eschu101 Posted July 4, 2018 Posted July 4, 2018 Did they ever fix Xoti's lantern upgrade blocking beneficial spells as well as hostile? Do stupid mothmen/ townspeople run into 10 man fights with fireballs going off still? yes in 1.1 / not sure, but this only happened to me once in the bounty fight at sacred stair 1
tinysalamander Posted July 4, 2018 Posted July 4, 2018 Hmm, so is it possible to mod in trinkets yet? // I have no idea whether it was already possible, but seems like a nice thing to have. Pillars of Bugothas
Jajo Posted July 4, 2018 Posted July 4, 2018 It depends what you want to do. Buy and upgrade all the unique weapons, make your own potions and scrolls, buy every boat? There already wasn't enough money to do all that, unique weapons alone end up costing some 50k+ each. This game definitely doesn't need any more money sinks. Btw, I skimmed the patch notes and don't see anything about the enchantment menu being changed. Will the next patch after this maybe make it clearer which enchantments are mutually exclusive so I don't have to save before enchanting? Well I don't think most players upgrade every unique weapon, rather just the ones they use. I don't have the metrics but reading on this forum, most players seem to have an abundance of cash at the end of the game so it's not really shocking that the devs raise the cost of some items in game. Giving more crafting materials would have been a much better way to go about it, in my opinion. Not this time gated pyrite tombola that's in the game. Crafting would have been a good money sink, if people could actually craft... This material shortage also defeats the design purpose behind different physical damage types and giving weapon proficiencies out like candy, since no one's really able to adequately upgrade equipment of the whole party, let alone produce multiple equivalently powerful weapon sets for each character. Upgrading ship type on the other hand... does anyone find that worth it?
Night Stalker Posted July 4, 2018 Posted July 4, 2018 Hmm, so is it possible to mod in trinkets yet? // I have no idea whether it was already possible, but seems like a nice thing to have. It is already possible.
tinysalamander Posted July 4, 2018 Posted July 4, 2018 It is already possible. Interesting. Thank you. Pillars of Bugothas
Aneshka Posted July 4, 2018 Posted July 4, 2018 Does somebody have problems with AI settings? I can't change personal behaviors, most abilities or spells are not clickable. That started after the patch. I have no mods, re-downloaded the game, nothing helps(((
AlphaShard Posted July 5, 2018 Posted July 5, 2018 Does the Relationship indications act retroactively? I'm checking mine and it doesn't give me any info on why or what made the reputations what they are for my character.
house2fly Posted July 5, 2018 Posted July 5, 2018 Mine doesn't either, I just presumed it's not retroactive
Sevrin Posted July 5, 2018 Posted July 5, 2018 Didn't fix the issue with Rosenella? That was supposed to be fixed in 1.1
Ryujiou Posted July 5, 2018 Posted July 5, 2018 Please add Ydwin as romanceable companion, pretty please. She's the most interesting character with a believable reason to join your party. Bonus points if you can make the weapon keep their modal abilities on instead of switching whole party's weapons and then turn every party members weapon modals abilities on ONE BY ONE. 1
poparakrava58 Posted July 5, 2018 Posted July 5, 2018 No beastiary bug fixed man im getting pretty desperate
klajton Posted July 5, 2018 Posted July 5, 2018 The three things that were not adressed: Xoti permanent lantern buff: https://forums.obsidian.net/topic/101591-11beta-xoti-lantern-buff/ AI Editor Wizard - no spells problem: https://forums.obsidian.net/topic/101543-ai-editor-wizard-problem/ Missing Nungata: https://forums.obsidian.net/topic/98944-nungata-is-missing/page-2 (I know that you can fail Final Manouver quest to get her back, but I don't want to)
Xaratas Posted July 5, 2018 Posted July 5, 2018 Revert the figurine charges change: https://www.nexusmod...rnity2/mods/137 1 More modding for PoE II | How to Work with Stringtables
Parasol_Syndicate Posted July 5, 2018 Posted July 5, 2018 Raising the prices of ships feels like a fun-gate. No exploring for you until you do the city quests, meanwhile the rewards are less helpful than ever. Magran's fire casts light in Dark Places...
Guest Posted July 6, 2018 Posted July 6, 2018 Raising the prices of ships feels like a fun-gate. No exploring for you until you do the city quests, meanwhile the rewards are less helpful than ever. Completed my first playthrough (including all the bounties) using the starter ship. Unless they drastically changed how ship combat works in 1.2, I think this will only impact role play.
Arranvin Posted July 6, 2018 Posted July 6, 2018 (edited) Is nerfing the Ranger's Evasive Fire really warranted? The ability was good, it could hit hard and it let you kite, but it was only really powerful against one enemy or a small number, given that you can't aim the attack. Seeing as rangers are still consistently seen as one of the weakest classes (if not the weakest) I don't understand the reasoning behind nerfing one of their stronger abilities... Edited July 6, 2018 by Arranvin 5
AndreaColombo Posted July 6, 2018 Posted July 6, 2018 If that was the only unnecessary nerf, I’d be concerned. It appears, however, to fit the pattern rather seamlessly. "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
Ophiuchus Posted July 6, 2018 Posted July 6, 2018 (edited) Prices of Galleon and Junk ships have been doubled. And I didn't bother with them even before, because I deemed them a complete waste of money. I mean, should I spend it to save myself from pressing "1" 3 fewer times, or on weapons that I'll actually use to resolve the conflict with and save time there? It does seem like a weird change. Players aren't using ship combat enough so let's increase the cost of admission. Voyager ftw. Edited July 6, 2018 by Ophiuchus 1 Slash and Burn: A Warlock Guide
Cipher_Renegade Posted July 6, 2018 Posted July 6, 2018 So is there any point of leveling alchemy skill now?
Awkward Davies Posted July 6, 2018 Posted July 6, 2018 Still can't respec my PC chanter without losing my chant selected at L1.
Enoch Posted July 6, 2018 Posted July 6, 2018 So is there any point of leveling alchemy skill now? Poisons 1
gkathellar Posted July 7, 2018 Posted July 7, 2018 (edited) Monastic Unarmed Training now replaces the character's default unarmed attack with the base Monk attack. What does this actually mean? Is it just talking about an animation change, or what? Edited July 7, 2018 by gkathellar If I'm typing in red, it means I'm being sarcastic. But not this time. Dark green, on the other hand, is for jokes and irony in general.
AndreaColombo Posted July 7, 2018 Posted July 7, 2018 (edited) Probably that your fists’ base damage is replaced with the base damage of the Monk’s fists. I haven’t tested this, but before 1.2 Monastic Unarmed Training was completely useless as it gave a % damage increase over regular fist base damage, which was so small as no % increase would actually make a difference. Edited July 7, 2018 by AndreaColombo 1 "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
gkathellar Posted July 7, 2018 Posted July 7, 2018 Probably that your fists’ base damage is replaced with the base damage of the Monk’s fists. I haven’t tested this, but before 1.2 Monastic Unarmed Training was completely useless as it gave a % damage increase over regular fist base damage, which was so small as no % increase would actually make a difference. I guess that make sense. Really, I don't see why it can't just be equal to Transcendent Suffering - spending an ability point to get access to something that still isn't as good as most legendary weapons seems like it would be fine. >_> If I'm typing in red, it means I'm being sarcastic. But not this time. Dark green, on the other hand, is for jokes and irony in general.
Boeroer Posted July 7, 2018 Posted July 7, 2018 If I understand it correctly then that's what it is now: monk fist for everybody. I can't remember if Monastic gives drastically different scaling bonuses than Transcendent Suffering...? However - I hope now a fun pitfighter build (that doesn't involve monk) is at least viable. I like the idea to bring my unarmed barb over from PoE. Deadfire Community Patch: Nexus Mods
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