooting Pain and Virtuous Triumph.

75% would have been enough of a nerf. If it still felt too powerful, it could be brought down to 50% in another patch (though Virtuous Triumph at 50% I would probably never spend a point on; Rooting Pain maybe.)

 

Re: scaling

I agree. It would be good if scaled enemies had more skills or better abilities. Or if they were swapped for harder versions of themselves where applicable.

"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

 

Re: Rooting Pain and Virtuous Triumph.

75% would have been enough of a nerf. If it still felt too powerful, it could be brought down to 50% in another patch (though Virtuous Triumph at 50% I would probably never spend a point on; Rooting Pain maybe.)

 

Re: scaling

I agree. It would be good if scaled enemies had more skills or better abilities. Or if they were swapped for harder versions of themselves where applicable.

Give this one the helm before things get further out of control. If you're a dev I'm buying your game no questions asked. Rational balancing and quality enemies FTW.

 

any chance the difficulty for POTD in 2nd half of the game and ALL bounties and sidequests will be reworked the same way the first few levels got reworked?

 

They are reworked, you are just overleveled for all of them. We'll have to wait for more high-level content from DLCs at this point I think for challenging end-game stuff.

 

No they are not. Only about 1/3rd of the game (predominately the early main quests and sayuka as well as beraths temple) are reworked. You notice this by seeing the special enemies that are always displayed red (with upscaling, not sure if its the same without). Nevermind the fact that these enemies have a massive difference in power compared to the ones that didnt get added after the rework.

 

I also finished the game pre rework and post rework on POTD so you can be sure i know what im talking about. The mid/lategame and pretty much all sidequests have had no changes.

Edited by Zelse

I don't understand why people so much complains about figures, alchemy, items, classes nerfs ? Because they can't play on PotD or because their strategy may become useless on next patch ? 

I like PoE and I see that easier way to balance game is nerf broken/overpowered abilities and skills, and then step by step add new features
 

Maybe Obsidian can create something like trello boar for further changes in the game (roadmap), to helps players understand what will be fixed, changed in next patches, which things obsidian threat as bug (something like this https://trello.com/b/K0C0i8wF/neverwinter-nights-enhanced-edition)

 

Edited by mant2si

Solo PotD builds: The Glanfathan Soul Hunter (Neutral seer. Dominate and manipulate your enemies), Harbinger of Doom (Dark shaman. Burn and sacrifice, yourself and enemies for Skaen sake)

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