Amentep Posted May 16, 2017 Posted May 16, 2017 I'm thinking its got to be the Nekataka Guard filter. If you look at the initial log, Xoti's Holy Radiance, Triumph of the Crusaders and the Player's Leap don't show on the last filter; those three don't seem to specifically target the Nekataka Guard. There's also an earlier area hit on a Sailor and a Vendor from Aloth (I think its an area attack). But everything in the last toggle is shown to relate to the Nekataka Guard. So to me it looks like the portraits are Nekataka Guard, Player, Pallegina, Maia, Aloth, Xoti. I cannot - yet I must. How do you calculate that? At what point on the graph do "must" and "cannot" meet? Yet I must - but I cannot! ~ Ro-Man
MaxQuest Posted May 16, 2017 Posted May 16, 2017 one of the 'misses' is in yellow for some odd reason, a bug maybe.It probably means that it happened due to graze-to-miss conversion. ------- That's a nice QoL improvement indeed. Would be nice to have "show rolls", "show timestamps" and "show DoT ticks" options as well) 3 PoE1 useful stuff: attack speed calculator, unofficial patch mod, attack speed mechanics, dot mechanics, modals exclusivity rules PoE2 useful stuff: community patch, attack speed mechanics, enemy AR and defenses
smjjames Posted May 17, 2017 Posted May 17, 2017 I'm thinking its got to be the Nekataka Guard filter. If you look at the initial log, Xoti's Holy Radiance, Triumph of the Crusaders and the Player's Leap don't show on the last filter; those three don't seem to specifically target the Nekataka Guard. There's also an earlier area hit on a Sailor and a Vendor from Aloth (I think its an area attack). But everything in the last toggle is shown to relate to the Nekataka Guard. So to me it looks like the portraits are Nekataka Guard, Player, Pallegina, Maia, Aloth, Xoti. Yeah, that's the collateral damage I mentioned (there's also a wealthy gentleman that gets hit), probably to make the guards attack.
smjjames Posted May 19, 2017 Posted May 19, 2017 (edited) A quick clip of map movement looks like. Just sort of showing off the dagger that appears when you click on the location I guess. The Fig updates mentioned about there being uncharted islands that you can find, I wonder if those will be procedural or some sort of prescripted thing. Or maybe it'll involve the CYOAs. Edited May 19, 2017 by smjjames 3
AndreaColombo Posted May 19, 2017 Author Posted May 19, 2017 Looks like enemy A.I. is also getting a facelift: https://twitter.com/jesawyer/status/865292648944250884 https://twitter.com/jesawyer/status/865293024917569536 2 "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
MaxQuest Posted May 19, 2017 Posted May 19, 2017 (edited) A quick clip of map movement looks like. Just sort of showing off the dagger that appears when you click on the location I guess.Hehe, the dagger reminds me of DA:I War Table, while the map of Age of Corsairs' global view. Love it. Spent a lot of time playing both games) Looks like enemy A.I. is also getting a facelift:Some of enemies were already aggressive in PoE1, specifically: enemy barbarians, monks, to some extent shades, ogre druids (Talons' Reach) and oozes (Ooze Spit). That's a good improvement. One step closer to smarter AI Edited May 19, 2017 by MaxQuest 1 PoE1 useful stuff: attack speed calculator, unofficial patch mod, attack speed mechanics, dot mechanics, modals exclusivity rules PoE2 useful stuff: community patch, attack speed mechanics, enemy AR and defenses
Wormerine Posted May 20, 2017 Posted May 20, 2017 A quick clip of map movement looks like. Just sort of showing off the dagger that appears when you click on the location I guess. The Fig updates mentioned about there being uncharted islands that you can find, I wonder if those will be procedural or some sort of prescripted thing. Or maybe it'll involve the CYOAs. My guess would be that they will still be handcrafted areas, but you will have to find the by yourself by exploring. Certainly the levels themselves won't be generated as prerendered backgrounds just don't allow for that. And I don't think procedural generation meshes too well with Obsidian's RPGs.
rjshae Posted May 21, 2017 Posted May 21, 2017 Looks like enemy A.I. is also getting a facelift: https://twitter.com/jesawyer/status/865292648944250884 https://twitter.com/jesawyer/status/865293024917569536 Will squishy Wizards gain a short-ranged teleportation spell, I wonder? Seems like they'll need it just to survive combat. "It has just been discovered that research causes cancer in rats."
Boeroer Posted May 21, 2017 Posted May 21, 2017 Like Dimensional Shift? Deadfire Community Patch: Nexus Mods
smjjames Posted May 21, 2017 Posted May 21, 2017 Like Dimensional Shift? One that isn't dependent on switching places with an ally would probably be better. Also, given that Seraphen is dual wielding pistols right in the banner, I hope we can actually dual weild pistols. 1
blotter Posted May 21, 2017 Posted May 21, 2017 Also, given that Seraphen is dual wielding pistols right in the banner, I hope we can actually dual weild pistols. You can, it's been confirmed along with dual wielding wands, scepters, and so forth (https://www.twitch.tv/videos/119024818?t=44m45s). 1
MortyTheGobbo Posted May 21, 2017 Posted May 21, 2017 Huh. More aggressive AI is good, but I do hope squishies will get more methods of not getting turned to mince-meat. Also, that our tanky characters will get to step up their game and protect them. 1
Katarack21 Posted May 22, 2017 Posted May 22, 2017 Huh. More aggressive AI is good, but I do hope squishies will get more methods of not getting turned to mince-meat. Also, that our tanky characters will get to step up their game and protect them. Being able to ACTUALLY TANK would be really appreciated. Like...not having the front line be entirely ignored and having characters just straight merc the squishies instantly and without hesitation? Yeah, not doing that. That would be *great*.
Wormerine Posted May 22, 2017 Posted May 22, 2017 Huh. More aggressive AI is good, but I do hope squishies will get more methods of not getting turned to mince-meat. Also, that our tanky characters will get to step up their game and protect them. Being able to ACTUALLY TANK would be really appreciated. Like...not having the front line be entirely ignored and having characters just straight merc the squishies instantly and without hesitation? Yeah, not doing that. That would be *great*. As much as everyone complains about it I never felt like my tanks were ignored. Barbarian and monks had a thing for jimping behon my lines or distrupting front line but thats about it. Josh did mention though that the engagement mechanic will be more rare (not every class will have engagement) but it will be much more powerful. 3
AndreaColombo Posted May 22, 2017 Author Posted May 22, 2017 (edited) Frankly, I find tanking atrociously boring. If a character can effectively make your enemies completely ignore the back line, you're basically hitting an I WIN button. That's one of the reasons why I.E. combat was generally more fun than Pillars combat (as much as I enjoyed both; but the engagement mechanic I was never a big fan of.) Edited May 22, 2017 by AndreaColombo 4 "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
Wormerine Posted May 22, 2017 Posted May 22, 2017 Frankly, I find tanking atrociously boring. If a character can effectively make your enemies completely ignore the back line, you're basically hitting an I WIN button. That's one of the reasons why I.E. combat was generally more fun than Pillars combat (as much as I enjoyed both; but the engagement mechanic I was never a big fan of.) I do like the idea of the engagement as long as it is not too weak/powerful. The problem with infinity engine games was than a melee fighter was weaker than a range/spellcaster as they had to chase their enemies. What's more as it is real time I feel like engagement gives the combat a bit of "structure" with the engagement zone. The mechanice of blocking specific targets is interesting. I do "enjoy" having my spellcasters locked and having to either tank extra hit, or quickly find a way to disengage quickly. 1
Katarack21 Posted May 23, 2017 Posted May 23, 2017 (edited) Frankly, I find tanking atrociously boring. If a character can effectively make your enemies completely ignore the back line, you're basically hitting an I WIN button. That's one of the reasons why I.E. combat was generally more fun than Pillars combat (as much as I enjoyed both; but the engagement mechanic I was never a big fan of.) I do like the idea of the engagement as long as it is not too weak/powerful. The problem with infinity engine games was than a melee fighter was weaker than a range/spellcaster as they had to chase their enemies. What's more as it is real time I feel like engagement gives the combat a bit of "structure" with the engagement zone. The mechanice of blocking specific targets is interesting. I do "enjoy" having my spellcasters locked and having to either tank extra hit, or quickly find a way to disengage quickly. I feel much the same, only probably more so. The fact is, melee was such a problem in BG1 that I found in much of the game it was almost *always* the ranged weapons and spellcasters dealing all the damage, often killing enemies before melee even got to them. The biggest problem I had was that, with the lack of any real mechanic to stop it, enemies would make a bee line for spell casters and I never really figured out how to stop them. I just kind of...minimized the effect as much as I could. I even managed to play through the whole series as a mage despite this problem and also sucking at combat, through sheer perseverance. It's always irked me, and I *really* liked the engagement mechanic when PoE came out. I was...less than pleased by the changes. Edited May 23, 2017 by Katarack21
AndreaColombo Posted May 25, 2017 Author Posted May 25, 2017 Looks like the Chanter + Barbarian multiclass combo will be called Howler: https://twitter.com/jesawyer/status/867574277083721729 2 "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
Messier-31 Posted May 25, 2017 Posted May 25, 2017 (edited) Looks like the Chanter + Barbarian multiclass combo will be called Howler: https://twitter.com/jesawyer/status/867574277083721729 I made a joke about a howler class some time ago. I'm not sure if I'm more happy or worried if this is official Edited May 25, 2017 by Messier-31 It would be of small avail to talk of magic in the air...
Boeroer Posted May 25, 2017 Posted May 25, 2017 Howlol! Actually I can see that this is a great combination if the barb's shouts/howls improved a bit or if there are more of them now + the chanter's phrases and invocations which also came out like shouts most of the time. Deadfire Community Patch: Nexus Mods
smjjames Posted May 25, 2017 Posted May 25, 2017 (edited) Howlol! Actually I can see that this is a great combination if the barb's shouts/howls improved a bit or if there are more of them now + the chanter's phrases and invocations which also came out like shouts most of the time. I'm now imagining a barbarian belting out deep voiced and loud bardic epics or something while fighting, lol.... (I actually had it on 'opera', but decided bardic epics sounded more, barbaricy.) Or Klingon opera even. What would the fighter+chanter combo be called? Maybe Skald or something. Edited May 25, 2017 by smjjames
Boeroer Posted May 25, 2017 Posted May 25, 2017 You mean multiclass-combination, not subclass I guess...? Deadfire Community Patch: Nexus Mods
dukeisaac Posted May 25, 2017 Posted May 25, 2017 (edited) Looks like the Chanter + Barbarian multiclass combo will be called Howler: https://twitter.com/jesawyer/status/867574277083721729 Sawyer also mentions that one of the barbarian subclasses is named corpse-eater... also something about needing sufficient supplies on your ship or your cannibal crewmembers will go wild... (https://twitter.com/jesawyer/status/867465172339703808) Edit : Just realised this was already mentioned in another thread. Please ignore my less than useful post Edited May 25, 2017 by dukeisaac
smjjames Posted May 25, 2017 Posted May 25, 2017 Looks like the Chanter + Barbarian multiclass combo will be called Howler: https://twitter.com/jesawyer/status/867574277083721729 Sawyer also mentions that one of the barbarian subclasses is named corpse-eater... also something about needing sufficient supplies on your ship or your cannibal crewmembers will go wild... (https://twitter.com/jesawyer/status/867465172339703808) Fampyrs! At least that's what I'm thinking. Would be a fun thing to play an entire party of undead.
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