Jump to content

wolfstriked

Members
  • Posts

    109
  • Joined

  • Last visited

Posts posted by wolfstriked

  1. ^ But you don't need a different system for each weapon. You're making it sound 7,000% more complicated than it needs to be. You have melee, and you have ranged. Then within ranged weapons, you have ones that are operated with strength (bows, even though ALL bows in real life don't necessarily gain a bonus from strength, it's close enough. You could even easily have certain bows gain a greater bonus, etc.), and you have things that aren't operated with strength (mechanical launching things like crossbows, and guns.) Maybe, as you said, crossbows and the like get reduced reload time from strength or something. That kind of makes sense, and being able to alter your reload time is a cool thing. Maybe guns get nothing, because you just make them super powerful and slow, and you just use talents and various other things to make them faster and/or more accurate, etc. OR maybe Perception affects all ranged accuracy, and that's just another thing you want but can't have all of.

     

    All that is is building the various things that you'd want to be able to affect in a character, in gameplay, into the stats. Wouldn't it be great to be a huge Barbarian guy who can Hulk Smash stuff really hard, but lacks finesse? And vice versa? Wouldn't it be great to be able to do things faster, but not necessarily as effectively each time? Etc. That's kind of what this type of game is all about. And that isn't very complicated, logistically. It's not like we're going to make 4 different stats effect dagger thrusts in a different way than 3 other stats affect hammer swings.

    I really like needing to meet certain strength requirements as the bow damage rises.If you had a magic damage stat you could also tie in larger damage implements with that stat?

  2.  

     

    A wand is a weapon, so Strength.

    Wands a magical. Therefore, they attack with arcane energy. They might be crafter by mages. No one said they draw energy from users magical prowess. Or do you just want to have maxed out weapon and spell damage at the same time without investing extra attribute points as you did in PoE, hmm?

     

     If magical implements are not using the casters energy then why is it only magic casters use them?I guess its just my vision of them but I always thought of them as an item that lets a caster throw out magical energy damage with little cost of their magic reserves,I guess all this time I have been viewing them wrong as I have with light-sabers for decades.I always thought that light-sabers were items of such tremendous mass that no one could even lift hold them up without the force and the Jedi's mind power to move them around.Also,once dropped they would just cut into the ground and be lost forever.LOL way wrong there also!

  3. I chuckled at this post from Josh:

     

    A wand is a weapon, so Strength.

    ...A wand is a weapon so it uses Strength...I'm sorry, I should do what with a magical implement? Swing it hard and bash enemies heads with it? Or maybe poke someone's eyes with it?

     

    Or should I channel my magic powers into the wand so that it could amplify them into a magic missile? Shouldn't that use Resolve or Intelligence?

    Please for the love of immersion do not fix strength and then simply leave wands as a strength based weapon.This should stem for their magic power.

    • Like 1
  4. I just did a single class Nature Godlike Livegiver and I have to say I'm very impressed and see that my worries about the new health system have been confirmed:

     

    - Cast Nature's Vigor in order to trigger Wellspring of Life (Nature's Vigor is a fast cast, leads to +2 Power Level.)

    - shift into cat form to gain Living Surge and use Cat's Flurry for faster casts. This will give you +5 Power Level for Rejuvenation spells.

    - Lifegiver's automatic ability gives all Rejuvenation spell +2 Power Level

    - you are now at +9 Power Level for Rejuvenation spells in a matter of seconds (everything was fast cast)

    - now you cast Nature's Balm (get +4 armor and healing per tick with +9 Power Level)

    - cast The Moon's Light with +9 Power Level

     

    You and your party can't die for about one minute. If you have a priest in the party he can cast a spell which gives you oancentration and then you have all the time in the world to cast offensive spells/summons/whatever. You don't need to leave the healing are if you use ranged attacks or spells. Slow caster-only party which doesn't have to move is fun and totally possible. You can even give everybody CON 3 and RES 3.

    If you have a Beckoner he can summon 6 Sekeletons which will also heal.

    It's crazy - and this is only lvl 6.

     

    By the way the healing of Nature's Balm and The Moon's Light don't suppress each other. Later you can get Moonwell (didn't level up yet) and I guess it gets even crazier...

     

    You can also multiclass with a priest but sice Restoration spells don't profit from Lifegiver's stuff I found it wa more benefical to concentrate on a higher power level and gaining the good spells faster. But the priest can heal after shifting runs out because then you'll have -5 power level for Rejuvenation but no penalties for Restoration spells while you can still profut from Wellspring of Life. I'd use this multiclass when fights take a lot longer (PotD maybe). But honestly I think it's just better to take a single class priest with you instead.

     

    Now add a Beckoner with Ancient Memory... ;)

    Whatever happened to attacking with melee characters and having a wizard throw some magic around the battlefield?I have read that 3 times now and it still makes no sense so I think many people will play POE2 with no real idea of what is actually happening.Good or bad is the question I now ponder?!

  5.  

    How hard is it to add a walk toggle? :blink:

     

    Simply adding a button to the UI that toggles between a walk and run animation (assuming there are walk animations for all party members) probably wouldn't take long. Checking all the possible interactions that button might have for bugs will take a lot lonBet

     

     

    How hard is it to add a walk toggle? :blink:

     

     

    People wanna get immersed into these worlds.I wonder how much people will have bitched if Skyrim shipped with no walk animations due to Howard deeming it not necessary.

    • Like 1
  6. IMO no reason for health when injuries can be deciding factor on when to go to an inn.I feel they also should not force you to use camping supply to reset spells and abilities.kinda breaks immersion when you sleep in dungeons every five levels.

     

    Also if you are very on top of preventing your characters from dropping you can go thru a whole dungeon and never need to backtrack or rest.

  7.  

    just two things:

     

    - either increase flexibility of characters (multiclassing should have that covered) or don't include bottlenecks early on, before a party can bloom. I've had many interesting parties kick the bucket in the keep's hall.

     

    - more incentives to figure reputations into your character concept. Like, how would a character be a great diplomat, if all they have is great strength?

     

    Wraiths in general have waaaay to many abilities for an early game mob.  They teleport, they damage, some shoot frost bolts, some make copies.  They should have been built up as a mid game mob. 

     

     All IMO.....I really like POE but I agree that so many creatures are thrown at player early on that should of been saved for later.For balance purposes but also for immersion.Its like in POE you just move a few feet on map and bam a new creature type appears that are just standing around.Dangerous creatures should not be standing all over maps right near major cities,

     

    Keep alive creatures above ground and undead below ground was my first uhhh.Creepy (dark) dungeons are where undead types belong while the Engwithan ruins(with more lighting all around) have there own class of enemies with animats etc.And when you are tasked to enter a dangerous crypt have the quest giver give some insight like..legend says its haunted by #### and here is as much as we know to fight them.Just little tips like they are immune to pointy weapons for example.

     

    And why make ogres so silly to fight.I never need anything but point and click one by one till they are all down.They could be later game combatants with crazy strength where you need to send spells of hold,tanglefoot etc to keep their massive damage hits away.Hard hitting and hard to take down but slow is where I think they should be.

     

    Again all IMO. :biggrin:

  8.  

    Another issue is we now have characters auto sheathing their weapons after combat in Deadfire.Its a nice step but IMO as player is creeping stealthily thru a dungeon they should look like they are ready for battle with weapons out.Simple button for sheathing prevents the kool new idle animations happening when in dangerous areas.

    That'd be pretty cool tbh. It could also be a sort of sign that "Danger is close". Sort of a "Combat is about to happen Clarity". Or some sort of "Wilderness Lore" Skill equivalent, and the character that has highest value will always unsheathe his/her weapon first in a dungeon/area. I suggested something similar for Eternity 1, but more environmental and for the Player themselves to be detectives. Bones outside a cave, blood on a wall, NPC's talking about a "scary keep" or whatnot. Warnings to give the Player a hint "There's danger that way". But with Unsheathing and Sheathing there might be a more immediate way to do it as well.

     

    Example:

    Eder has 10 "Instinct" (example name), he can sense something in this place and unsheathes his weapon. The Player can then choose to unsheathe the rest of their party.

     

    Situations:

    1) You're in town, walking about. Suddenly Eder unsheathes his weapon. You walk about a little bit more, even though the townspeople are giving him weird looks. BAM! Ambush from a nearby alley. Or it could affect how enemies are attacking. Strolling about without "Instinct" could place you in an awkward position in the ambush, but Eder unsheathing his weapon would cause the enemies to attack straight away and start combat? Sort of:

     

    A/with "Skill") "Something isn't right... better take out my weapon... yup, those guys there want to fight"

    vs 

    B/without "Skill") "We're being engaged from all sides!?"

     

    2) Random encounters, the character with the highest value will always be unsheathed first/at the start of encounter.

     

    3) Going into a dungeon, enemies around a corner, you wouldn't know it, but Eder does. He can smell it! He takes out his weapon.

     

    4) Dialogue is realtime, so what if a conversation takes a wrong turn? Eder unsheathes his weapon mid-dialogue, before it is finished, because he knows punchin is about to happen.

     

    Thinking about it, it could be called "Initiative". I don't know how Unsheathing and Sheathing exactly affects combat, if it does in any shape or form. It should take a little bit of a moment to unsheathe your weapon when combat starts? Enough time for an enemy to get a sucker punch in, maybe? What if you get stunned mid-Unsheathe animation? Or knocked down? Can you get Interupted, making it so you engage in combat later and starting off at a disadvantage?

     

    The "danger is close"  triggering to pull out weapons would look great but It might detract from having to stealthily track thru dungeons while searching thru cloud of war for next trap/enemy as it would signal to you that danger is ahead?

  9. I prefer to play solo on path of the damned...

    Pleasure in the game for me stems from trying to min max the whole 6 characters to work as a team as best as possible and with removing the workload for me as much as possible.Sadly I am not able to do that with the companions so I have started running around with mercenaries instead and just take one companion at a time to do their quests.No squishy characters for me so I bump up resolve to max for all as micromanaging dulls gameplay for me.

     

    Last night I made a pair of elf brothers (Renfal and Renfak) who adapted to compliment each other in battles.One has high intellect causing long duration  of crippling effects wherein his brother is a high damage,quick firing critical hit build.Really fun to play them.

    • Like 2
  10. Another issue is we now have characters auto sheathing their weapons after combat in Deadfire.Its a nice step but IMO as characters are creeping stealthily thru a dungeon they should look like they are ready for battle with weapons out.Simple button for sheathing prevents the kool new idle animations happening when in dangerous areas.

  11. When a friend is down remove their circle to remove the frustration.

     

    Fix the severe imbalances with classes.For example a 1st level cipher spell that controls enemies is wrong.Total domination of a character should be saved for high level spells only with early level spells just causing confusion etc.Ciphers on solo runs making fighters and melee characters just feel less important is not balance Josh?!

×
×
  • Create New...