MikeJF posted:Do people have different gaits and step timing so when your team all runs as one it doesn't look like a bunch of sync'd up robots? I think that's in the to-do or under-consideration right now, I saw it mentioned in the bug forum.
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# ? Dec 7, 2017 13:43 |
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# ? Apr 23, 2024 12:16 |
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Any chance of there being contextual tooltips for Wilder, Kith, Elemental, Eternal, etc...? I know what Kith means, and nothing else, so I ignored a bunch of abilities+enchantments in PoE and several more in the beta. I'm not even sure if the ones I listed are all real.
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# ? Dec 7, 2017 14:26 |
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Cheston posted:Any chance of there being contextual tooltips for Wilder, Kith, Elemental, Eternal, etc...? I know what Kith means, and nothing else, so I ignored a bunch of abilities+enchantments in PoE and several more in the beta. I'm not even sure if the ones I listed are all real. All you need to know about the enchantments imo: Primordial-slaying isn't worth it and you get a couple of anti-Vessel things if you have the White March. Only take a slaying enchantment on a main weapon you want to use forever if it leaves room for Superb or better and a Lash. e: Beast-slaying is situational but the dragons are Beast type. I don't think those talents are worth it unless you respec specifically for individual fights. Which itself isn't worth it, unless you're going for Triple Crown cheevos I guess. e2: As for the beta, yeah, that information just seems to not be available to players right now. Wizard Styles fucked around with this message at 14:55 on Dec 7, 2017 |
# ? Dec 7, 2017 14:41 |
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Creature types can be a bit arbitrary, probably so you don't have one with a ton of entries and one with only a few. Like I would have totally assumed a skuldr was a beast and a troll was a primordial. Nope, both wilder.
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# ? Dec 7, 2017 16:13 |
Wizard Styles posted:
I saw a build once where someone had stacked all the +25% vs X talents and various rings and items with similar effects until they had roughly +50% damage vs everything. It was neat as a gimmick build but seemed really impractical.
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# ? Dec 7, 2017 16:18 |
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Hieronymous Alloy posted:I saw a build once where someone had stacked all the +25% vs X talents and various rings and items with similar effects until they had roughly +50% damage vs everything. It was neat as a gimmick build but seemed really impractical. I think that's supposed to be one of the strongest builds on the official forums. Since the +25% vs X stuff stacks multiplicatively with lashes and is one of the few ways to reliably do so, stacking a bunch of those gives a big boost to monks, who can get at least + 170% multiplicative lash damage but have no innate additive + % bonuses other than might.
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# ? Dec 7, 2017 16:43 |
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2house2fly posted:Creature types can be a bit arbitrary, probably so you don't have one with a ton of entries and one with only a few. Like I would have totally assumed a skuldr was a beast and a troll was a primordial. Nope, both wilder. If it's a soul put into something it's a Vessel. If it's a homeless soul it's a Spirit. If it's playable it's Kith. If it's an animal walking on all fours it's a Beast. If it belongs into the realm of animals but neither walks on all fours nor is playable it's a Wilder. If it's some weird non-animal thing like a walking mushroom or a slime it's a Primordial. Hieronymous Alloy posted:I saw a build once where someone had stacked all the +25% vs X talents and various rings and items with similar effects until they had roughly +50% damage vs everything. It was neat as a gimmick build but seemed really impractical. And of course somebody did. I don't see the point of those talents mainly because +25% damage isn't that much more than, let's say, the 20% you get from Two-handed Style. And getting 25% extra damage against everything takes what, 5 talents? Even then you're still not getting the bonus against Kith. As you say it's a neat gimmick but it's just so inefficient. e: Oh, it's multiplicative? Well, I guess that changes things. I hope Deadfire makes everything either multiplicative or additive globally so it's not so hard to figure out what you're actually getting out of those abilities. Wizard Styles fucked around with this message at 16:52 on Dec 7, 2017 |
# ? Dec 7, 2017 16:50 |
I hope everyone at Obsidian is staying safe in these fires :fret:
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# ? Dec 7, 2017 17:03 |
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Okay, so Evoker stuff that's partially relevant to Wizard subclasses in general. Caveat emptor: I played a Nature Godlike which gets an easy +2 power levels just by casting Fleet Feet. I cast Evocations at +3 power levels throughout the beta. That makes it hard to say how good the Evoker is in general. I expect the Nature Godlike passive to change; it's pretty OP right now. I'll probably play another Evoker down the line that will belong to another race. At least I'll stop using the Nature Godlike for now. That said, the Evoker seems good. The subclass-specific passive is possibly too good. At least it has the potential to be. It's a 30% chance to replicate any Evocation you use. If that happens to trigger when you just cast your best currently available spell and empowered it for good measure enemies just melt away, like it happened when my Evoker just killed three fairly tough Lagufaeth, all of which were at or near full HP: I like that it's a 30% chance; it shouldn't be any less than that or there's too high a chance that it won't trigger at all in a fight. If anything the chance could be higher imo. But totally replicating the spell effects is probably too much. It randomly ends fights sometimes. The Evoker can also do extreme damage when you get to abuse weaknesses: I want to see how those numbers look like without the extra power levels Nature Godlikes get but I assume they'd still be high. I also want to know what power levels do precisely but that's another issue. Evokers have problems when it comes to their spell selection, though. The first being that specialist Wizards lose access to two schools, so sometimes there's just not much to take and they miss out on some important stuff (like Illusionists being unable to give themselves Concentration). In case of Evokers, here's what I saw when I got to level 7: So there's one actual Evocation, a Minoletta spell I already have in my current Grimoire. Then there's Confusion and some self-buffs and situational spells I don't really want except maybe as Grimoire spells. Wizard subclasses feel very narrow like that. You're just not getting a lot of spells at each level that you actually can pick. In case of the Evoker, there's also an issue with damage types. In the beta level range, there are lots of fire spells available to the Evoker, but all spells doing cold or acid damage aren't only not Evocations but actually belong to prohibited schools. That lack of damage type variety coupled with only learning two spells of each spell level makes it hard for Evokers to adjust to enemy resistances and makes their damage output vary a lot between fights. The formerly Vancian casters have trouble adapting to anything right now anyway. You learn at most one spell per character level, which means you end up with at most two known spells of each spell level unless you pass on higher-level spells. And you get one or two casts per spell level, nothing more. All this combined leads to casters usually having more active abilities than other classes - as before - but not a lot of variety anyway due to the spell level hierarchy. Wizards have Grimoires (not a mechanic you get to do much with in the beta right now, but it's there) to switch it up, but Druids and Priests mostly go through fight after fight without changing their routines too much. To get back to Wizard subclasses, they can at least in theory be affected by this pretty strongly when all the better spells they know are ineffective against particular enemies and they're forced to resort to low level ones especially when the spells of the school they specialized in overlap heavily wrt damage and affliction types. They might end up respeccing frequently. Lastly, I'm coming around to the long casting times. My main problem right now is Concentration, which I like as a mechanic but doesn't seem fully realized yet. There aren't many ways to gain Concentration - none for many caster classes, actually. This is not an issue for Evokers, though. Their main problem is that spells doing friendly fire damage can be impossible to retarget well and they have to fairly often, considering how long they take to cast. And spells going in a straight line like Crackling Bolt or Rolling Flame (which is still pretty bad btw) suffer from this even more so. Hieronymous Alloy posted:I hope everyone at Obsidian is staying safe in these fires :fret: Also, oddly relevant to both parts of this post: https://twitter.com/jesawyer/status/938583923625512961
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# ? Dec 7, 2017 20:36 |
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Pictured: barrel's inhumanity to barrel. And brine imp.
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# ? Dec 7, 2017 21:13 |
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Hieronymous Alloy posted:I hope everyone at Obsidian is staying safe in these fires :fret: Their office is downtown iirc, LA is a big place and the middle of the concrete jungle is perfectly safe.
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# ? Dec 8, 2017 03:24 |
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We are in Irvine, Orange County, quite a bit south.
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# ? Dec 8, 2017 03:31 |
rope kid posted:We are in Irvine, Orange County, quite a bit south. Glad to hear it! To those of us on the east coast, California is a few square miles of Grand Canyon with the San Francisco Bay Bridge on one end and the default Pokemon Go location on the other.
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# ? Dec 8, 2017 03:33 |
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I figured they wouldn't be cracking wise on dev streams and rope kid wouldn't be posting pictures of his cat on twitter if they were in much danger from The Event
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# ? Dec 8, 2017 03:35 |
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Speaking of fires, I think torches should totally give a bonus to trap/secret detection.
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# ? Dec 8, 2017 03:41 |
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Octo1 posted:Speaking of fires, I think torches should totally give a bonus to trap/secret detection. what if theyre infrared activated
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# ? Dec 8, 2017 04:04 |
Meyers-Briggs Testicle posted:what if theyre infrared activated Kaboom
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# ? Dec 8, 2017 04:08 |
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Trap's still detected.
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# ? Dec 8, 2017 04:12 |
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2house2fly posted:I figured they wouldn't be cracking wise on dev streams and rope kid wouldn't be posting pictures of his cat on twitter if they were in much danger from The Event To be fair, I live in Santa Rosa and went to exercise as normal the day the fires up here broke out. I texted my trainer "Are we... still meeting today?" and she said "Oh yeah, for sure!" and I was like 'Well, I don't want to rock the boat...' so I just walked a mile and a half, there and then back, through smoke so thick you couldn't see a block away and visible particulate ash. Oh and we didn't have any masks so I didn't cover my mouth or anything. Then I did it again on Tuesday and Wednesday, only with a wet rag covering my nose and mouth. I'm super dumb and aged my lungs about 20 years in the space of three days, AMA.
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# ? Dec 8, 2017 05:02 |
Hieronymous Alloy posted:Kaboom Wizard Styles posted:Trap's still detected. Yup! More seriously though I really like the "torches give trap detection bonus" idea. I feel like there are lots of little one-off tweak suggestions like this that I keep meaning to make but forget. Things like "dissident background should give Explosives skill" or "mechanics and perception should both contribute to trap detection" .
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# ? Dec 8, 2017 14:05 |
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Mechanics for trap detection makes sense - mechanics for finding a sword in a pile of gold less so.
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# ? Dec 8, 2017 14:19 |
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I figured Perception should contribute in some way to detecting traps, does it not?
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# ? Dec 8, 2017 14:43 |
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In the first game no - it's all mechanics. In Deadfire they changed it to perception.
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# ? Dec 8, 2017 14:52 |
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I think traps should just be mechanics/perception and we should assume that the characters have some sort of light source, even if it's just an abstraction.
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# ? Dec 8, 2017 15:16 |
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Cheating different drugs into my Nalpazca's inventory has revealed that the trapfinding skill in Deadfire is Alchemy in combination with a Svef stash (which gave her something like +7 Per).Fintilgin posted:I think traps should just be mechanics/perception and we should assume that the characters have some sort of light source, even if it's just an abstraction. Wizard Styles fucked around with this message at 15:35 on Dec 8, 2017 |
# ? Dec 8, 2017 15:33 |
Wizard Styles posted:
Curse you and your practical and valid and correct gameplay insights
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# ? Dec 8, 2017 15:44 |
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Wizard Styles posted:Yeah, the torch idea sounds nice but all it would likely result in is a lot of tedious weapon-switching. Or injuries because inventory management is . I mean, no one would make you use them, it's a cute idea that has no actual downsides. I don't really think a game should be responsible for people's personal physiological ticks that keep them from enjoying themselves.
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# ? Dec 8, 2017 15:49 |
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Hieronymous Alloy posted:Curse you and your practical and valid and correct gameplay insights All the other adventuring items can be used from inventory and/or stash, there's no reason a torch couldn't give +1 per for the purposes of trap detection just by being in the inventory. ...poo poo, the pet idea could have been a floating flaming something-or-other that increased trap detection. Or a pig that did it, because it roots around for truffles. That'd work.
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# ? Dec 8, 2017 15:51 |
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don't have traps
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# ? Dec 8, 2017 15:52 |
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Traps should just be telegraphed more apparently, because it's real fuckin' annoying walking down a hallway just like 20 others and it blows up. In DnD a typical trapped hallway is different in some way to other hallways, for example it might be a bit wider than a normal hallway because there's a pit trap in the middle of it.
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# ? Dec 8, 2017 15:59 |
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Ravenfood posted:All the other adventuring items can be used from inventory and/or stash, there's no reason a torch couldn't give +1 per for the purposes of trap detection just by being in the inventory. At least I hope it's in the game. I wouldn't want to play the game without space pig and zombie cat. Although zombie cat may be skeleton or archlich cat now, considering the time skip.
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# ? Dec 8, 2017 16:00 |
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jokes posted:Traps should just be telegraphed more apparently, because it's real fuckin' annoying walking down a hallway just like 20 others and it blows up. In DnD a typical trapped hallway is different in some way to other hallways, for example it might be a bit wider than a normal hallway because there's a pit trap in the middle of it. You didn't play the Baldur's Gate games, did you? (Full disclosure: I hate traps and the only ones I find acceptable are ones like Skyrim where you can see the trap and its trigger.)
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# ? Dec 8, 2017 17:00 |
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I don't mind traps at all. Environmental hazards are good and cool for mixing up combat. What is annoying is the implementation of them in games, like having to wait for them to appear in Baldur Gate.
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# ? Dec 8, 2017 17:05 |
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Ravenfood posted:All the other adventuring items can be used from inventory and/or stash, there's no reason a torch couldn't give +1 per for the purposes of trap detection just by being in the inventory.
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# ? Dec 8, 2017 17:18 |
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For people not in the beta: Most traps in the beta are clearly visible to the player before they're detected by the characters. Not all of them, though. And traps are mostly placed close to enemies, although they often don't affect combat because you can just disarm them before you initiate combat. There are a few traps that can't be disarmed before battle, though. Between trap placement, hazards like exploding barrels and Slog Zones aka difficult terrain the environment you fight in plays more of a role now. (Choke points are still very much a thing.)
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# ? Dec 8, 2017 17:34 |
Wizard Styles posted:For people not in the beta: Yeah, one downside is that "one high perception character" is kinda mandated now the same way one mechanics character was mandated before. On the other hand people expect perception to help. Hieronymous Alloy fucked around with this message at 18:05 on Dec 8, 2017 |
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# ? Dec 8, 2017 17:54 |
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bongwizzard posted:I mean, no one would make you use them, it's a cute idea that has no actual downsides. I don't really think a game should be responsible for people's personal physiological ticks that keep them from enjoying themselves. The problem is, people might blame the game for it and give the game bad reviews, and then other people decide not to buy the game because it has had reviews. Unrelated but that reminds me, getting to see players react to games without rope kid's obsession with balance can be instructive- I saw a guy reviewing Metal Gear Solid V and complaining that he felt "railroaded" into just using the tranq pistol you get at the start of the game because, despite the vast array of options you have in that game to deal with any situation, there's no real reason to not just run up to someone until they see you and trigger slomo mode, shoot them in the face with the tranq pistol, and kidnap them.
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# ? Dec 8, 2017 18:10 |
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Hieronymous Alloy posted:Yeah, one downside is that "one high perception character" is kinda mandated now the same way one mechanics character was mandated before. I kinda don't like it because what if you play a character with no use for Perception and want to use companions that also happen to have low Perception? On the other hand, while skills are of course under more player control, there are more active skills than you can have party members and you only get one skill point per level. So you might not want to invest in Mechanics. I guess the game could use both Perception and Mechanics checks and let you successfully detect a trap/object if you pass one of them. Wizard Styles fucked around with this message at 18:21 on Dec 8, 2017 |
# ? Dec 8, 2017 18:17 |
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Wizard Styles posted:For people not in the beta: For some reason I think the floor spikes in L2 of Poko Kohara have become invisible. They used to be visible. A high Perception just lit them up. E: Additionally, enemies should also trigger traps if they run through them. If they don't, it's a bug. rope kid fucked around with this message at 19:45 on Dec 8, 2017 |
# ? Dec 8, 2017 19:38 |
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# ? Apr 23, 2024 12:16 |
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Playing Dragon Age Origins for the first time because I was meh on a Bioware game back when it came out. Lots of comparisons could be made with Pillars since I just replayed it, but one thing it does significantly better is having enemies set up traps like intelligent beings setting up and ambush. Being in 3d does help this, of course.
Hodgepodge fucked around with this message at 20:20 on Dec 8, 2017 |
# ? Dec 8, 2017 20:17 |