Pillars of Eternity

Pillars of Eternity

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Question: About (foe) AOE Red / Yellow Circles?
So

Foe AOE = bad for enemies / harmless for friendlies in the Red or outer Yellow Circle (extend due to intellect)

AOE = bad for enemies / bad for friendlies in the Red Circle BUT harmless for friendlies in the outer Yellow Circle (extends and creates a outside safe zone due to intellect)

Is this correct?
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Showing 1-12 of 12 comments
LHGreen Jun 29, 2020 @ 6:23pm 
Yeah, I think you got that right. That's what I've been going with, anyway, and I only recently started too.
Originally posted by LHGreen:
Yeah, I think you got that right. That's what I've been going with, anyway, and I only recently started too.

Hehe.. Same.. got it on sale. The yellow outer circle really confused me but makes playing a wiz interesting.
I'm still learning how to read the combat logs.
With how spells are cast and how fast some enemies move(including friendlies) it's a lil hard for me to see who is getting hit from what and when. Basically i'm spamming space bar to read the combat logs.. lol
Last edited by quiescentCeez; Jun 29, 2020 @ 7:13pm
LHGreen Jun 29, 2020 @ 10:28pm 
Originally posted by quiescentCez:
Originally posted by LHGreen:
Yeah, I think you got that right. That's what I've been going with, anyway, and I only recently started too.

Hehe.. Same.. got it on sale. The yellow outer circle really confused me but makes playing a wiz interesting.
I'm still learning how to read the combat logs.
With how spells are cast and how fast some enemies move(including friendlies) it's a lil hard for me to see who is getting hit from what and when. Basically i'm spamming space bar to read the combat logs.. lol

I got it several months ago in a game bundle, and only recently installed it. But I've been playing Tyranny on and off for a couple years now. Combat is less speedy, and there's only three slots for companions instead of five, which makes things much easier to keep track of. Magic and abilities are neither per rest nor per encounter, but just on a cooldown, which is fun and interesting. But some of the mechanics, like the extra bit to each circle or cone that shows how much the range has been extended, are the same. And yes, those outer parts do make things pretty interesting.

Combat logs take some getting used to, and it's best to enlarge the window so that less scrolling is required, I find. Being able to hover over or click the information to see all the details about an attack is an elegant way to de-clutter it, though. Spamming the space bar is good, it's what you're supposed to do. And if you hover your mouse over any character in combat, the character who they're targeting will have their circle (assuming you haven't disabled the circles) changed to a cross pattern, which helps when trying to figure out just which of the same-named npcs in the obfuscatingly uniform mob are actually causing whatever problem you're having.

Also, are you aware that you can click on the arrow that's on the left side of the menu clock to slow down the game? And the right arrow speeds it up. They're toggles with only one speed setting, though, so it doesn't work like fast-forward and slow-motion usually work in games. You click on them again to turn them off, rather than increasing the rate of speed/slow. Clicking on the other one only turns that one on and the first one off, instead of returning the action to normal speed.
Originally posted by LHGreen:
Originally posted by quiescentCez:

Hehe.. Same.. got it on sale. The yellow outer circle really confused me but makes playing a wiz interesting.
I'm still learning how to read the combat logs.
With how spells are cast and how fast some enemies move(including friendlies) it's a lil hard for me to see who is getting hit from what and when. Basically i'm spamming space bar to read the combat logs.. lol

I got it several months ago in a game bundle, and only recently installed it. But I've been playing Tyranny on and off for a couple years now. Combat is less speedy, and there's only three slots for companions instead of five, which makes things much easier to keep track of. Magic and abilities are neither per rest nor per encounter, but just on a cooldown, which is fun and interesting. But some of the mechanics, like the extra bit to each circle or cone that shows how much the range has been extended, are the same. And yes, those outer parts do make things pretty interesting.

Combat logs take some getting used to, and it's best to enlarge the window so that less scrolling is required, I find. Being able to hover over or click the information to see all the details about an attack is an elegant way to de-clutter it, though. Spamming the space bar is good, it's what you're supposed to do. And if you hover your mouse over any character in combat, the character who they're targeting will have their circle (assuming you haven't disabled the circles) changed to a cross pattern, which helps when trying to figure out just which of the same-named npcs in the obfuscatingly uniform mob are actually causing whatever problem you're having.

Also, are you aware that you can click on the arrow that's on the left side of the menu clock to slow down the game? And the right arrow speeds it up. They're toggles with only one speed setting, though, so it doesn't work like fast-forward and slow-motion usually work in games. You click on them again to turn them off, rather than increasing the rate of speed/slow. Clicking on the other one only turns that one on and the first one off, instead of returning the action to normal speed.

Thanks for the tips. I'm learning the UI and what to except in battle on the fly.
I learned the hard way that collision is turned off when not in a battle and what I thought was enough space between my two front liners for my sneaky rogue to run through didn't actually fit through once battle started. Panic ensued.
My rogue lived but more importantly.. I learned.. Hehe..
Also learned confused enemies turn green which got me confused and vice versa with party members turning red.
All part of the learning experience and I'm enjoying it.
Charmed/Dominated/Confused inverts the color of the circle around units as to switch from Friendly (green) to Hostile (red) and vice versa.

Character collision is something the devs have changed in PoE 2, where characters push away eachother as long as it doesn't trigger disengagement attacks. In PoE, it can be more problematic. Radius of the character circle is 0.5m, btw.
Originally posted by D'amarr from Darshiva:
Charmed/Dominated/Confused inverts the color of the circle around units as to switch from Friendly (green) to Hostile (red) and vice versa.

Character collision is something the devs have changed in PoE 2, where characters push away eachother as long as it doesn't trigger disengagement attacks. In PoE, it can be more problematic. Radius of the character circle is 0.5m, btw.

TY. Yep. I do have issues distinguishing my own party members and enemies when they are knocked down and all bunched up. Since there is no option to view it 360. My eyes gonna have to adopt.
LHGreen Jun 30, 2020 @ 6:25pm 
Originally posted by quiescentCez:
Originally posted by D'amarr from Darshiva:
Charmed/Dominated/Confused inverts the color of the circle around units as to switch from Friendly (green) to Hostile (red) and vice versa.

Character collision is something the devs have changed in PoE 2, where characters push away eachother as long as it doesn't trigger disengagement attacks. In PoE, it can be more problematic. Radius of the character circle is 0.5m, btw.

TY. Yep. I do have issues distinguishing my own party members and enemies when they are knocked down and all bunched up. Since there is no option to view it 360. My eyes gonna have to adopt.

Yeah, it's a lot easier to keep track of stuff like that in Tyranny, they made a number of UI improvements in this game, and it's been rough for me to go backward like this. I don't know if PoE2 has any of those improvements, though, I haven't played it yet.
Originally posted by LHGreen:
Originally posted by quiescentCez:

TY. Yep. I do have issues distinguishing my own party members and enemies when they are knocked down and all bunched up. Since there is no option to view it 360. My eyes gonna have to adopt.

Yeah, it's a lot easier to keep track of stuff like that in Tyranny, they made a number of UI improvements in this game, and it's been rough for me to go backward like this. I don't know if PoE2 has any of those improvements, though, I haven't played it yet.

Have not played any of them yet so can't help ya there.
I would try Tyranny but the RPG aspect of the game seem to limit your choices.. perhaps to realistic for my tastes.. Hehe..
Tyranny is anything but realistic. It's not a bad game (with the DLC added), but it doesn't deliver the experience that is promised. And combat is repetitive and tedious - is based on cooldowns, enemies with seemingly arbitrary damage reduction and immunities, and is partially messed up. For example, they implemented "damage vs healing" races, where troops receive healing from a leader who is not available in the combat area and therefore cannot be attacked/killed.
Originally posted by D'amarr from Darshiva:
Tyranny is anything but realistic. It's not a bad game (with the DLC added), but it doesn't deliver the experience that is promised. And combat is repetitive and tedious - is based on cooldowns, enemies with seemingly arbitrary damage reduction and immunities, and is partially messed up. For example, they implemented "damage vs healing" races, where troops receive healing from a leader who is not available in the combat area and therefore cannot be attacked/killed.

I adapt and play the game as it is presented. I have to play the game if like the mechanics or not. It's the RPG aspect I was talking about.
That's too vague to comment on. Tyranny gives the main player character, aka Fatebinder, quite some role-playing options. Siding with the rebels and helping some other suppressed factions here and there is probably the most interesting path in that game. Yet the Fatebinder's role is somewhat odd, since he is the one to do all the fighting - when allegedly huge armies remain passive.
Originally posted by D'amarr from Darshiva:
That's too vague to comment on. Tyranny gives the main player character, aka Fatebinder, quite some role-playing options. Siding with the rebels and helping some other suppressed factions here and there is probably the most interesting path in that game. Yet the Fatebinder's role is somewhat odd, since he is the one to do all the fighting - when allegedly huge armies remain passive.

Hehe.. I'm gonna focus on PoE where gods roam and take human form even.
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Date Posted: Jun 29, 2020 @ 5:53pm
Posts: 12