Grand_Commander13 Posted April 3, 2015 Posted April 3, 2015 My words taken at face value are fully true. I'm impressed that the week one patch showed such quick reactivity to obviously overpowered things that made it to release. I had expected the patch to basically be just bug fixes. Then color me impressed to find someone else around here who isn't crying about the much-needed arbalest nerf. Curious about the subraces in Pillars of Eternity? Check out
PIP-Clownboy Posted April 3, 2015 Posted April 3, 2015 Guns were king **** until Josh nerfed the living hell out of them a few days prior to release.
AncientToaster Posted April 3, 2015 Posted April 3, 2015 Guns got nerfed before released, Arbalest turns out to be great at release, gets nerfed in this patch. Arbalest and Arquebus are so slow I don't even know why you'd use them now because the damage isn't good compared to the speed at which they fire/reload.
sparklecat Posted April 3, 2015 Posted April 3, 2015 Slow, high-hitting weapons are good for, for example, opening a fight by wiping out a dangerous opponent, or getting through high DR.
Grand_Commander13 Posted April 4, 2015 Posted April 4, 2015 Guns got nerfed before released, Arbalest turns out to be great at release, gets nerfed in this patch. Arbalest and Arquebus are so slow I don't even know why you'd use them now because the damage isn't good compared to the speed at which they fire/reload. Their damage is actually amazing considering their reload times. Even after the nerf the arbalest is still pretty good (though it's behind the guns now). Curious about the subraces in Pillars of Eternity? Check out
Lasci Posted April 4, 2015 Posted April 4, 2015 It looks like a lot of weapons received new inventory icons, too? That's kinda cool. I didn't notice that in the Patch Notes.
ChipMHazard Posted April 4, 2015 Posted April 4, 2015 Slow, high-hitting weapons are good for, for example, opening a fight by wiping out a dangerous opponent, or getting through high DR. That is generally how I use them as well.
sleb82 Posted April 4, 2015 Posted April 4, 2015 Luckily my problem with containers not opening solved by leaving and re-entering location. Turned out to be not so critical.
Bollockoff Posted April 4, 2015 Posted April 4, 2015 The enchantment system undermines to some degree the joy of finding unique treasure. I don't find much at all that's any better than a Fine whatever. Also where the hell are all the belts?
Gromnir Posted April 4, 2015 Posted April 4, 2015 ... so, how exactly were reckless assault fixed? perhaps one needs start a new game 'cause previous accrued deflection penalties have Not been removed. am admitting to being a smidge annoyed. and not that it matters much, but the hearth harvest inventory icon is about 1/3 larger than it should be. HA! Good Fun! "If there be time to expose through discussion the falsehood and fallacies, to avert the evil by the processes of education, the remedy to be applied is more speech, not enforced silence."Justice Louis Brandeis, Concurring, Whitney v. California, 274 U.S. 357 (1927) "Im indifferent to almost any murder as long as it doesn't affect me or mine."--Gfted1 (September 30, 2019)
Darkeus Posted April 4, 2015 Posted April 4, 2015 Anybody know what was patched in just a minute ago? Just got a 570MB download on Steam 1
Asmodean- Posted April 4, 2015 Posted April 4, 2015 (edited) Anybody know what was patched in just a minute ago? Just got a 570MB download on Steam yar, same. Edited April 4, 2015 by Asmodean- 1
AzureG Posted April 4, 2015 Posted April 4, 2015 Awesome, the balance fixes address most of the little niggles I've been having with it (spam Slicken as solution to any fight, OP Mind Blades, arbalest stronger than arquebus). Didn't even notice Chill Fog was foe-only, I had been using it as if it was regular AoE damage. Nice going with the bugfixes too natch. I wonder, will capes and cloaks show up on OS X? The only thing is, Mind Blades was a bit underpowered - at least from my experience with multiple ciphers in multiple groups...... Average damage per hit on mobs has always been fairly low, even with high stats to boost damage.
Anthony Stark Posted April 4, 2015 Posted April 4, 2015 The only thing is, Mind Blades was a bit underpowered - at least from my experience with multiple ciphers in multiple groups...... Average damage per hit on mobs has always been fairly low, even with high stats to boost damage. It was very powerful owing to the fact that it had no positional requirement and could be cast multiple times without attacking by Ciphers. My Hard runthrough of the game consisted predominantly of two Ciphers using either Mental Binding or Mind Blades while the rest of the group sat around and watched.
Gromnir Posted April 4, 2015 Posted April 4, 2015 (edited) The only thing is, Mind Blades was a bit underpowered - at least from my experience with multiple ciphers in multiple groups...... Average damage per hit on mobs has always been fairly low, even with high stats to boost damage. It was very powerful owing to the fact that it had no positional requirement and could be cast multiple times without attacking by Ciphers. My Hard runthrough of the game consisted predominantly of two Ciphers using either Mental Binding or Mind Blades while the rest of the group sat around and watched. mind blades mighta been less o' a problem than it at first appeared. mind blades is countered by deflection. cast mind blades on a group that is blind and prone or paralyzed and you are gonna see considerable crit hits. cast slicken and make entire mob prone, then add one or two additional effects with a mind blades kicker? the nerfs o' wizard spells were likely to have more impact on our use o' mind blades than did the patch nerf o' mind blades itself. am gonna need see how it actual plays. HA! Good Fun! Edited April 4, 2015 by Gromnir 1 "If there be time to expose through discussion the falsehood and fallacies, to avert the evil by the processes of education, the remedy to be applied is more speech, not enforced silence."Justice Louis Brandeis, Concurring, Whitney v. California, 274 U.S. 357 (1927) "Im indifferent to almost any murder as long as it doesn't affect me or mine."--Gfted1 (September 30, 2019)
Lightzy Posted April 4, 2015 Posted April 4, 2015 downloading a 570meg patch. is this the 1.3 patch? I thought I already downloaded a patch
aozgolo Posted April 4, 2015 Posted April 4, 2015 Bears and Cats can now be equipped with hats. This is most likely not a joke... but might be a joke. Am I the only one who was hoping it wasn't a joke?
Shdy314 Posted April 4, 2015 Posted April 4, 2015 That Arbalest nerf was well done and a good sign for balance patches going forward. Despite your sarcasm, your words taken at face value are actually half-true: the arbalest was by far the best ranged weapon. Not only did it have the excellent spike damage to remove a threat as soon as the fight began, it also had the highest sustained DPS in the game. Even with one third of its damage taken it's still equivalent DPS (but still better at bursting enemies down) to the crossbow at about 5 DR and higher relative DPS as DR increases. Of course they didn't nerf the Arquebus, which wasn't far behind the Arbalest. It, and probably the pistol, need some nerfing while the hunting bow, war bow, and crossbow need some buffing. The arquebus doesn't need a nerf. It's only barely better than the arbalest in damage and literally nothing else.
Magrusaod Posted April 4, 2015 Posted April 4, 2015 No walk/run toggle? People like you drive me to drink sir. S for Slow, D for Double speed. It's at the center of the menu bar every second you are playing the damn game.
PrimeJunta Posted April 4, 2015 Posted April 4, 2015 I agree, firearms don't need a nerf. They're devastating in an opening volley but the long reload time makes up for it. If you want to invest into Gunner and Sure-Handed Whoosis to make them viable again, that's fine -- there's a significant opportunity cost for that. Haven't used bows much so I don't know if they need a buff. Sagani and Itumaak seem to be doing fine with the hunting bow + Penetrating Shot though. I have a project. It's a tabletop RPG. It's free. It's a work in progress. Find it here: www.brikoleur.com
PIP-Clownboy Posted April 4, 2015 Posted April 4, 2015 (edited) Added cape and armor to the loot for the Fampyr boss.Regarding patch notes... What cape/armor was added to the Fampyr boss? Didn't drop a cape in this old save. Edited April 4, 2015 by PIP-Clownboy
jai2yeux Posted April 4, 2015 Posted April 4, 2015 Another patch got pushed through Steam, 570Mb. Game got bumped to v.1.0.3.0526. Rogues are now fixed maybe?
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