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DigitalCrack

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Everything posted by DigitalCrack

  1. I agree on the element vfx.. shock was the only decent one for me. And I loathed how all the bonus vs (insert enemy type) were the same red lightsaber glow that was aweful looking.
  2. I liked the glow but even if they dont have a glow I still hope there is some visual vfx signifier for it.
  3. So just tried a Trickster/Skald last night and I liked that fairly well. Knowing I am taking a Trickster I have been accounting for its lesser version of sneak attack when thinking of combos. So far I have been setting him up to be a frontline caster which has worked well with most the wiz builds and the skald. Still will probably try some cipher mixes per Kdubya's suggestion. @dunehunter I have considered just doing a pure trickster as its kind of a multiclass in and of itself.
  4. Yeah its hard not seeing what PL 6 and 7 spells have to offer, so maybe seeing those trees at release will help decide.
  5. Know full well my decision isnt really ideal given the state of wizard subs right now but I plan to trugde on and try it anyway.
  6. I know I wanna do a Trickster/Wizard on my first playthrough but which kind of wizard? Right now my top choices I am leaning toward are conjurer, enchanter, and transmuter. Anyone have a compelling reason why one would be better then the other two please say why!
  7. If there's 3 expansion, having one more combat-focused isn't such a bad idea to me. After all, the combat is what makes this game for so many people. We'll have to see if it's extensive enough to really stay interesting. I agree that an expansion that only covers one or two zones does seem a little forgettable What People. I haven't seen many people praise the combat in Pillars. People praise the athmosphere and the story, not really the combat. Divinity Original Sin 1 and 2 are RPGs that people like and praise for their combat. Pillars not so much. The combat is a big draw for me with pillars. I actually like it better than divinity games. Of course the story is a big part too and both elements together is what really drives it home.
  8. All sound fun in concept but the amount of content added is what will make or break these for me. Honestly anything less then one WM expansion worth of content per dlc will dissappoint me at least little..
  9. Disagree on this one. Fearsome brute is gorgeous and sexy. I love him. I just wish he was worth a damn! Its not bad its just too "standard ogre" for me.. It needs some wizard flair in its visuals to make it be awesome.
  10. Not a balance critique but I wish the Transmuter's fearsome brute had a more unique skin and looked less like a standard ogre.
  11. Torn between a single class Trickster or A Trickster/specialist wizard multiclass. Really depends on if they redo the wizard subclasses in any capacity as they are not currently in a great place or at least the ones I would pick are not anyway.
  12. Exactly other styles need to come up to be on par with Dual wield. Nerfing DW further will make everything “stare at recovery and yawn” recovery times are the worst thing about the current build imho and DW is one of the very few things that feels right/good on the recovery front at the moment.
  13. Agreed that the wizard subclass unique abilities are lackluster along with the +1 PL which is kind of meh.. They come off feeling punished and disadvantaged in how they play instead of specialized.
  14. Has anyone tried a Trickster/Illusionist and know if the Trickster Illusion spells gain the bonus to Illusion spells that the Illusionist subclass grants? Just started messing around with the Trickster and was curious if its been tried already.
  15. Again a lot of this could have been a non issue if they had given rangers subs that actually changed or added to their talents. Like I said Ranger woukd have benefitted from subs more in line with trickster then "Your pet is a ghost" and thats its.. Even though you could do so much more. Ghost Heart cant even use the heal pet active but yet its still a choice in his talent tree? Why not replace it with something he can use at least.
  16. Rangers talents and abilities arent very interesting PL 1-5. Its mostly pet passives with a few uninspired actives.. Which would be fine if it was only the base ranger but none of the subclasses shake it up at all which is a bit dissapointing. Considering both the stalker and ghost heart have such cool concepts but make zero difference to the talent tree. Like ghost heart could totally get access to a few cipher abilities at certain levels (like trickster) and it would fit thematically and make that sub more interesting. Heck you could even make it so the cipher abilities are actually pet actives for your ghost pet.
  17. Not that smaller dlc cant be good. I always find that I like the meatier dlc/expansions better. Its more fun when you get a bunch of extra content to dive into.
  18. If I was going to change anything I would prob just make the small shield proficiency a bash modal. Otherwise not sure there is a good way to balance all shields getting bash.
  19. White March was really good. I have to agree with the concensus that it didnt do well because it wasnt end game content. By that I mean it was designed to be started mid-game even though you could scale it and I think people really wanted to keep playing (and adding to) there higher leveled character. Not that the main story needed to be continued to have more end game geared expansion, just a thought.
  20. So completely from a feel standpoint, the ghost heart sub's ghost pet element needs to be reflected in more of its pet related abilities. An easy start to this would be replacing the heal pet ability and upgrade (which ghost heart cant use) and replace it with an active thats unique to the ghost pet aspect. In general just seems like it could be reflected more in some of the pet related talents at least. Example would be like: "Haunting" an Aura of fear radiates from your pet. enemies within 1.5m must save vs will or be terrified. Edit: Have the Ghost Heart's "Takedown" pet ability be altered to where it stuns and does cold damage instead of knockdown. Similar lateral tweaks like this would help sell the Ghost Pet theme better.
  21. First build with the new beta update I ran into this issue. So I multiclassed as a Ghost Heart/Soul Blade. Picked the ranger sub first and then the cipher sub second. After creation I started the level up process and discovered that any Ranger ability I tried to select for that level woukd simply eat the point but not unlock the ability. The Cipher side worked correctly it was only with the ranger tree that it would spend my ability point but not actually unlock the ability once I completed that level up.
  22. It was suggested in an older thread but basically make throwing weapons melee that have a consumable "throw weapon" ability. So basically they would be slightly less melee capable but come with 3-4 throws per encounter. Maybe make that its proficiency ability adds bleeding to a successfull throw hit or some such.
  23. Ghost heart pets immune to engagement. My first beta run was with a ghost heart/cipher and its works pretty well. Since the pet summon is instant and 0 recover, you can actually drop the pet behind enemies and start utilizing him with different cipher abilities fairly quickly in combat. For example I would drop him behind enemy front and then send him to enemy backline and periodically use him to drop different spells on the backline.
  24. you can target your pet with all the "target ally" specific spells and works well at least I find it fun. In general casting is broken all around so it will be pretty dang good once its all tweaked and fine tuned.
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