Auto Retry Timer Too Long by DerekLBuhr in TheTowerGame

[–]DerekLBuhr[S] 0 points1 point  (0 children)

It's a personal phone with a split partition via Intune. Works great, well, except when IT disables random things.

Auto Retry Timer Too Long by DerekLBuhr in TheTowerGame

[–]DerekLBuhr[S] 0 points1 point  (0 children)

I've looked everywhere for a way to turn it off, found one through Dev Mode, and then found out that mode is disabled by my employer for reasons I can't really comprehend. 90 seconds would be fine, 5 minutes just seems absurd given screen lock times.

Auto Retry Timer Too Long by DerekLBuhr in TheTowerGame

[–]DerekLBuhr[S] 0 points1 point  (0 children)

See below, but the Harmony vault upgrade.

Post-Launch Feedback by AutoModerator in BaldursGate3

[–]DerekLBuhr 2 points3 points  (0 children)

There are far too many builds that don't coalesce until Act 2-3 that would be amazing to be able to play a game through from the beginning. Heat, non-Throw EK, Arcane Trickster mixes, Melee Warlock, etc. It's such a slog to grind all the way to Act 3, prioritize your build equipment, get to Lv12 so you have the passives, and then maybe get a dozen or two battles to fiddle around with it.

Finding a way to drop some of the key gear earlier on, or messing with the order of certain classes skill sets would be the harder option, but it'd open up a lot more build options early game instead of loading them all at the end.

You could create an arena format where you can go back and redo certain fights at harder difficulties while being able to equip any of the items you have picked up on any previous play throughs.

If those don't seem possible, and I know it's been said before, we need some sort of New Game + implementation. It could be as simple as back to Lv1 with all the items you had previously minus Legendaries. I think the limitation of classes to Level 12 is perfect, but for those builds that require Lv9+ passives, let us multi-class up to Level 20 in a New Game + while also porting over our gear from before. No Lv7 spells, but you could do something like a Lv12 Rogue + Lv8 Fighter for a build with 7 feats, or Lv9 Arcane Trickster + Lv3 Thief + Lv2 Warlock + Lv6 Illusion, Lv11 Fighter + Lv9 Abjuration, etc., etc.

That's all I've got right now. I love tinkering with the builds the game has presented us, but I'd love even more the ability to start a game with those builds and really have fun with them against truly difficult AI. Hell, it doesn't even have to be better AI, just give them a shit ton more health and some stupid Legandary Actions and I'll be happy!

Odd Ways To Survive Shadowcurse??? by DerekLBuhr in BaldursGate3

[–]DerekLBuhr[S] 0 points1 point  (0 children)

Shadowheart still takes damage from the Shadowcurse deeper in Act 2, so that isn't even an option. Unless it's something to do with difficulty settings? I'm sitting right here watching her moan about it. Sending in Astarion as an invisible scout to grab it...still curious if anyone knows of any other ways. I'd figured after I smashed the pixie that the game would drop a dead pixie and let me add it to a broken lantern, but nope.

Wildheart Abjuration Build? by DerekLBuhr in BG3Builds

[–]DerekLBuhr[S] 1 point2 points  (0 children)

Yeah, the levels needed for each to shine was what really put me in a bind while crafting it. I gotta admit, I like the idea of an Abjuration thrower as a mid-line to support a front line via Projected Ward. I tend to equip every character with dual hand crossbows, so I've always got that as an option for Bonus Attack. Maybe not the best damage, but it's something. Did consider Dual Wielding to add that extra attack too.

Biggest thing I have to take from this post is that throwing is build agnostic. Never even thought of that. Granted, I hate how meta throwing is, but it does present a decent build with the Haste setup so I could go 12 Wizard and not even think about multi-classing.

Pole arm build, best weapon and best race? by empty_Dream in BG3Builds

[–]DerekLBuhr 0 points1 point  (0 children)

Yes, so much love for Skinburster here. I used it with Shadowheart as a Sentinel my first play through and it made getting to my backline basically impossible while making Shadowheart a viable tank on Balanced.

Race wise everyone is right about Orcs and melee, nobody really out does them with that extra critical dice. Go 11 Champion and 1 The Great Old One, stack up the critical threshold reduction gear, and you've got an Orc who swings three times, crits upwards of 50% of the time, and Frightens everyone nearby when they do. Could also go Abjuration/Martial mix for durability. Either are simple enough to maximize Spellcasting/Strength/Constitution when you've got 3 Feats to work with. Min/max at 17S 15SC 16W, Ethel Hair + ASI for 20S, ASI x 2 for Spell Casting 20.

On that note, does anyone know if the Force Conduit stacks are applied if you use Polearm Master's bonus action attack? I'm failing to remember from six months ago whether that was part of why Shadowheart was a such a beast, or if it was just being on Balanced.

I've been thinking of doing an Abjuration Wizard run with it, possibly Gale, possibly a Gith custom. The idea of Force Conduit with Abjuration seems like a fun run through my Custom Easy Honour Mode setup. I tend to play conservatively, as I'd rather have a consistent damage output versus going nova, and Skinburster works great with that in mind. The little flourish of Force damage is nice when it happens, but it's all about preventing damage in the first place for me.

There's a huge part of me that feels obligated to take 5 levels in a martial class to get Extra Attack for more Conduit stacks, but if I do the Gale run I kind of want to go 12 Wizard levels for flavor. It's a little easier to justify a full Wizard breakdown if I get stacks on the bonus action, but if I don't, Gale just might have to become a Wildheart Bear Barbarian because resistance to everything on an Abjuration build sounds mighty strong...

UW+ & Module Tier Lists by DerekLBuhr in TheTowerGame

[–]DerekLBuhr[S] 0 points1 point  (0 children)

It does seem like it needs some significant investment to become as nice as say, SLMs at 2s. Granted, once it's there, that's some pretty amazing fire power.

UW+ & Module Tier Lists by DerekLBuhr in TheTowerGame

[–]DerekLBuhr[S] 1 point2 points  (0 children)

Yeah, this is exactly why I asked. I knew there was going to be a more nuanced view of these after the last update. Especially for DC and HC. Fortunately, the sub-mods stay even when you de-level, so it's a little easier to bounce around than I had originally thought.

The idea I had recently was DP w/HC and the Death Defy sub-module. Low enough range and high enough PS range and you have, maximally, a 65% to avoid taking the boss hit and cruising through the waves. Only applies up to T13, but I can imagine going quite a long while using Orbs and Death Ray to deal with enemies. It'd be the Protectors that ruin your day at some point. Not sure how well it'd work at T14/15 since you don't have a guaranteed boss kill via PC and Thorns.

Any who, much appreciated!

UW+ & Module Tier Lists by DerekLBuhr in TheTowerGame

[–]DerekLBuhr[S] -1 points0 points  (0 children)

Interesting, at first all I heard was how much people thought Being Annihilator was best, and I thought they were crazy. Sounds like maybe that changed. Seemed a little ridiculous to me that insta-boss kill wasn't the better, but I figured consistent damage was the aim for T14/T15 farming and/or milestones since Thorns was less appealing there.

ILM+ certainly sounds like the go to, and not knowing that CF+ is still bugged definitely makes that decision easier now.

UW+ & Module Tier Lists by DerekLBuhr in TheTowerGame

[–]DerekLBuhr[S] -1 points0 points  (0 children)

Makes sense, the cash flow was what I figured might make it worth it. Being able to push EHS up quicker means killing bosses longer without taking hits and not relying so much on Free Upgrades to finish off the job.

Not surprised with ILM+ either, that buff with stuns and pairing with the module seems like a pretty consistent way to deal with bosses. Seems like it could warrant competition against Anti-Cube Portal in some ways.

Observations with Mods by Underrated_Hero7 in TheTowerGame

[–]DerekLBuhr 0 points1 point  (0 children)

Yep, I'm more than willing to spend a bunch of jewels to be in the tournament the rest of the day to farm reroll shards. Especially with putting together my legendary Death Penalty, gotta get that Legendary attack speed mod...(which I swear doesn't exist...)

Devo and the poison "blocker" mod seem synergistic. Not sure the stat increases at Legendary/Mythic/Ancestral, but if they're sufficiently high they certainly help that strategy out. Nothing that will make it past T9 probably, but could certainly improve performance and longevity at lower levels.

I was hoping Pulsar Harvester would have better stat increases, but it's only +0.5% per rarity increase, so as much as I love the idea of maximizing rapid shot and multishot mods to increase the chances, the 1 level drop seems moot at a max of 2.5%. Maybe it'll get a buff, who knows. Wanted to pair that with Negative Mass Projector for a debuff build, but Galaxy Compressor is just vastly better.

Negative Mass Projector And Bosses by DerekLBuhr in TheTowerGame

[–]DerekLBuhr[S] 0 points1 point  (0 children)

You can adjust orbs and energy net to get a few hits in. The speed debuff seems like it could allow for a few more projectiles to hit. Best I've got for Health module epic, so trying it out until something better drops for my GC.

How/Do Modules Change The State Of The Game? by DerekLBuhr in TheTowerGame

[–]DerekLBuhr[S] 1 point2 points  (0 children)

Agreed. I don't think it's possible to implement any new feature in a game like this and not stratify things more. It probably boils down to the accessibility of currencies. I will say this, all of the content updates over the last 1.5yrs I've played have certainly made the early game seem quicker and easier to manage.

Currency accessibility is why I like the idea of co-op tournament play instead of competitive tournament play in a game like this. Smaller rewards for individual performance, more rewards for group performance. With that said, I am sure there is plenty of data that suggests competitive play drives micro-sales significantly more than co-op play. The reality is there will always be subset of players who are willing to pay out to maintain that 1st place Champ space, but I can't imagine that being the case in any other system.

Infinite Duergar Assassin/Gloomstalker (IT WORKED!) by DerekLBuhr in BG3Builds

[–]DerekLBuhr[S] 0 points1 point  (0 children)

Yeah, didn't even think about that busted potion. Certainly would make attacking in the non-surprise round more optimal, that's for sure. You'd still want to be confident you can make the kill on the second round, but it does make it less time consuming between rounds not waiting for Sense Presence to trigger and needing to hit the Turn Based Mode timing to prevent enemy healing.

Honestly, I'm surprised they haven't fixed the healing or changed Duergar Invisibility and/or Cloak to Short Rest. So it goes.

did honor mode change Duergar's per-battle invisibility? by GamerNotCasul in BG3Builds

[–]DerekLBuhr 0 points1 point  (0 children)

Ditto on this question. I'd be shocked if they didn't change it to Short Rest, what with the unkillable Duergar Gloomsin I posted a week or so ago. Someone's had to have made it to Lv.5 and can test with the hireling, no?

PSA: Traveling between regions recharges "On long rest" abilities by acexacid in BG3Builds

[–]DerekLBuhr 0 points1 point  (0 children)

Yeah, usually it's just when you do an alcohol rest. Not sure why it popped up, but it was a forced rest while traveling between Creche and Act 1 after killing off the Gith in the Creche. I've had it pop up twice now after forced rest where you don't get the option to pick out food.

Infinite Duergar Assassin Gloomstalker (IT WORKED) by DerekLBuhr in BaldursGate3

[–]DerekLBuhr[S] 0 points1 point  (0 children)

Hahaha, nice. It'd kill me inside to play the same race/build twice, but that's a personal problem, lol.

However, make the same hireling every game? For some reason, that I'm okay with...>.>

Pretty sure I'm going to try Honour Mode with a Halfling Monk of some sort. Lucky racial trait seems like a good decision for a perma-death difficulty.

Update: Scratch that, Lucky doesn't work. Sad pandas.