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Zansatsu

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Everything posted by Zansatsu

  1. Some more than others. The raw stats would tell you a Cipher will only be strong at range but I have had plenty of success with them in melee. Fighters will always be tanks... but if you have more than one tank character in party you can have one stand off and be ranged and it work. Your fighter can also go duel wield or two hand and still be an effective tank. I agree but he is still a tank. His ranged accuracy is bad as well and still seems like a waist given all his abilities. If the system falls away from that play style then he again becomes an unfavorable character. Just a sub par dps with a lot of survivability but nobody targets him so why bring him. Anyway this is off topic and not an actual issue.
  2. I agree that the tank dps heals concept is not needed for an RPG, but that would require class overhauls and intelligent AI. If enemies always go after high threat targets then those targets need some means to mitigate, a complete combat overhaul in this case which sounds much harder than changing health/stamina around. your talking about much more cc, slows, fears,and things. Then what good is a fighter atm, his whole class which before had a 1 dimensional use becomes a throw away. Same with the monk who requires agro or he is pointless.
  3. You nailed it now I see it!
  4. Use the more Reply Options in the post area.
  5. Y'all are right I'm sure but he looks like Pratt to me.
  6. Haha, you're right. I had no idea. I wish I knew who made it, he did an awesome job. He looks like Chris Pratt to me.
  7. There isn't time for it and it doesn't fit the style. However I do like the Idea OP.
  8. Some of them just look like air brushed photo's of celebs putting them in armor. They don't really look like artwork and more like computer generated images. Not to my taste. Some though look great but most eeeeuuuuuuwwww.
  9. The choices in builds would really expand as well. If you wanted a tank you would need Constitution and maybe perception over a more offensive Might Dex Intelligence build thus making your choices in class design more impactful.
  10. Well some of the classes feel very well rounded and some don't. Many of the ones that don't are similar and really could just be the same class with different focuses as you say. Why is the fighter, an obvious master of combat, geared for defense only (at least from beta it could change)? The Barbarian is just the yin to the fighter yang. Why not combine them call it the warrior and be done with it. Now we have an interesting class like Druids or Chanter. Just thoughts.
  11. Maybe so. It feels like many of the classes are very 1 dimensional. I think you could have a couple classes start as one and branch off with different focuses. Example : Rogue and ranger could be 1 class. Fighter and barbarian could be one class.
  12. Hah OK hahahah yeah OK. Huh boy.
  13. Oh really? -> "If XP is what is necessary to make quests enjoyable, then you're the problem in the equation." Yeah, I can play that game too. Except I never said anything like that, so you played a completely different game that you just made up. ?????????????
  14. I suggested a name change along those lines: Having thought more about it I'd still suggest renaming but also getting rid of the 'Endurance/Health' relationship, so that: When 'Health' falls to 0 you are rendered unconscious and 'maimed' - causing penalties. Each time you fall unconscious you accumulate another 'serious wound' and associated penalty, which you can only get rid of by resting. The longer you put off resting the less effective your party will be, but it's up to you. Talents/Abilities/Spells have a cost (per encounter abilities are obviously less taxing than per rest ones), when you're physically/mentally fatigued - 'Endurance' falls to 0 - you have to rest to recuperate your 'Endurance'. That could be over one encounter or however many encounters, depending on how many abilities you choose to use. That way it doesn't have to always be your battered 'tank' that forces you to rest. Also, you can be tactical about how effective 'maimed' party members are and how often you use, even per encounter, abilities. That makes a lot more sense and yes getting rid of their relationship would be better. I would prefer more of a combat clock that sort of estimated your fatigue over just ability use because you will need to rest anyway once your per rest abilities are used up or not, if you weren't fatigued yet you could soldier on a bit. Well I don't have it all thought out but I like your design much better.
  15. Templars were monks or priest in the European vain as it would pertain to fighters, but that is covered already with paladins.
  16. Why not just reverse the whole thing. Health can be healed and stamina is something that ticks down for all characters however long your in combat. Once your stamana is depleted you reserve large debuffs that hamper you accuracy and such. That makes more sense to me. When your tired you would fight horribly and make mistakes. This system seems counter intuitive.
  17. I have no Idea what style they are using but monks appear to resemble the Shoalin monks more than any European monk. Katana's come in different sizes (they aren't all called katana's but essentially look identical just smaller). They can be 1 handed and even dagger sized.
  18. I totally agree and have suggest the same elsewhere. You were clear don't worry. It is a great idea IMO.
  19. You're absolutely right, I will work on my patience. We may agree on many other things.
  20. I understood your post perfectly, you didn't understand the OP. And perhaps you can't read your own posts but that was one Patronizing piece of ...
  21. You should've just said like the attribute tomes from BG, instead of listing filthy MMOs I support this idea, finding tomes was a lot of fun. Thanks! If you have any Ideas please add them to the discussion.
  22. That is exactly what combat xp proponents want, we even proposed a compromise numerous amount of times as a solution. But yeah it's hard to find those posts when they are drowning in the sh1t that are your posts. It's only the quest xp guys that are all or nothing on this issue. There can't be compromise when that compromise is diametrically opposed to one or both sides. In this case, "compromise" is victory in disguise for the combat XP crowd, and pretending otherwise is incredibly disingenuous. There would be no real concession from the combat XP group, other than, what, having weakling enemy groups not give XP? Man oh man! How generous! Calling for "compromise" doesn't automatically give you the moral high ground in a debate, and the artificiality of that claim in this case is plain. Pulling the dictionary out is the poor man's last resort, but I think a lot of people are forgetting that 'compromise' doesn't have just the one definition: "To reduce the quality, value, or degree of something, such as one's ideals." So far it doesn't look like this view of the XP debate is any different, but given it has nowhere to go that's no surprise. I would like to direct you to my post a few places up. I'm a Pro Combat XP player who suggested 3 approaches none of which are combat XP required. So why don't you take your garbage somewhere else.
  23. am suspecting the damage from 2 attacks with the 2h will be greater than 2 attacks with 2 medium weapons. however, please realize this is a mechanic for a game with magical weapons. each equipable slot allows for additional magical buffing. a theoretical general accuracy improvement conferred by a weapon could conceivable stack with a 2-weapon load out. 2 weapons that each grant a stat buff. 2 weapons that... etc. regardless o' damages, dual wield has almost always become a better approach at high levels as magic weapons allowed stacking o' benefits. a mechanic that recognizes the inherent superiority o' 2 equipable slots in a game world with magic equipment sounds like a good idea. gonna need to see if 2h actual gets enough of an advantage to make it worth the obvious penalty o' having one less equipable slot. HA! Good Fun! Agree Completely. Without an increase in damage 2h will fall way behind. Especially late in game.
  24. I swear only in America would we think the wheel needs to be square to allow for quicker stopping car. I agree with all your points but ouch low blow lol!
  25. To Stay on Topic for the OP here are my thoughts ways to Improve the system. 1. The Cyclopidia/Beast Journal: As you discover new monsters, you as the adventure put it upon yourself if you choice, to learn all you can about this new creature. Once you have completely filled your journal with that creatures information you could be rewarded with A: a bonus to attack on such a creature B: a bonus to attributes or some new spell or ability C: Flat xp reward. 2. Rare Spawns/Moving rare drops: I realize this is not IE gamish but hey this is just a spiritual Successor so it doesn't have to be exactly the same right? Putting Rare strong and Challenging creatures out into the wilderness randomly and having them move every time you start a new character would do a lot for exploration IMO. If you don't want to give XP since half the crowd is fine with simple loot rewards then have these monsters or people/bandits drop rare and powerful items. 3. Implement a system similar to ESO/skyshards or Swtor/datacrons: Lets call them Soul gems. These gems contain something that strengthens your souls connection to this worlds mythology. These Soul gems could provide minor stat upgrades to all variety of combat/non-combat attributes and be completely non mandatory. You could receive bonuses to conversations, attributes, spell power, accuracy, lockpicking, so on and so on. Things that would be beneficial to every character no matter what type of person you built. Am i a scholar, well earning a bonus to lock picking is still a plus! Note my suggestions could give or not give out xp for completing them. Plus they are only suggestions
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