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Josh Sawyer's tweets and teasers


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#181
smjjames

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Point is that everybody plays their characters in different ways. Also, I hope that new function would also apply to weapons, that way you could keep one weapon in one hand for both sets and change the weapon for the other hand.

 

It's a bit of a niche thing, that's for sure, but can't argue against quality of life improvements, right?


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#182
JerekKruger

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Agreed! I may only use it rarely, but I'm still glad it's been added.


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#183
Boeroer

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I was disappointed that this didn't work in PoE. I think this is must-have feature.

Not that I use it with every character or whatever, but it's just weird that you can't just switch one weapon but have to switch your whole set.

Like when I weild Bittercut + Resolution and meet an enemy who is immune to slash damage. I would have liked to switch Resolution for a stiletto or a club and keep Bittercut in my hand, but instead I had to switch both.

Edited by Boeroer, 17 June 2017 - 09:39 PM.

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#184
draego

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Cool stuff from Josh https://jesawyer.tum...ith-the-poe2-e3. He mentioned this before. Cant wait to see how this works out. Afflictions and counters seems tactically interesting


Edited by draego, 18 June 2017 - 01:18 PM.


#185
Katarack21

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Cool stuff from Josh https://jesawyer.tum...ith-the-poe2-e3. He mentioned this before. Cant wait to see how this works out. Afflictions and counters seems tactically interesting

That's really cool. I like that concept.



#186
draego

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I am also curious that since they are redoing the health/endurance system will healing become more important than POE1. So this may be a situation where the priest role has diminished when it comes to counters but increased when it comes to healing. I know there are other healing classes so maybe it balances out.



#187
smjjames

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Plus, with the ability to multiclass, you could add in healing abilities as a side function, perhaps to enhance a tank or something.



#188
injurai

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His take on the importance/need for Priests in PoE1 is interesting. I'm not in a great position to agree/disagree with him. But I found I almost solely used Priests for healing.

 

Maybe I'm just stuck to the old ways. But I tend to ignore most Priests spells for general encounters. I just try to be as aggressive as possible on raw damage and aoes as possible. Only very occasionally will I pull out all the stops with a Priest. But I still used Durance for pretty much the whole game because I found I just needed that safety net if I was going all glass cannon.

 

Maybe I just need to play a harder difficulty...


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#189
Boeroer

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Definitely.

 

I almost never use my priests for healing. Sometimes Consecrated Ground is handy, but I don't use it too often.

 

Their buffs and prayers however make the game so much easier that even PotD gets easy (if you know what you're doing).

 

If you have a priest you don't have to bother with defensive talents or abilites. Why putting points into Aegis of Loyality, Bull's Will or Body Control or whatever if the whole party can be immune with the casting of a prayer?

 

What makes priests so strong in PoE (besides their really powerful damaging spells in higher levels) is buffs and prayers, not healing. In fact, I consider the druid or a Kind Wayfarer to be the better party healer (Moonwell and Garden of Life are really strong) and the paladin to be the better healer for individuals (Lay on Hands). Besides that, there's Ancient Memory + Ancient Spirits, Constant or Veteran's Recovery, which is really good - especially if you combine those with the relatively new healing bonuses you can get from survival (+20% for 2 points and then +20% every 6 points) and items (St. Borragia's Tears: +15% healing done, Belt of Bountiful Healing, Fulvano's Amulet, Maneha's Armor: +25% healing received). This stacks pretty nicely with other self heals like Savage Defiance and also Second Wind so that I rarely need healing spells at all.


Edited by Boeroer, 18 June 2017 - 11:16 PM.

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#190
Wormerine

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I hope they will figure out how to make spells like mindcontrol or paralyzis interesting. In PoE they are either a complete killer or you cast immunity spell and they simply don't work. A very hard encounter becomes trivial. I would like to see some middle ground. I do like an idea of those powerful spells but they are either too powerful, or completely useless. 


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#191
Boeroer

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Yes, it would be better if afflictions had different stages which relate to graze/hit/crit. That way a paralyzing atttack wouldn't be that devastating if you get grazed. A prayer could simply ensure a downgrade to a lower state.

 

But I guess they are doing something like this at the moment when I'm reading those things about Frenzy countering Weakened and so on.



#192
draego

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Yes, it would be better if afflictions had different stages which relate to graze/hit/crit. That way a paralyzing atttack wouldn't be that devastating if you get grazed. A prayer could simply ensure a downgrade to a lower state.

 

But I guess they are doing something like this at the moment when I'm reading those things about Frenzy countering Weakened and so on.

 

i thought the way they were addressing this was to do away with grazes in most cases


Edited by draego, 19 June 2017 - 07:44 AM.


#193
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In PoE1 only the duration of an affliction is influenced by graze(-50%), hit (+/-0) and crit (+50% duration). The affliction itself is always the same. That means even grazes which paralyze you will completely disable you for some time. I would have prefered the same duration but a weaker affliction instead.

#194
injurai

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I think I need that AI scripting in Deadfire. Otherwise I'll never use Priests to their full potential outside Dragon fights and the such.



#195
smjjames

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Someone asked a question about tanking and the taunt mechanic: https://jesawyer.tum...nk-in-the-party It's nowhere even close to revelatory or anything, but it is insight into how he feels about taunt mechanics.


Edited by smjjames, 20 June 2017 - 07:55 AM.


#196
injurai

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Without sneak attacks on aloth I have very little reason for his displaced image or Pallegina's reviving exhortation.

 

I need these challenges in battle, otherwise things get really dull. If you never make me think about weak holes in my party then I'll never develop good builds to handle those events in more involved encounters. So yeah, I agree with Josh here.



#197
Osvir

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Someone asked a question about tanking and the taunt mechanic: https://jesawyer.tum...nk-in-the-party It's nowhere even close to revelatory or anything, but it is insight into how he feels about taunt mechanics.

I'd love it if an overwhelming force (say, 10 Xaurips) attacks you in a doorway, and you have a strong durable tank holding up in the bottleneck (such as Eder), that the force actually "pushes" the party backwards every so slightly. As it stands in Pillars of Eternity, you'd at most fight 1 Xaurip at a time, and the rest would wait for their turn for the slaughter (Xaurip is just an example, you can do this with all enemies in Pillars of Eternity, Ogres, Spiders, etc. just find a nice bottleneck or even a just a corner and duke it out, engaging 1-2 enemies at a time).

It'd be pretty cool with a different sort of mechanic where you believe yourself to have find a good bottleneck to tank everything, but suddenly find yourself overwhelmed. Perhaps even in such a manner that you'd have to counter it yourself by positioning your characters behind the tank (Eder) to create a counter-momentum (pushing back against the push).

Belongs in the "wishes you'd never get" but would probably require some new animation states and give some sort of pause to the regular gameplay of combat. An additional mechanic to consider. Or in some situations, perhaps even pushing groups of enemies over the edge (300 style).


Edited by Osvir, 20 June 2017 - 08:23 AM.


#198
Quillon

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Too complicated.

I'd love it if an overwhelming force (say, 10 Xaurips) attacks you in a doorway, and you have a strong durable tank holding up in the bottleneck


Maybe a hodor mechanic? But your tanks dies permanently.

#199
Katarack21

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Did not answer the question, though. Very non-answer. I *REALLY* hated Seige of Craigholdt directly because engagement was entirely unreliable and the combat throughout the entire thing was ****ed--the whole map there was literally no such thing as "engagement", there was "hope like hell I killed them before the magic point where the ****ers ignored everything and went straight for my casters". It was crazy messy and *not* fun. I hope that engagement is more functional and tanking actually *tanks*.


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#200
smjjames

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Too complicated.
 

I'd love it if an overwhelming force (say, 10 Xaurips) attacks you in a doorway, and you have a strong durable tank holding up in the bottleneck


Maybe a hodor mechanic? But your tanks dies permanently.

 

 

You mean like "I'll hold them off, RUN!"? Has pretty much zero chance of living, but buys time. Or maybe the Ionni moon (I actually tried to use it to kill Devil of Caroc). About the only places that I'd see it happening are scripted circumstances.






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