Cubiq Posted October 26, 2014 Posted October 26, 2014 (edited) Figured out one of the reasons why the Medreth fight is harder - THE MONK GUY Yeah on path of the damned he does +100 damage if he gets a clean hit. I have a video where he drops 3 of my characters in 3 shots I think he activates some kind of ability. Edited October 26, 2014 by Cubiq
YunikoYokai5 Posted October 26, 2014 Posted October 26, 2014 Figured out one of the reasons why the Medreth fight is harder - THE MONK GUY ...I want that man's head. He has handed my backside to me far too many times this build! Item comparisons are in Finally! I was wondering when this was going to be implemented! 1 My Blind Journey through the Beta. Join my transgender Paladin as I struggle to get to grips with the game and its mechanics. Well, I never said my first journey into an isometric RPG would be smooth, now did I? My Adventure through Baldur's Gate. Inspired by my play of PoE, I decide to pick up a much fabled game of the genre. Join Solana as I delve into this world of weird, wonderful and annoying people.
Sensuki Posted October 26, 2014 Author Posted October 26, 2014 By the way just incase everyone hasn't noticed yet You only get one class ability every second level now, so as a level 5 character you only have three class abilities instead of 5.
Sabotin Posted October 26, 2014 Posted October 26, 2014 Is it correct that DT is applied before DR in the damage formula?
aeonsim Posted October 26, 2014 Posted October 26, 2014 The Medreth fight is giving me issues (on Hard) but not because it's difficult or the Monk, but because the damn boar won't die! Max out the fighter's deflection with shields and abilities and send him in (Def 70) to chat to Medreth, once he attacks then Druid drops tanglefoot, the mage drops grease (or what ever it's called) and the priest Interdicts the group who've all targeted the fighter. The mage boosts his accuracy by 50 then drops a few fire balls while the Priest and Druid use seals or Gust to keep the enemies back if they try to change targets. AOE spells when the Mages Acc is 80+ and everyone is hobbled tends to clean things up nicely, unfortunately as the sacrificial pawn the fighter get's KO'd, still the enemies are all down so that should be the fight. Except the bloody boar pops back up again keeping the fight going and stopping the fighter from recovering. So kill the boar again (it doesn't attack just stands there), and again and again and combat just doesn't end because of the immortal boar... Also the effects really do need to be worked on, can any one work out what's happening in this SS or how many enemies are still alive... They've also got the shadows playing up as you can see, the shadow appears to be being rendered as a low saturation version of the character model with an offset, however the offset is incorrect depending on the angle and strength of the lighting leading to the low colour clone effect you see in the screen shot.
Sensuki Posted October 26, 2014 Author Posted October 26, 2014 Spell FX are way too over the top. Chanter invocations even turn the screen dark ... whoever thought that was a cool idea needs a slap in the face tbh I'm destroying Medreth as long as I have multiple melee characters. 3
IndiraLightfoot Posted October 26, 2014 Posted October 26, 2014 Item comparisons are in That's nice and all, but ideally, and especially for noobs and just for better feedback, each stat on the window for the unequipped item compared should have a green +2 or a red - X % next to it, so you see at a glance which stuff that gets affected. 5 *** "The words of someone who feels ever more the ent among saplings when playing CRPGs" ***
Seari Posted October 26, 2014 Posted October 26, 2014 (edited) ^what, more hand-holding? Choosing between Might and Perception is just confusing and really bad design. I hope they make some kind of change to accuracy/hit system, because right now it sucks. Edited October 26, 2014 by Seari
IndiraLightfoot Posted October 26, 2014 Posted October 26, 2014 (edited) ^what, more hand-holding? No. More information clarity and better feedback, there is a difference. Having exclamation marks above quest givers head is hand-holding, but having a concise and nicely written journal is info clarity and good feedback. Edited October 26, 2014 by IndiraLightfoot 4 *** "The words of someone who feels ever more the ent among saplings when playing CRPGs" ***
Seari Posted October 26, 2014 Posted October 26, 2014 I don't know about everyone else, but I would find the aforementioned feedback really annoying.
IndiraLightfoot Posted October 26, 2014 Posted October 26, 2014 So, you find info gaps and esoteric obscurity rewarding? (Perhaps you just hate them numbers - Mebbe they give you ARPG-vibes, I can understand that.) *** "The words of someone who feels ever more the ent among saplings when playing CRPGs" ***
Sensuki Posted October 26, 2014 Author Posted October 26, 2014 I don't know about everyone else, but I would find the aforementioned feedback really annoying. I and others requested the feature because it's handy for comparing items on the fly. The IE game mouse over scroll only showed the item name. The stock PE one showed some basic stats of the item. May as well go all the way and compare them to equipped as well like most ARPG games do these days. You can still right click inspect. 2
Seari Posted October 26, 2014 Posted October 26, 2014 (edited) What I meant is that I don't want the game to tell me which item is better. I'm fine with how it is in the beta, as long as the game doesn't show which item gives more +% or whatever. edit: That's nice and all, but ideally, and especially for noobs and just for better feedback, each stat on the window for the unequipped item compared should have a green +2 or a red - X % next to it, so you see at a glance which stuff that gets affected. This is what I was referring to. Edited October 26, 2014 by Seari 1
Sensuki Posted October 26, 2014 Author Posted October 26, 2014 Oh yep - that's fair enough. I actually think it's better off without green and red because Armor is a trade off for speed anyway (and so are weapons). 1
Skipperro Posted October 26, 2014 Posted October 26, 2014 There is a lot of good things, but combat is still chaotic, hard to control and overall unsatisfying.
Hiro Protagonist II Posted October 27, 2014 Posted October 27, 2014 Continuing from my previous post with the critter locations on each map, I give you the Lle a Rhemen ruins beneath Stormwall Gorge. You can kill the two Shades and four Spectres in the room to the NW of your starting location and then go down to the room (with the 6 spectres) and draw two Spectres out to complete your bestiary page. You don't need to kill the other 4 in the room as they yield no more xp and the loot is trash. And the A.I. is exploitable in the 6 Spectre room in drawing two out. The Cean Gwla will summon a Shadow and her summons doesn't appear in your bestiary. Presumably Shadows will be added at a later date as the Pwgra's Rain/Earth/Flame/Wind Blight summons (from the other maps) are in the Bestiary. There's also an exploit with the bottom of the map with receiving xp, bestiary pages and a special ingredient. Major spoilers. Exploit with Nidrek and his spiders. You can have them all go fight each other in one big royal rumble and they'll all kill each other without you lifting a finger against them. There will be one Crystal Eater Spiderling left for you to kill though and he's no trouble at all. You get the xp rewards, the bestiary pages and it will also show enemies defeated added to the totals - as if you killed them. You also get Nidrek's Vithrack Brain which will go into your ingredients stash.
Sensuki Posted October 27, 2014 Author Posted October 27, 2014 Pathfinding is improving with every patch! 1
Gfted1 Posted October 27, 2014 Posted October 27, 2014 There's a lot of new changes I don't like - such as Talents that heal health ... WAT. Why even have the Health system in the first place ? I havent played the last two builds but Health, like actual Health, or Stamina? Sweet baby jebus let it be Health. EDIT: Nevermind, saw your follow-up responses. WoooooooHooooooo! I hope every class has that! 1 "I'm your biggest fan, Ill follow you until you love me, Papa"
morhilane Posted October 27, 2014 Posted October 27, 2014 Pathfinding is improving with every patch! My BB Rogue ended up "colliding" with a walking peasant and stopped there mid-step. I first I though the game was frozen... Azarhal, Chanter and Keeper of Truth of the Obsidian Order of Eternity.
Sensuki Posted October 27, 2014 Author Posted October 27, 2014 Yeah I made a video of that too in the bug forum.
Seari Posted October 27, 2014 Posted October 27, 2014 Oh sweet, time stop shouldn't be hard to implement then. 1
lordkim Posted October 27, 2014 Posted October 27, 2014 Any link to the rules of fighting and damage stats ??
Sensuki Posted October 27, 2014 Author Posted October 27, 2014 http://pillarsofeternity.gamepedia.com/Pillars_of_Eternity_Wiki 1
lordkim Posted October 27, 2014 Posted October 27, 2014 http://pillarsofeternity.gamepedia.com/Pillars_of_Eternity_Wiki thx dude
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