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Deadfire beta: Have people tried multiclassing two spellcaster classes? With how long a lot of spells take to cast it doesn't necessarily seem like a great idea, but I'm kinda curious about it. The closest thing to a double caster multiclass I've tried is a Wizard/Cipher focusing on self-buffs. That plays more like a lovely Wizard/Rogue, though, partially because I used the Ascendant subclass and that seems to straight up not work right now. At the very least I don't know what an Ascendant's maximum Focus is, but I have definitely never reached it. Probably should have gone Soulblade but at that point you're not really treating the Cipher half of the multiclass as a caster anymore. I might try a Lifegiver Druid combined with some Wizard subclass at some point but I'll need to look into the different spells more. And I also really want to try a 5 Ranger party. Also, has anyone ever had a character get injured and not hit the rest button immediately? The injury mechanic seems to not do anything right now beyond use up food, which seems virtually impossible to run out of anyway. e: Oh, and after playing the beta for a bit I'm glad the party size was decreased. I was never outright opposed to it since I think party-based RPGs can be fine with any party size from 3 to 10+, but with new subsystems added and all it's definitely a good change. Wizard Styles fucked around with this message at 22:14 on Nov 27, 2017 |
# ? Nov 27, 2017 22:03 |
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# ? Apr 24, 2024 19:42 |
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Wizard Styles posted:e: Oh, and after playing the beta for a bit I'm glad the party size was decreased. I was never outright opposed to it since I think party-based RPGs can be fine with any party size from 3 to 10+, but with new subsystems added and all it's definitely a good change. I don't mind it just because with my 6 man parties I tend to get lazy with 1 or 2 guys in the party and just have them set as more self sufficient characters anyways. Like I always want a Ranger in my parties because they're a good reliable damage dealer that requires little fuss to get solid dps out of them.
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# ? Nov 27, 2017 22:17 |
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Ginette Reno posted:I don't mind it just because with my 6 man parties I tend to get lazy with 1 or 2 guys in the party and just have them set as more self sufficient characters anyways. Like I always want a Ranger in my parties because they're a good reliable damage dealer that requires little fuss to get solid dps out of them. In some fights, especially with more caster-heavy parties, there were also often just a lot of spells and other effects going off, and just having less people on the screen helps with visual clarity as well. Although the beta doesn't really have anything on the level of the PoE1 Xaurip bounty either. Which may be due to changed encounter design. Massive spell alpha strikes being toned down/impossible due to casting times also helps. e: Bug report: I've seen Xaurip Champions completely freeze (including their animation) when they try to use Lay on Hands but I kill their target before it resolves twice now. Wizard Styles fucked around with this message at 23:45 on Nov 27, 2017 |
# ? Nov 27, 2017 22:26 |
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Yeah, that general AI bug is the cause of freezing/suicides and is currently in the bug queue but not yet fixed.
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# ? Nov 27, 2017 23:51 |
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Wizard Styles posted:Also, has anyone ever had a character get injured and not hit the rest button immediately? The injury mechanic seems to not do anything right now beyond use up food, which seems virtually impossible to run out of anyway.
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# ? Nov 28, 2017 00:03 |
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rope kid posted:The injury mechanic is designed to consume food, which, if you are using food for rest bonuses, becomes a more compelling reason to keep playing with injuries. It is designed to be relatively low-pressure when you're playing at lower difficulties and a bigger deal at higher difficulties where the food items are more vital to gaining a statistical edge.
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# ? Nov 28, 2017 00:16 |
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Yeah the HP penalty is pretty brutal and more or less calls for an insta-rest. Standard injuries like you got in PoE1 gave a malus that you could cope with to a reasonable extent and soldier on.
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# ? Nov 28, 2017 00:22 |
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In PoE1 it was a recurring issue that if a character got hit bad enough to get knocked out, it inevitably meant they were gonna keep getting knocked out because something made the enemies target said character in the first place and an injury certainly doesn't make them a less juicy target. Usually it was the squishiest melee character, except early on in my first playthrough on Hard where it was Pallegina as my tank because she didn't have enough Deflection/tank-y talents and abilities yet, and so when she did successfully get the enemy's attention she'd just buckle too fast to keep up with. Humorously, it's been comparatively easy to stay alive on my PotD Wizard solo playthrough so far. It was a bit of a struggle pre-Caed Nua and immediately afterwards, but at the moment I'm only just level 7 and between summons, Hardened Veil and self-buffs my Deflection is high enough to barely ever get hit unless I expend all my resources and have to get in a slugging match to finish a fight. Anything that attacks Fortitude is my one weakness so far but other than knock-downs - where the enemies can't hit me during it anyway - there's been surprisingly few attacks against fortitude that don't require a vs Deflection hit first, thus far (except loving Necrotic Lance, is bullshit I tell you).
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# ? Nov 28, 2017 00:37 |
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Well, this just happened when I reloaded my current save: I guess next time I'll just quit the game when I notice more glitches than usual instead of playing on for an hour. Kinda feel like it's time for a new party after that. Maybe I'll try that Lifegiver/Wizard after all. And I read something about Beckoners being good? I have a really hard time not rolling a WILDRHYMER every time.
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# ? Nov 28, 2017 00:44 |
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Beckoners are easy mode right now because their summons weren't really tuned so you can just flood the battlefield with insane skeleton armies.
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# ? Nov 28, 2017 00:52 |
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rope kid posted:easy mode right now
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# ? Nov 28, 2017 01:06 |
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Is there a trick to getting Gsync working in Pillars 1? Scrolling is ridiculously stuttery.
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# ? Nov 28, 2017 01:27 |
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victrix posted:Is there a trick to getting Gsync working in Pillars 1? Scrolling is ridiculously stuttery. I don't think I encountered any issues, but tips that apply to other Unity games probably work for pillars.
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# ? Nov 28, 2017 01:29 |
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Cheston posted:I don't think I encountered any issues, but tips that apply to other Unity games probably work for pillars. Two seconds of googling found it right after I posted this, sorry Fix was launching with '-force-opengl' Smooth as butter now
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# ? Nov 28, 2017 01:30 |
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Does that fix some tooltips vibrating in PoE1? I'd show you what I mean but, uh... taking a screenshot of something moving doesn't work well. It looks blurry and has some shake to it (up and down).
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# ? Nov 28, 2017 02:03 |
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Prism posted:Does that fix some tooltips vibrating in PoE1? I'd show you what I mean but, uh... taking a screenshot of something moving doesn't work well. It looks blurry and has some shake to it (up and down). I know exactly what you mean because I just ran into it - the FIRST (and only first) spell on each characters quick spell list looks like it's superimposed on itself. Really distracting. Only seems to affect those first slots so far at least though.
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# ? Nov 28, 2017 02:13 |
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Wizard Styles posted:I definitely don't use food for stat buffs enough so I usually don't lose anything by resting, but right now I don't see any food bonus make up for the HP penalty alone. Enemies are pretty smart about going after vulnerable targets when they can and damage swings can be huge (a random generic Lagufaeth can crit for 50+ damage with Necrotic Lance etc.), there's no way I'm walking around with an injury penalty as it is now. Maybe if the character that gets knocked out is a caster that stays in the back, but usually it's a squishier melee character that really shouldn't start any fight with less than max HP. Yeah, I'm currently having difficulty imagining what bonus could be worth %25-75 less HP; even with something crazy like +5 Might or what-have-you that'd be a risky proposition. Plus, if someone with a truly vital bonus got injured I'd probably just reload, that's certainly what I did whenever I got hit with a trap in the beta. I love the idea of using food instead of camping supplies, btw, I just think the HP debuff is a bit much right now.
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# ? Nov 28, 2017 02:26 |
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Injuries are also stupidly strong when you can apply them to enemies via traps.
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# ? Nov 28, 2017 02:29 |
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victrix posted:I know exactly what you mean because I just ran into it - the FIRST (and only first) spell on each characters quick spell list looks like it's superimposed on itself. Really distracting. Only seems to affect those first slots so far at least though. This is happening to me too. Sometimes it fixes itself when you mouse away and back again, and other times it doesnt.
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# ? Nov 28, 2017 03:40 |
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Has anyone unlocked the final level of the soulbound hat? It requires you to "drink a beverage in every bar in the Eastern reach". I'm pretty sure I've bought and consumed one drink at every inn in the game (Gilded Vale, Dyrford, Copperlane, Brackenbury, both in Ondra's Gift, Twin Elms, even Stalwart for good measure) but nothing happened. I'll try it again in case I missed one. I might have misinterpreted what it meant, but I can't imagine anything other than "consume a drink inside the inn" or "buy a drink from the innkeeper and consume that drink while still inside the inn" E: never mind, I evidently got distracted when I went to the Salty Mast to do this before 2house2fly fucked around with this message at 05:08 on Nov 28, 2017 |
# ? Nov 28, 2017 04:57 |
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Octo1 posted:Injuries are also stupidly strong when you can apply them to enemies via traps. traps being useful is actually really cool
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# ? Nov 28, 2017 04:57 |
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Meyers-Briggs Testicle posted:traps being useful is actually really cool Yes, but they're a little too good now. Placing a trap makes noise so enemies are automatically attracted to it, so you walk away (in stealth) wait for an enemy to trigger it, then repeat this 3 more times to kill the enemy without ever starting combat. There would be locations and enemies this wouldn't be viable, but for most others it would be overwhelming. At the very least traps should be limited to only the first tier of injuries (-25% health + permanent debuff would still be very good).
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# ? Nov 28, 2017 05:33 |
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You can add custom classes! It's a hell of a lot of work but you can get it to appear as a selection, plus you can name what the crossclasses are named. The only problem is I can't think of any possible base class that isn't just a variant of the existing classes. The much more reasonable thing to do is to add subclasses (is what what they're called?). I'm working on making a weird Sorcerer class that gains multiple empowers per encounter. Disadvantage TBD. Octo1 posted:Yes, but they're a little too good now. Placing a trap makes noise so enemies are automatically attracted to it, so you walk away (in stealth) wait for an enemy to trigger it, then repeat this 3 more times to kill the enemy without ever starting combat. There would be locations and enemies this wouldn't be viable, but for most others it would be overwhelming. At the very least traps should be limited to only the first tier of injuries (-25% health + permanent debuff would still be very good). huh somehow still less broken than bg2 traps though
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# ? Nov 28, 2017 06:33 |
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I don't know if it's too late for this and if it's actually down to me/my monitor or a complaint people would agree with, but the attribute icons, while very pretty, get very difficulty to read while scaled down in the tooltips. Take for example, the perception icon. It's not just an eye, but there's swirly stuff around it, which makes it surprisingly busy when it's a tiny icon, though it's nice to look in the scripted interactions success screens.
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# ? Nov 28, 2017 16:33 |
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https://twitter.com/jesawyer/status/935573319121649664 Huh. I'm torn. One the one hand, I like making resolve a more active stat. Purely defencive stats never really sit right with me, and Pillars had two of them. ... but going to the model of "
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# ? Nov 28, 2017 19:51 |
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The Crotch posted:https://twitter.com/jesawyer/status/935573319121649664 Huh. Huh.
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# ? Nov 28, 2017 19:55 |
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Huh indeed. Did the people yelling that PoE needs to copy everything from DnD finally start getting to Ropekid, or something?
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# ? Nov 28, 2017 19:57 |
Aaaaargh It's like every single change to the game mechanics is being chosen to indirectly rump-prong ciphers "Look, you can have a stat to help you gain focus, or a stat to help you spend it. Not both."
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# ? Nov 28, 2017 19:57 |
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The Crotch posted:I'm also curious if resolve affects the second wind that athletics gives you.
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# ? Nov 28, 2017 19:58 |
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i'm all for that change, woo this also helps dual classes from becoming too uber. If you can be great at magic and fighting equally good why wouldn't you cram everything into might? when you could only be one class, having "raw power" abstracted as a single stat made sense, but now that you can be a battlemage you have to actually choose which one you're good at now that spell damage and healing are based on resolve, the name "resolve" makes no sense
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# ? Nov 28, 2017 19:58 |
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The Crotch posted:https://twitter.com/jesawyer/status/935573319121649664 Hieronymous Alloy posted:Aaaaargh
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# ? Nov 28, 2017 20:03 |
Meyers-Briggs Testicle posted:i'm all for that change, woo Hybrids are already limited by ability selection. The problem for ciphers is you need weapon damage to gain focus to cast. This breaks that mechanic because now if you pump weapon damage to gain focus, your damage powers will be weaker, while if you put points in resolve for damage powers, you won't be able to gain the focus to cast them Arrrrrg *endless screaming*
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# ? Nov 28, 2017 20:05 |
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Im trying to RP a bit and trying to figure out how to make a male pale elf sounding name. If i remember right most examples in PoE1 were female so there dont seem to be many examples. I think its supposed to be similar to Aedran names so i guess ill just go with some kind of aedran name?
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# ? Nov 28, 2017 20:06 |
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Meyers-Briggs Testicle posted:now that spell damage and healing are based on resolve, the name "resolve" makes no sense It's more or less willpower at this stage. I don't know how I feel about this change. Should lead to more build diversity and making some hard choices, but I think it's going to lead to a definite caster/physical damage dichotomy. You just don't have the points to spread around.
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# ? Nov 28, 2017 20:07 |
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Hieronymous Alloy posted:Hybrids are already limited by ability selection. I thought focus gain was based off of purely hit vs not hit so accuracy and attack speed were #1 for ciphers. It's based off damage too? Iretep posted:Im trying to RP a bit and trying to figure out how to make a male pale elf sounding name. If i remember right most examples in PoE1 were female so there dont seem to be many examples. I think its supposed to be similar to Aedran names so i guess ill just go with some kind of aedran name?
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# ? Nov 28, 2017 20:07 |
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I hope they really rebalance how stats are checked for conversations or we're going to end up with lovely caster supremacy issues where their primary stat unlocks all the good dialogue that resolve did in PoE1.
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# ? Nov 28, 2017 20:07 |
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Zore posted:I hope they really rebalance how stats are checked for conversations or we're going to end up with lovely caster supremacy issues where their primary stat unlocks all the good dialogue that resolve did in PoE1. Well you see it's much harder to learn how to be a caster than to swing a sword so when you think about it caster supremacy is totally justified
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# ? Nov 28, 2017 20:09 |
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So what counts as "spell damage"? I'm hoping that doesn't mean "anything besides auto-attack." I'd assume martial classes like fighters, barbarians and rogues' attack powers will be tagged for strength-based damage, but what about monks, rangers, and paladins?
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# ? Nov 28, 2017 20:10 |
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Zore posted:I hope they really rebalance how stats are checked for conversations or we're going to end up with lovely caster supremacy issues where their primary stat unlocks all the good dialogue that resolve did in PoE1. As of two months ago, Resolve had 32 checks, Might had 34. By comparison, Diplomacy, Intimidate, and Bluff are all checked 100+ times.
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# ? Nov 28, 2017 20:11 |
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# ? Apr 24, 2024 19:42 |
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Dick Burglar posted:So what counts as "spell damage"? I'm hoping that doesn't mean "anything besides auto-attack." I'd assume martial classes like fighters, barbarians and rogues' attack powers will be tagged for strength-based damage, but what about monks, rangers, and paladins?
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# ? Nov 28, 2017 20:13 |