Sarathiour
Cipher
- Joined
- Jun 7, 2020
- Messages
- 3,281
I would argue that a bug that affects less than 100 players should never be fixed
Nice to know that chapter 5 is never going to be fixed.
I would argue that a bug that affects less than 100 players should never be fixed
Lol, some of the bugs in Wrath are really funny/amusing. Although I'm speaking from a position of someone who has p. much given up on the gameHalfling Cav has a lot going for it but gives up main class feature of Cav Order for its own custom abilities. Danger Ward at level 2 is supposed to let you reroll failed saves AoE which is a game-changing ability and main motivation to play class.
Instead it re-rolls *all* saves and gives you disadvantage! It’s like they’re intentionally fucking things up.
I would argue that a bug that affects less than 100 players should never be fixed, unless it is critical (like CtD or corrupting saves) or touches some iconic feature like mounted combat in WotR. A bug that affects less than 10 players should not even be validated, even if it is a critical one. It's about statistics and priorities.
After the EE drops, are there still more DLCs coming?
Yes, three more in second season pass.
Looks like it's time to replay this in 2025.
The point is that it would fairly rapidly become more than 1 out of 100 if it were working properly since it seems almost the point of the ruleset to own powergamers and minmaxxers (especially those stuck in 3.5) with oddball classes/archetypes (or just traditional RP classes like Bard/Skald/Alch) and people enjoy discovering those and learning how to properly take advantage of their abilities, both to own the shitty build guides/memeclowns and just the general joy of discovery/mastery.A bug that makes a class archetype not work as intended and affects 1 out of 100 players is infinitely more important to be fixed
Allied Spellcaster teamwork feat should really help with that, if I play a base inquisitor I pretty much always grab it, there are only so many decent teamwork feats to get. After that, the inquisitor just needs to stand around 3-4 party members/pets to get really decent boost to spell penetration.
If you've got enough Spell Pen on an Inquisitor to do that you're a better player than I am. That's the main issue. And you don't have enough slots in DLC to use it on non-bosses since it's low rest.Good points. The second is less of an issue if you play Turn Based and use the Delay Turn to act just before the boss.
They pretty much just implemented that mod for Wrath. Should encourage them to do more of that. Seems like they've done some of it with TTT as well.And new inventory search that a mod already does (and likely does better - just like the turn based mod for Kingmaker). Can't wait for EE
Well if you don't give away your Judgements there's also the Spell Pen Judgement (scales lvl/3), but not sure if it's worth the opportunity cost. Inq can get a little Swift-clogged already.Allied Spellcaster teamwork feat should really help with that, if I play a base inquisitor I pretty much always grab it, there are only so many decent teamwork feats to get. After that, the inquisitor just needs to stand around 3-4 party members/pets to get really decent boost to spell penetration.
Two Mythic abilities is a massive opportunity cost for something you don’t even need by the time you get it. Really don’t get the obsession with Enduring. Wrath is a high rest environment. Of course it's convenient (especially with recharging casts with Heal from Hand in Nexus so never have to rest at all if you don't want to) but so is Bubble Buff or just not playing in the first place. If I'm playing the game I want to plan my spells to memorize/select and rest to recharge them along with Brewing/Scribing.Robe of Seven Sins is an absurdly busted item in the main campaign - combined with other CL-boosting items, it lets any character with greater enduring spells and a CL of 20 extend their Illusion, Transmutation, and Evocation rounds/level buffs to 24 hours. Combine that with the extra XP from the Isles getting you to level 20 very early in Act 5 and you can just run around with 24-hr greater invisibility, displacement, divine power, and haste even without spellbook merging.
But if you do spellbook merge and have the robe, you can probably start getting all that before the end of chapter 4.Robe of Seven Sins is an absurdly busted item in the main campaign - combined with other CL-boosting items, it lets any character with greater enduring spells and a CL of 20 extend their Illusion, Transmutation, and Evocation rounds/level buffs to 24 hours. Combine that with the extra XP from the Isles getting you to level 20 very early in Act 5 and you can just run around with 24-hr greater invisibility, displacement, divine power, and haste even without spellbook merging.
It seems that Enhanced Edition adds what needs to be added.
Hopefully that is only a small part of improvements they added. For one we need hotkeys for opening spell, ability, items menus without using mods.It seems that Enhanced Edition adds what needs to be added.
Ye, but it feels like they're tapping themselves on the shoulder for the equivalent of something as basic as not shitting themselves in public. This is some really basic QoL stuff that should've been there from the start.
Oh for fuck sake...After the EE drops, are there still more DLCs coming?
Yes, three more in second season pass.
Two Mythic abilities is a massive opportunity cost for something you don’t even need by the time you get it. Really don’t get the obsession with Enduring. Wrath is a high rest environment. Of course it's convenient (especially with recharging casts with Heal from Hand in Nexus so never have to rest at all if you don't want to) but so is Bubble Buff or just not playing in the first place. If I'm playing the game I want to plan my spells to memorize/select and rest to recharge them along with Brewing/Scribing.Robe of Seven Sins is an absurdly busted item in the main campaign - combined with other CL-boosting items, it lets any character with greater enduring spells and a CL of 20 extend their Illusion, Transmutation, and Evocation rounds/level buffs to 24 hours. Combine that with the extra XP from the Isles getting you to level 20 very early in Act 5 and you can just run around with 24-hr greater invisibility, displacement, divine power, and haste even without spellbook merging.
Game’s hard enough without adding unnecessary stipulations. Rest was bad in P:K because time wasn’t on your side. In Wrath it is.Two Mythic abilities is a massive opportunity cost for something you don’t even need by the time you get it. Really don’t get the obsession with Enduring. Wrath is a high rest environment. Of course it's convenient (especially with recharging casts with Heal from Hand in Nexus so never have to rest at all if you don't want to) but so is Bubble Buff or just not playing in the first place. If I'm playing the game I want to plan my spells to memorize/select and rest to recharge them along with Brewing/Scribing.Robe of Seven Sins is an absurdly busted item in the main campaign - combined with other CL-boosting items, it lets any character with greater enduring spells and a CL of 20 extend their Illusion, Transmutation, and Evocation rounds/level buffs to 24 hours. Combine that with the extra XP from the Isles getting you to level 20 very early in Act 5 and you can just run around with 24-hr greater invisibility, displacement, divine power, and haste even without spellbook merging.
But resting is admitting defeat. Ideally you rest just on the world map, never in dungeons.
The Hand refreshing all spells and abilities has been fixed for some time, now he just heals. Yes, you *can* rest a lot in Wrath's dungeons, but I find it very immersion-breaking to do so - it just seems silly to have a cookout and then tuck in for a nap mid-way through a demon lord's private torture dungeon or whatever. Since I prefer to minimize rests, taking enduring frees up a lot of spell slots that would otherwise have to be spent on duplicate casts of min/level things like Shield, Reduce/Enlarge Person, and attribute buffs in the early game, and duplicate casts of rounds/level stuff like Haste in the late game.Two Mythic abilities is a massive opportunity cost for something you don’t even need by the time you get it. Really don’t get the obsession with Enduring. Wrath is a high rest environment. Of course it's convenient (especially with recharging casts with Heal from Hand in Nexus so never have to rest at all if you don't want to) but so is Bubble Buff or just not playing in the first place. If I'm playing the game I want to plan my spells to memorize/select and rest to recharge them along with Brewing/Scribing.Robe of Seven Sins is an absurdly busted item in the main campaign - combined with other CL-boosting items, it lets any character with greater enduring spells and a CL of 20 extend their Illusion, Transmutation, and Evocation rounds/level buffs to 24 hours. Combine that with the extra XP from the Isles getting you to level 20 very early in Act 5 and you can just run around with 24-hr greater invisibility, displacement, divine power, and haste even without spellbook merging.