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Backer Beta Update 2 Patch Notes


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#61
dunehunter

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Marked prey now gives 10 accurate bonus to ranger and pets, Sworn enemy now gives 20% damage bonus to paladin. Both has its unique bonus and they stacks each other now.

#62
Doppelschwert

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Has something changed in the AI department?

 

In particular, does the UI now properly scale with screen resolution?

 

The AI customization screen still doesn't scale with resolutions, which makes it unusable for lower resolutions.

 

Also, what does the spell resistance on the Mage Slayer actually mean now? If it doesn't scale, 5% resistance is pretty pathetic as bonus.


Edited by Doppelschwert, 03 February 2018 - 04:27 AM.


#63
Salinger

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Armor Recovery Penalty changed across all three armor types

  • Heavy Armor changed  from 67% to -38%
  • Medium Armor changed  from -82% to -45%
  • Light Armor changed from -50% to -30%
Something wrong here?
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#64
IndiraLightfoot

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In the new detailed report of changes in this beta patch, it says: "Carnage's damage attribute is now Strength."

What was it before?

 

And can someone explain this?

"Armor Recovery Penalty changed across all three armor types

  • Heavy Armor changed  from 67% to -38%
  • Medium Armor changed  from -82% to -45%
  • Light Armor changed from -50% to -30%"

IIRC, these aren't even the correct old recovery penalty percentages?

@Salinger: I was equally perplexed by this. See my post from another thread above.


Edited by IndiraLightfoot, 03 February 2018 - 07:20 AM.

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#65
theBalthazar

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-25 % armored grace malus of recovery =

 

16 % of action speed. (+35 % recovery)

13 % of action speed (+20 % recovery)

 

Anyone understand the formula ?

 

It seems to be more 50 % of [35 %]

 

So the description is not clear. It is more 50 % of actual value of armor ?


Edited by theBalthazar, 03 February 2018 - 07:20 AM.


#66
AndreaColombo

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I'm surprised nobody's brought up the cursor change in the inventory screen when you pick up an item. It is beyond annoying and runs counter how mouse-driven cursors work in any other RPG or even OS. Why was it done?


Edited by AndreaColombo, 03 February 2018 - 10:24 AM.

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#67
IndiraLightfoot

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I'm surprised nobody's brought up the cursor change in the inventory screen when you pick up an item. It is beyond annoying and runs counter how mouse-driven cursors work in any other RPG or even OS. Why was it done?

This is so true! I was on the verge of reporting it as a bug immediately, but restrained myself. I now regret it. Please remove this feature, and that arrow hovering in the upper left bug me so much.


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#68
SaruNi

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I'm surprised nobody's brought up the cursor change in the inventory screen when you pick up an item. It is beyond annoying and runs counter how mouse-driven cursors work in any other RPG or even OS. Why was it done?

 

Maybe they thought it was confusing when you want to move an item from one character's inventory to another---the item replaced the cursor, and you had to click on the second character's icon with the item to switch to their inventory.

 

A much better solution would be to keep the cursor in its usual position and have the item hover at a slight distance from the cursor.

 

The current version is just disorienting.


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#69
AndreaColombo

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^ Agreed. Switching inventories was indeed a little confusing, but the current solution is frustrating.

 

The item icon is still where your cursor would be, so the most natural thing for you to do is point with the item icon and click—except it doesn't work. You have to point with the silly arrow that isn't where your cursor would be. Very counter-intuitive.


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#70
MaxQuest

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Armor Recovery Penalty changed across all three armor types

  • Heavy Armor changed  from 67% to -38%
  • Medium Armor changed  from -82% to -45%
  • Light Armor changed from -50% to -30%
Something wrong here?

Definitely, but Aarik also added the following under the spoiler:
Spoiler

So what they meant is that Armored Grace value was nerfed from 0.20 to 0.10.
Or to be more exact, it goes like this:

Base values:
- Heavy Armor : x0.645 Recovery Speed (same as +55% Recovery Time)
- Medium Armor: x0.740 Recovery Speed (same as +35% Recovery Time)
- Light Armor : x0.833 Recovery Speed (same as +20% Recovery Time)


Beta 2: Armored Grace was adding +0.2 Recovery Speed back:
- Heavy Armor  (with AG): x0.845 Recovery Speed (or +18% Recovery Time) ((55-18) / 55 = 0.67 -> AG removed 67% of Armor Recovery Penalty)
- Medium Armor (with AG): x0.940 Recovery Speed (or  +6% Recovery Time) ((35- 6) / 35 = 0.82 -> AG removed 82% of Armor Recovery Penalty)
- Light Armor  (with AG): x1.000 Recovery Speed (or   0% Recovery Time) ((20- 0) / 20 = 1.00 -> AG removed 100% of Armor Recovery Penalty)


Beta 3: Armored Grace is adding +0.1 Recovery Speed back:
- Heavy Armor  (with AG): x0.745 Recovery Speed (or +34% Recovery Time) ((55-34) / 55 = 0.38 -> AG removed 38% of Armor Recovery Penalty)
- Medium Armor (with AG): x0.840 Recovery Speed (or +19% Recovery Time) ((35-19) / 35~= 0.45 -> AG removed 45% of Armor Recovery Penalty)
- Light Armor  (with AG): x0.933 Recovery Speed (or  +7% Recovery Time)
((20- 7) / 20 = 0.65 -> AG removed 65% of Armor Recovery Penalty)

Edited by MaxQuest, 04 February 2018 - 02:02 AM.

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#71
PhesojSS

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The first beta experience was so bad, I will not suffer through any more of these. I am so disgusted by the design changes for spells from POE 1,  that this game has very little interest for me going forward.  Such a shame, another Dragon Age 2 type of let down, should have waited to see this mess before backing it. Will not back any more Obsidian releases after this.



#72
AndreaColombo

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So Armored Grace is now terrible. Because everybody loves a slow drag, right?

 

I don't understand. PoE had fast, normal, and slow modes. Deadfire kept fast mode unchanged, which means it's unusable in combat unless you want to play Benny Hill Show; then changed normal to slow so that people who enjoyed normal mode in PoE can't have what they want. What's the purpose? Why must everyone play the slug fest? Is sitting through lengthy recovery times everyone's idea of fun? I can't be the only one who feels like their character is weak if they spend half the time doing nothing in combat.


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#73
MaxQuest

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^ It's interesting how Armored Grace still doesn't reflect what it does exactly in it's updated tooltip:

Spoiler

Edited by MaxQuest, 04 February 2018 - 02:39 AM.

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#74
theBalthazar

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For a light armor with classic +20 % recovery Time.

 

20 (base) -7 (note with armored grace)  = gap of 13 % of attack speed bonus.

 

-------------

 

For a medium armor with classic +35 % recovery Time.

 

35 (base) -19 (note with armored grace)  = gap of 16 % of attack speed bonus.

 

-------------

 

For a heavy armor with classic +55 % recovery Time.

 

 

55 (base) -34 (note with armored grace)  = gap of 21 % of attack speed bonus.

 

------------

 

So....^^

 

In others terms,

 

A variable bonus according to armor ratio. More heavy is armor, more the bonus is effective ?

 

So for me, it is more 40 % of armor recovery is suppressed. (55 * 0.4 = 22) (120 % or 25 % is irrelevant ?)


Edited by theBalthazar, 04 February 2018 - 04:05 AM.


#75
Answermancer

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I don't understand. PoE had fast, normal, and slow modes. Deadfire kept fast mode unchanged, which means it's unusable in combat unless you want to play Benny Hill Show; then changed normal to slow so that people who enjoyed normal mode in PoE can't have what they want. What's the purpose? Why must everyone play the slug fest? Is sitting through lengthy recovery times everyone's idea of fun? I can't be the only one who feels like their character is weak if they spend half the time doing nothing in combat.

 

Agreed, I think they should rethink the whole recovery revamp they're doing in the sequel. The old system with Slow mode was just better, even if they tune the balance here it will still feel more limited and less user friendly than the first game.

 

I don't get it. The "no slow mode" thing feels like some kind of short-sighted upper management note or something "people felt the game was too fast and like they had to play on Slow, so to avoid confusing new players just slow everything down and get rid of slow mode."


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#76
dunehunter

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I don't understand. PoE had fast, normal, and slow modes. Deadfire kept fast mode unchanged, which means it's unusable in combat unless you want to play Benny Hill Show; then changed normal to slow so that people who enjoyed normal mode in PoE can't have what they want. What's the purpose? Why must everyone play the slug fest? Is sitting through lengthy recovery times everyone's idea of fun? I can't be the only one who feels like their character is weak if they spend half the time doing nothing in combat.

Agreed, I think they should rethink the whole recovery revamp they're doing in the sequel. The old system with Slow mode was just better, even if they tune the balance here it will still feel more limited and less user friendly than the first game.

I don't get it. The "no slow mode" thing feels like some kind of short-sighted upper management note or something "people felt the game was too fast and like they had to play on Slow, so to avoid confusing new players just slow everything down and get rid of slow mode."

In the old game I almost need to use slow mode in every combat, and you think that is the right way to go hmmmm. For me, I like the trend of slower combat, but they make it overworked right now imo. Recovery time in last beta is okay for weapons, current beta is too slow.

But I do think combat in PoE 1 is way too fast, and don’t hope them to change it back. And I don’t get why getting rid of slow mode is to avoid confusing new players. If I’m a new player who is new to team tactical games, I’d be confused if the game is too fast, not slow.

Edited by dunehunter, 05 February 2018 - 06:01 PM.


#77
Answermancer

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Agreed, I think they should rethink the whole recovery revamp they're doing in the sequel. The old system with Slow mode was just better, even if they tune the balance here it will still feel more limited and less user friendly than the first game.

I don't get it. The "no slow mode" thing feels like some kind of short-sighted upper management note or something "people felt the game was too fast and like they had to play on Slow, so to avoid confusing new players just slow everything down and get rid of slow mode."


In the old game I almost need to use slow mode in every combat, and you think that is the right way to go hmmmm. For me, I like the trend of slower combat, but they make it overworked right now imo. Recovery time in last beta is okay for weapons, current beta is too slow.

But I do think combat in PoE 1 is way too fast, and don’t hope them to change it back.

 


No, don't get me wrong, I also play Pillars 1 in Slow mode pretty much 100% of the time. But that's my choice, I have that choice and others have the choice to play at 2 other speeds, I think that choice is important.

 

Also, I think that the Normal speed in Pillars 1 feels more "realistic" in that people aren't standing around for many seconds doing nothing, so applying Slow mode on top of that feels good, IMO. I'm choosing to slow down "realistic" time into a more manageable "slow motion" form, I think that's basically better than the Pillars 2 approach in every way, where people still attack at "realistic" speeds, but then stand around doing nothing for multiple seconds afterwards.


Edited by Answermancer, 05 February 2018 - 06:03 PM.


#78
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In PoE I always play in Fast Mode while running around and in Normal Mode when in combat. So, Deadfire feels extra sluggish for me now. Also because attack speed bonuses don't have the same impact as before.


Edited by Boeroer, 05 February 2018 - 11:51 PM.

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#79
Night Stalker

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Nm - was about a future enhancement, not the current state.

Edited by Night Stalker, 05 February 2018 - 11:23 PM.


#80
davidwill

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Is it still possible to enter the beta test?

if yes how






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