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thelee last won the day on September 23 2024
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Patch 1.3.8.0.87535 is live!
thelee replied to cstanick's topic in Pillars of Eternity: Announcements & News
The best time for the fix was in 2016. The second best time is now -
Patch 1.3.8.0.87535 is live!
thelee replied to cstanick's topic in Pillars of Eternity: Announcements & News
Something is effed up between my iPhone camera -> Google photos -> my gaming PC man, I spent way too much time just trying to not having it on its side (no matter what I did it would end up on left orientation or right orientation, never vertical). I had to do a mix of resizing and file format changes to obliterate whatever metadata was getting confused about photo orientation. I guess I’ll post a bigger one but at least it’s a proof for now in case my letter gets lost in the corporate mailbox -
Patch 1.3.8.0.87535 is live!
thelee replied to cstanick's topic in Pillars of Eternity: Announcements & News
oh man, it was a bit of a journey trying to decipher posts and notes I wrote nine (!!) years ago, but i can confirm that the trap accuracy bug is in fact fixed. it feels so good to get this fixed, almost a bit in disbelief that it finally happened - i have an entire section of my old gamefaqs guide that i need to delete. as promised, a hand-written letter is on its way to the irvine offices. thanks so much -
Patch 1.3.8.0.87535 is live!
thelee replied to cstanick's topic in Pillars of Eternity: Announcements & News
I've been talking/begging about this since 2016, even added it as a begging section to my gamefaqs guide. I will literally re-install PoE1 just to take a look at this. With the last patch in 2024 I promised a hand-written letter of effusive praise if the devs got around to fixing this as well, and now I have it on this week's todo list to go out and buy some stationary. thankyousomuchomg -
Been pleasantly surprised to see PoE1 getting a couple of patches (w/ some early reddit reports that a new public patch is available today). Will Deadfire get some patch love, too? I'll just suggest that if Deadfire ends up getting some patch attention, I think the two biggest negatively impacting game mechanics bugs are: characters will abandon using potions to do something else unless you disable their AI script or set it to passive (or you have another AI setting and there are no relevant enemies to engage). That is, they'll start animating the potion-drinking animation, but they'll end up doing something else or not consuming the potion. This was introduced at some point with or around 5.0/turn-based mode. Makes it very hard to use potions (doesn't seem to impact scrolls, grenades, or other in-combat items like summon items, only potions) traps are busted somehow (traps are my hobby horse it seems, since a double accuracy bug with traps that i've been harping on since 2016 is finally getting fixed in poe1 - thanks!) - their hazard effects trigger briefly and then never again. You can see this happen especially with fire traps and caltrops traps - they used to have long-lived effects (very useful especially for caltrops) but now they'll trigger, an enemy might get one tick of damage/impact, and then never again. There are smaller mechanics bugs and other non-mechanics bugs (like some sort of memory leak that degrades Deadfire performance the longer you play, the fact that when woodskin/form of delemgan wear off all your characters' models disappear unless you "refresh" them somehow [stealth or another cast], etc.), but IMO these are the top two mechanics bugs and if some dev somewhere at Obsidian is taking a look at some TODOs for a Deadfire patch, I'd love it if these got some attention.
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Patch 1.3.8.0.87471 to 87519 in Public Beta
thelee replied to cstanick's topic in Pillars of Eternity: Announcements & News
I don't know how I missed this post, but HOLY HELL if this fix is going live I need to write a thank-you letter to the folks at Obsidian. I've been begging for a fix for literally years and you guys actually followed-up on the last patch commentary where I requested it again. AMAZING thank you so much. -
i'm not quite sure if i understood you correctly, or you misunderstood boeroer but I just want to say that effectively Bullet Time doesn't work. It says -100% reload time, but there's a minimum reload time for all reloading weapons. If you're extremely slow, you'll notice a speed up, but if you're close to the minimum reload time (not hard to hit when dual-wielding with dual-wielding style) there's barely a difference. but boeroer's basic point is that once you're recovering from a non-reloading weapon, you're stuck waiting for recovery, so I don't quite see how a reload time adjustment would be useful here.
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in fact, IIRC, the increased damage bonus from ascending is universal, so not just weapon damage. so even if you forget, you still will be doing more damage across the board than a normal cipher. though tbqh i would kill for a mod that puts a gigantic dialog box or message the moment you ascend, i do agree that it can be rough to remember in casual situations (e.g. outside of using a weapon ability that basically guarantees you max focus)
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In general I always neglect Con and Res for non-tanks. PotD early on (when it is the hardest), the enemies so outclass you that Con and Res don’t feel particularly helpful to me versus better CC or killing enemies faster. If I still need help with survivability later on I end up taking Tough. Thrice is close range but good intellect still helps you hit without getting too close.
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it's alright. Dazed is available at AT1 for priests and is good for engagement and survivability. i think it's mostly useful against bosses in longer fights [where longer duration from writ is useful] or in situations where you'd have a hard time landing a strength affliction [barbarians, might immunity, etc]
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yeah. it's frankly a bit overtuned (given where other summoned weapons are at). from https://gamefaqs.gamespot.com/pc/227477-pillars-of-eternity-ii-deadfire/faqs/76599/priest they are the same as base monk fists, which are already above-grade - they do slow one-handed weapon damage at fast one-handed weapon speed, which for comparison purposes is basically like applying a 30%x multiplier damage compared to a normal weapon, which is insane. Add to that that priests can get up to 31% lash on their spiritual weapon, and that's adding on even more. Further on that, woedicans get a raw lash, which completely bypasses AR issues, making it generally the best possible type. The only thing holding them back against an actual monk with actual monk fists is the fact that they still scale like summoned weapons, instead of scaling like monk fists, but even then monks need to do a bit of work just to catch up to that raw lash.
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once i finish out my first run this is high on my list of things to test out. i've been operating under the assumption that it's like New Vegas, with DR first followed by absolute reduction, which is what Sawyer actively worked on and was a deliberate reversal from Fallout 1/2 (absolute reduction followed by DR).