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v4.0.0 is now available on the Beta Branch

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Update (11/30): The GOG Beta branch has now been updated with build 4.0.0.0018


 

Hello everyone!

We have just placed our 4.0.0 patch onto the Beta Branches of Steam. GOG will follow tomorrow. Click here for instructions of how to join the Beta. Please bear in mind that many changes are still being worked on and added as we get closer to patch! Please try out some of the new sub-classes, Mega-Bosses, & god Challenges (listed below) and give us your feedback here. Please let us know if this patch has any unintended effects on your gamestate or if you encounter any new bugs from this patch, here in our beta forums. Thank you in advance for your help and feedback!!
 




Patch Notes for 4.0.0.0018

New Features

  • Ship Respawning - Ships will now respawn as captains are defeated on the world map to keep the seas interesting to traverse . Ships will not respawn for every captain defeated but will ensure the seas are populated with ships of each faction.
  • Ondra, Wael, & Woedica's Challenge - Three new exciting Challenges will be coming in with this patch:
    • Ondra - Storms on the world map are bigger, faster, and increased in frequency and Enemy Captains are increased in rank and travel faster when chasing the player.
    • Wael - All numerical data for characters, spells, and items are hidden. This excludes Item count, Party Attributes, Skills, and Level.
    • Woedica - All Per-Encounter and Class resources become Per-Rest, Party Health no longer regenerate outside of combat, and only "Prepared Meals" will recover injuries and Resources.
  • New Megabosses - Two new Megabosses can now be challenged in the game:
    • Sigilmaster Auranic

      Briny Grotto, Top right of the World Map

    • Dorudugan

      Corroded Wasteland, Bottom left of the World Map

  • New Subclasses - 11 New subclasses are being added to the game to add to variety and allow for more interesting combinations!
    • Tactician (Fighter)
      • Those who can rally their wit in the heat of battle are known as "Tacticians." These warriors see all forms of combat as only pieces moving in play. Frequently assuming leadership positions within a structured military, Tacticians weaponize cleverness and sharpen experience.

        Bonus
        Restore Discipline when successfully Interrupting an enemy action.
        Gain Brilliant Tactician.
         
        Penalty
        Penetration and Accuracy is reduced when attacking a target that is not being attacked by an ally.
        Gain Tactical Dilemma

    • Furyshaper (Barbarian)
      • Furyshapers carry a burden of trauma in their past lives, suffering when those emotions inexplicably bleed into their current psyche. These rare individuals can manifest their emotions in a physical form, inflicting their rage, terror, or madness onto the world.
         
        Bonus
        Gain Shape Ward: Frenzy at Power Level 1.
        Gain Shape Ward: Fear at Power Level 4.
        Gain Shape Ward: Blood at Power Level 8.
        Gain bonus Accuracy against spirits.
         
        Penalty
        If a Ward is destroyed, take immediate Raw Damage and a Power Level penalty until combat ends.
        Will is reduced.

    • Debonaire (Rogue)
      • As charming as they are devious, these rogues use cleverness and diplomacy to achieve their goals. Often acting only in self-interest, they have been known to contract high-society thefts, unveil scandals, or even perform the occasional white-glove assassination.
         
        Bonus
        Gain significant Hit to Crit against Charmed targets.
        Gain Roguish Charm ability.
        Gain Hit to Graze against attacks when not affected by any afflictions.
         
        Penalty
        Cannot Engage.
        Gain Cowardice ability.

    • Steel Garrote (Paladin)
      • The Steel Garrote is a feared paladin order dedicated to Woedica. They work with powerful individuals and business interest to hunt down those who violate contracts, especially if said contracts were endorsed by a priestess of the Exiled Queen. They were founded in the Aedyr Empire and are active throughout the region - branching out as far as the Dyrwood and the Vailian Republics.

        Bonus
        Heal for a portion of the damage dealt to afflicted targets.
        Gain Garrote ability.

    • Arcane Archer (Ranger)
      • A rare few find themselves gifted in both physical ability and the more cerebral, arcane talents. Arcane Archers are among those few, and apply their innate aptitude with magic by temporarily infusing spells into their projectiles. More commonly seen among traveling performers or during archery contests, these skilled individuals are both admired and reviled for their abilities.

        Bonus
        Imbue spell effects gain increased Accuracy from Arcana skill.
        Gain Imbue: Missiles at Power Level 1.
        Gain Imbue: Web at Power Level 3.
        Gain Imbue: Fireball at Power Level 5.
        Gain Imbue: Eora at Power Level 7.
        Gain Imbue: Death at Power Level 9.
         
        Penalty
        Receive a penalty to Accuracy with attacks not of the following traits: Imbue, Elements, Fire, Frost, Acid, Electricity, and Spell.
        Max health is reduced.

    • Forbidden Fist (Monk)
      • Followers of cryptic teachings rooted in a dark past, these monks are among the few granted - or cursed - with knowledge of forbidden techniques. Their martial prowess was said to corrupt the very soul of the wielder.  Believing that great and terrible events justify their use, these monks travel Eora weighing the balance between the purity of their soul and the necessity of conflict.

        Bonus
        Gain Wounds and Health when Hostile effects expire.
        Gain Forbidden Fist ability.
         
        Penalty
        No longer gain Wounds from damage received.

    • Bellower (Chanter)
      • Bellowers are often found in communities steeped in hardship, particularly among those that have experienced recent misfortune. Their tales better resemble a collections of ramblings and gibberish than coherent stories. Their name stems from the rare, violent, empassioned outbursts of fearsome magic. 

        Bonus
        Invocations grant (and benefit from) a brief bonus to Power Level based on the number of held Phrases.
         
        Penalty
        Invocations consume all remaining Phrases.
        Chant radius is reduced.

    • Priest of Woedica (Priest)
      • Priests and Priestesses of the Exiled Queen express their faith as lawyers and judges in towns and urban centers. The most prominent among them have served as advisers in royal court. They are of particular importance in the Empire of Aedyr, where business contracts require their endorsement. Woedica's devotees are typically found in the upper classes, but any tradition-minded person who longs for a vanished past will find a place in her faith. "When Woedica takes back her throne" is a common saying amongst her followers, signifying a utopian future when society will be properly ordered once again, and she will take her rightful place as ruler of the gods.

        Bonus
        Automatically learn the following priest spells at new power levels:
        1. Writ of Engagement
        2. Spiritual Weapon
        3. Writ of Consumption
        4. Divine Terror
        5. Writ of War
        6. Pillar of Holy Fire
        7. Writ of Sorcery
        8. Hand of Weal and Woe
        9. Writ of Mending

    • Ancient (Druid)
      • Not all Ancients are venerable in form, but many have walked Eora for hundreds of years. Primal in nature, these zealots of Galawain tend to keep to themselves in forests and extreme environments, warding off would-be travelers and conjuring untamed magics.

        Bonus
        Gain bonus Power Level with Beast and Plant spells.
        Automatically learn the following druid spells at new power levels:
        1. Summon Sporelings
        2. Hold Beasts
        3. Wild Growth
        4. Form of the Delemgan
        5. Wall of Thorns
        6. Venombloom
        7. Call to the Primordials
        8. Fire Stag
        9. Aspect of Galawain
         
        Penalty
        Reduced defense against Veil-Piercing attacks.
        Increased damage received from vessels.

    • Blood Mage (Wizard)
      • Devoted to the belief that blood fuels the power of the soul, Blood Mages walk a painful and self-destructive path to arcane mastery. Though reputable animancers have discredited their beliefs, those few that have witnessed blood magic cannot deny that gratuitous self-harm can indeed preface unbelievable - often terrible - magical events.

        Bonus
        Gain Blood Sacrifice ability.
        Gain passive health regeneration.
         
        Penalty
        Unable to use Empower.
        All defenses against bloodied attackers are reduced.

    • Psion (Cipher)
      • Psions are quite rare, often beginning as prodigal young minds that slowly unlock secrets deemed incomprehensible to even the wisest scholars. Their powers require intense meditation, but can allow them to manipulate the conscious mind or move objects with incredible force.

        Bonus
        Gain Soul Mind passive ability.
        Gain Telekinetic Burst ability.
         
        Penalty
        Loses Soul Whip ability.
        Receiving damage disables Soul Mind briefly.

Major Fixes & Updates

  • Savegames with subdirectories in the zip no longer fail to load.
  • If Beast of Winter is installed, you may now converse with Ydwin as you would a main companion.
  • Summoned creatures now unsummon when their summoner is knocked out.
  • Veteran Difficulty has been tuned to be slightly more difficult.
    • Enemies now have +12% health, +8 accuracy, +1 penetration, +8 all defenses and +1 armor rating on Veteran difficulty.

Challenges

  • God Challenges no longer disable mods or Berath's Blessings.
  • New games will no longer have Challenges enabled if the player loaded a Challenge save before starting the new game.
  • Berath's Challenge timer is no longer modified by hostile/beneficial duration multipliers.
  • Berath's Challenge now delays 10 seconds until unconscious party members are killed (from 6 seconds).
  • Slightly increased Vela's base defenses and the health she gains per level during Hylea's Challenge.
  • Users can now use Slow-Mode while playing under the Magran's Challenge.

Quests 

    • Whehami now acknowledges Aexica's admission of guilt.
    • A Bigger Fish quest ends after completing A Sinking Feeling and siding with the Bardattos.
    • Bounty - Assila Wave-Skipper can now be completed after speaking with Fleet Master Wakoyo. This will allow players to accept other future bounties from the Royal Deadfire Company.
    • Sabotaging and blowing-up the Powderhouse will automatically fail the RDC bounty quest: Radulf should the player have this quest.
    • Captain Pai now correctly leaves loot after being defeated.
    • Sugaan now correctly gives the Strand of Favor to the Watcher.

Text & VO

  • More than 100 typos have been fixed.
  • There are no longer errors in Conversation with Engari when Pallegina and Xoti are in the active party.
  • Speaking to generic NPCs in the Sacred Stair no longer displays Missing String messages.
  • Xoti's VO is no longer cut while talking with a lost soul.
  • Dunnage Townsperson no longer produces two barks simultaneously.
    • All dialogue lines during the first conversation with Queen Onekaza are played correctly.
    • Eder's bark during Gul Endurance Trial is now correctly voiced.
    • Serafen's Final Maneuver reaction bark is now fully voiced.
    • Aloth now skips over keeping discretion with the Animancers when recruited outside of Clario's office.

Abilities

  • General
    • Visage of Death's Herald (and its variants) can no longer be cast on self.
    • Hunter's Instincts has a proper stat block.
    • Boreal Dwarves' Hunter's Instinct effect now matches its description and grants a bonus vs Primordials and Wilders (not beasts).
  • Rogue
    • Pernicious Cloud Base Penetration from 0 -> 7.
  • Paladin
    • Garrote can no longer be used on Destructibles.
    • Garrote now ends when combat ends or the target is killed.
    • Garrote's base duration reduced from 8.0 sec to 6.0 sec.
    • Garrote can no longer be used on self.
    • Steel Garrote passive healing effect now only applies to weapon attacks.
  • Ranger
    • Animal Companion Armor is now of the category "Light" (from Medium) - this only affects validation such as from "Charged Field".
    • Evasive Fire will no longer target destructibles.
    • Ranger's Strengthened Bond no longer becomes impossible to acquire in some situations.
    • Bonded Fury and Shadowed Hunters will now provide feedback that they are unavailable if the Ranger Animal Companion is unconscious.
  • Chanter
    • Their Putrid Stench Wafts Across now uses the same targeting style as its base ability "White Wurms Writhed in the Bellies of the Dead".
    • His Laughter Rang Through The Halls now pushes from the caster position rather than the target.
    • Fixed an issue that caused the base Cone effect from "Her Revenge Swept Across the Land" to bounce, not just the additional bolts.
  • Priest
    • Restore is no longer restricted to combat.
    • Eothas Incarnate summons now have weapons that use the same material as the models.
  • Druid
    • Fire Stag's Self-Destruct ability is no longer named "Fire Stag".
    • Call to the Primordials now more clearly displays the number of summons.
  • Wizard
    • Wall of Draining will now properly increase the duration of effects on the caster.
    • Concelhaut's Corrosive Siphon will now correctly heal the caster for each affected enemy.
  • Items
    • Thundercrack Pistol, Dragon's Dowry, and Frostseeker now have keywords for their respective elements on their attacks.
    • Thundercrack Pistol's Conductive Blast & Storm Rune Shot attacks now have the Electricity keyword.
    • Added minor delays to Essence Interrupter's effects to prevent it from invalidating on death mechanics.
    • Cleansing Flame and Chain Lightning Scrolls now use the "read scroll" animation.
    • Deltro's Cage (Shock Shield) is no longer a passive ability and it is now active.
    • Magran's Shield has the "Shield Engagement" mod now.
    • Scordeo's Edge Accuracy bonus can no longer be stacked higher than the number of times listed on its effect.
    • Multiple instances of the same item mod effect from The Red Hand should no longer infrequently appear as separate effects.
    • Description of Solitude effect has been updated to be more clear.
      • Characters affected by Jadaferlas' Fiery Maw can no long move while petrified.
      • Serafen no longer learns a PL3 Cipher Spell when he first acquires PL2 Cipher spells in his auto-progression - Fractured Volition replaced with Phantom Foes.

Sound Effects

  • Belranga's Consume ability has proper SFX.
  • SFX for the water pillar during Battle Royale has been added.
  • Rotghasts now have proper SFX when Combat Speed is set to low.
  • Sheathing and unsheathing weapons triggers SFX.
  • SFX added to lightning strike during the play in A Tidy Performance.
  • Defensive Roll trigger has SFX.

Visual Effects

  • Soul vision VFX is not prematurely removed during conversation with Spirit Engari.
  • Aexica has proper VFX when appearing to assist Whehami.
  • Glowing eyes effect of the statue of Toamowhai properly fade out.

Misc

  • Accuracy indicator on mouse-over now represents the chance to at least Graze, instead of at least Hit.
  • A loading exception when clearing child effects from racial abilities, which prevented some saves from loading correctly, has been fixed.
  • Food items are now classified as either ingredients or prepared meals.
  • Daily Wages are no longer deducted multiple times when loading a game.
  • When the player sells enchanted items that stack with ones the store already has, they will now receive the proper amount of money.
  • Port stores no longer contain multiple infinite stacks of basic supplies.
  • The ability bar has received some optimizations.
  • Fixed an issue that would cause Strengthened Bond to become unavailable during level up.
  • Characters that are engaged or engaging two or more enemies cannot be bumped by allies.
  • Soulbound items can't have quality enchantments added manually, even when they're damaged in Abydon's challenge.
  • The subclass abilities column in the Ability Tree will no longer permanently disappear after viewing a tree that didn't use it.
  • New ship items can now be removed from the shopping cart in the Store UI.
  • Updated bestiary sorting keyword on Body Affliction Resistance so it will now sort correctly.
  • Eating Spoiled Food now lowers the crew's morale.
  • Attacks that teleport the attacker to the target now properly receive accuracy from the attacker's Class.
  • The player can now click to move closer to the edge of the revealed fog of war.
  • DLC Deck of Many Things and Beast of Winter NPC's are no longer displaying empty stores or empty conversations with the player.
  • Uncharted Island naming can no longer be closed by accident.
    • If the player canceled the dialog for naming an uncharted island before this patch, they may access it again by entering and exiting the associated dungeon.
  • Players can no longer duplicate morale rewards from ship combat using quicksaves.
  • The 'Follow Camera' option works correctly on the World Map.
  • Initial cutscene is not repeated after performing a save/load cycle during Battle Royale.
  • Special Armor Ratings are now correctly displayed in the Bestiary.
  • The door in the Eastern Cavern of Rimebound Temple now blends correctly with its surroundings.
  • The combat with the bears in the Eastern Cavern of the Rimebound Temple will not start without Line of Sight.
  • Conditionals for player responses in conversation with Beast of Winter have been updated.
  • Portals in the Sunken Crown are now marked on the area map.
  • King Wingauro's headdress no longer clips with the wall behind him.
  • Responses in the dialogue with Menzzago now grant appropriate disposition points.
  • Glossary links for the word "Nilkzenze" are now appearing correctly.
  • Skill checks in the Kohatekana Expanse function correctly.
  • The Inspect (question mark) button now works in the Grimoire UI.
  • The game will show a useful error message when trying to upload a mod or exported character to the Steam Cloud if the user is out of space.
    • Conversation about the Pool of Lost Memoires in the Drowned Kingdom no longer triggers without Rekke being in the party.
    • Vela appears next to Engrim at the beach only when the correct conditions are met.

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I like big bugs and I cannot lie...

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  • If Beast of Winter is installed, you may now converse with Ydwin as you would a main companion.

 

 

this is an underrated detail, the new interactivity with ydwin is awesome and i love her

Edited by Cartoons Plural
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  • Berath's Challenge now delays 10 seconds until unconscious party members are killed (from 6 seconds).
  • Slightly increased Vela's base defenses and the health she gains per level during Hylea's Challenge.
  • Users can now use Slow-Mode while playing under the Magran's Challenge

 

ffffffffff THANK YOU FOR LISTENING TO THE GOD CHALLENGE FEEDBACK THREAD

Edited by thelee
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Ahh ok so in fact it may actually be a strength?

No, is clearly a disadvantage. As intended. You lose Persistant Distraction, for one.

Well Boeroer is making it sound like a non issue...who do I believe?!

 

Boeroer's point is that not being able to engage is only an advantage or disadvantage depending on the build you're actually trying to make.

 

Making a melee rogue? Losing engagement could be a problem for you, depending on what skills you want to use.

 

Making a ranged archer rogue? Engagement is useless there anyways, and you'd probably never want to be close enough to engage anything in the first place.

 

Exactly. That's what I meant.

 

If you want to use Persistant Distraction you really shouldn't use a Debonaire. If you want to roam the enemy backline and take out priority targets you really shouldn't use a Debonaire (at least not if you'r not planning to multiclass with GHost Heart or something else that remomes Cowardice).

 

By the way: some afflictions you put on enemies deactivate engagement anyway (for example terrify). In those cases Persistant Distraction is useless as well.


Deadfire Community Patch: Nexus Mods

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  • Berath's Challenge now delays 10 seconds until unconscious party members are killed (from 6 seconds).
  • Slightly increased Vela's base defenses and the health she gains per level during Hylea's Challenge.
  • Users can now use Slow-Mode while playing under the Magran's Challenge

 

ffffffffff THANK YOU FOR LISTENING TO THE GOD CHALLENGE FEEDBACK THREAD

 

Yes, this really good. Thanks Obsidian! :bow: :bow: :bow:

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Agreed. Happy I can finally play with Blessings and Challenges together!

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"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

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Ahh ok so in fact it may actually be a strength?

No, is clearly a disadvantage. As intended. You lose Persistant Distraction, for one.

Well Boeroer is making it sound like a non issue...who do I believe?!

 

 

Both of us. It's pretty much non-issue if you are ranged. And as melee you can probably work around it by charming a foe nearby, thereby gaining flanked status on the enemy in melee.

 

It's a penalty. A minor setback. Not the end of the world ;-)


Nerf Troubadour!

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We have updated the beta builds on Steam and GOG to a newer version (v4.0.0.0025) to get out some fixes and updates to our beta testers.

 

Patch v4.0.0.0025 Notes

 

  • Slog zones and other infinite hostile effects no longer trigger Forbidden Fist to gain wounds.
  • Tactician only recovers resources when interrupting an ability being cast, not on all interrupts.
  • Debonair can no longer select Persistent Distraction.
  • Roguish Charm no longer applies inspirations if its Charm is resisted.
  • Psion focus generation increases every odd power level.
  • Enduring Shadows or Flurry of Blades no longer allow the player to get both Shadow Step and Shadowing Beyond.
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Unrelated to previous post.

 

I got access to a Forbidden Sanctum DLC, is this normal ?

 

No.  Hush.  Let us speak no more of this.   :-

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Is this forum only for bugs that didn't happen in v3 or should we report all bugs that occur in v4 ?

 

Correct this sub-forum is intended for catching things unique/new to the v4.0 beta.

https://forums.obsidian.net/forum/132-patch-beta-bugs-and-support/

 

You can report persistent issues in this forum (there may already be a thread on it!):

https://forums.obsidian.net/forum/130-pillars-of-eternity-ii-deadfire-technical-support-spoiler-warning/ 

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Unrelated to previous post.

 

I got access to a Forbidden Sanctum DLC, is this normal ?

 

No.  Hush.  Let us speak no more of this.   :-

 

So huh :D, i'm quite reticent about uninstalling it now. I got a sneak peek of a cool new machine I didn't see advertised anywhere. Is there someone with knowledge(read: from Obsidian) who could tell me what I'm risking/should be expecting in that update?

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Veteran is now Path of the Half-Damned!

 

Ydwin's new conversation options are pretty extensive.  Also a bit buggy-- an option that discusses how the party had met Rymrgand is available on a save where that hadn't happened yet (either in Flaune's quest or in BoW). 

@Enoch Do you happen to have a save file where this is occurring that you could send to me at support@obsidian.net?  We can use our own, but I also like to have the team test saves that definitely have the issue occurring.  If needed, you can find instructions on where the saves are kept here.

 

Thanks Enoch!

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Veteran is now Path of the Half-Damned!

 

Ydwin's new conversation options are pretty extensive.  Also a bit buggy-- an option that discusses how the party had met Rymrgand is available on a save where that hadn't happened yet (either in Flaune's quest or in BoW). 

@Enoch Do you happen to have a save file where this is occurring that you could send to me at support@obsidian.net?  We can use our own, but I also like to have the team test saves that definitely have the issue occurring.  If needed, you can find instructions on where the saves are kept here.

 

Thanks Enoch!

 

Hmm...  Now I can't seem to duplicate it.  So it was either fixed with ...0025 or it's a conversation option that only crops up the first time you talk with Ydwin.  And I'm not sure I have a hard save before that chat and reasonably close to when she becomes recruitable.

Edited by Enoch

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The mega bosses are a nice addition and I would like to see more of them, but their loot is really disappointing and not proportional with the difficulty of the encounter - the crappy trinket and the stone we keep getting is a joke.

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The mega bosses are a nice addition and I would like to see more of them, but their loot is really disappointing and not proportional with the difficulty of the encounter - the crappy trinket and the stone we keep getting is a joke.

maybe the trinket ability should be per encounter

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The mega bosses are a nice addition and I would like to see more of them, but their loot is really disappointing and not proportional with the difficulty of the encounter - the crappy trinket and the stone we keep getting is a joke.

maybe the trinket ability should be per encounter

 

At least... Mega bosses should have "mega" loot.

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At least it should be mega when it comes to visuals - even if this isn't an online game. ;)


Deadfire Community Patch: Nexus Mods

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The mega bosses are a nice addition and I would like to see more of them, but their loot is really disappointing and not proportional with the difficulty of the encounter - the crappy trinket and the stone we keep getting is a joke.

 

I think the mega bosses are there purely as an additional challenge. Though if they all feel like dropping lots of adra ban and emerald for high-level crafting recipes I wouldn't mind (so you can replenish between fights).

 

Objectively - what would be the point if mega bosses dropped sweet lewt? Mega bosses are basically the hard endgame... you're by definition already decked out just to fight them. What do you need that sweet lewt for afterwards? To even more roflstomp the already-incredibly-easy-at-level-20 encounters in Ukaizo?

 

Anyway, the megabosses are the reason why you want the sweet lewt in the first place. Having the megabosses drop sweet lewt themselves seems a bit backwards.

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The mega bosses are a nice addition and I would like to see more of them, but their loot is really disappointing and not proportional with the difficulty of the encounter - the crappy trinket and the stone we keep getting is a joke.

 

I think the mega bosses are there purely as an additional challenge. Though if they all feel like dropping lots of adra ban and emerald for high-level crafting recipes I wouldn't mind (so you can replenish between fights).

 

Objectively - what would be the point if mega bosses dropped sweet lewt? Mega bosses are basically the hard endgame... you're by definition already decked out just to fight them. What do you need that sweet lewt for afterwards? To even more roflstomp the already-incredibly-easy-at-level-20 encounters in Ukaizo?

 

Anyway, the megabosses are the reason why you want the sweet lewt in the first place. Having the megabosses drop sweet lewt themselves seems a bit backwards.

 

I kill the mega bosses only for the loot because I don't like to do things without purpose. If they would drop nothing I would kill them once for fun and then I wouldn't bother with them again. And since I kill them for the loot I feel the rewards are not proportional to the challenge and that's disappointing. 

 

PS. Also I would like if you could stop quoting me because it seems you have either a hard way to grasp my ideas, either a tendency of skewing them using false assumptions or flawed logic.

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Lot of games end game is about killing harder & harder boss and getting better stuff for the next one. But that not Deadfire design since there isn't any tiered gear. Your items never become useless.

 

In my opinion it's something Obsidian need to fix in a futur game if they continue in this way : How to keep the player interested in loot, feel character progression, when he's at max level and found the gear that match his build. I talked about it in another thread, there is lot of ways (factions, a more developped trinket system with more slots, runes/gems slots etc...).

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Not having a "best gear ever" is pretty cool though, it brings more diversity into builds.

 

I think it's a good idea to have more permanent buffs in the style of the witch hut.It doesn't hurt build diversity but it still gives a feeling of progression past max lvl.

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It depends more on your preferences, and what is your aim, I mean what you want to get from the game. I agree that having a mega-loot from a boss is satisfactory, but not necessary individually for me, as I have more pleasure from killing the boss, so the loot is more like an addition. Plus in Deadfire introducing such loot from Mega booses is not interesting, as you will be able to use it only at the final battle or some low-level encounters, like going aboard.

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