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draego

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Everything posted by draego

  1. Ye i saw that but even if they didnt i was able to mod the abilities so its nice that is not needed
  2. More info from Josh
  3. Josh grazes stuff good
  4. Yeah I agree animal should be tied to power level instead of character level. If you do that any Ranger multiclass will be gimped with a useless pet. If you make the Multiclass pet strong enough such that at its lower power level its adequate then the pure Ranger pet becomes overpowered. By keeping the pet tied to character level it becomes useful for both multi and single class and will depend on how many abilities you invest into it. plus there might be some tier eight or tier nine pet abilities that are really good that only single class Rangers will have access to. i just assumed before this beta that some of the classes special class defining abilities would be tied to power level but its not the case for others like carnage or sneak attack or constant recovery so it makes since its not the case for ranger either.
  5. In the stream, they said the animal level will be be at same level as ranger whether mult or single. This seems a little op for ranger animal multi but makes multclasses less bad than i had thought. I had assumed animal would level with power level since its the rangers 'power' although i hadnt tested this in beta. I guess we will see how this plays out could be interesting.
  6. Info on grazes from Josh Currently we're going with the half duration implementation for a couple of reasons 1) it's easy to implement, which is important when everyone is crunching 2) it's more consistent for players 3) our high-end afflictions are generally less gnarly than they were in Pillars 1, so there's less concern over a half-duration affliction meaning certain death as everyone dogpiles the target with additional afflictions. We can do the tier downgrading, but I'd like to see how this feels for people first.
  7. Some stuff from Josh Defeating an enemy ship gives you a unique triumph (a small flag) that corresponds to the captain. Well, if you can reach the ship, yes. If you send the Defiant headlong at a Rauataian junk broadsiding you, you may not make it. That is something we're working on right now. Skeleton summons were very OP in the backer beta release. They will be tuned down significantly in the next patch.
  8. You would also have to be careful with the AI. If you are not directly controlling the character with the charged spell they may decide to cast or do some ability before you get to them. I guess that could be address with an AI setting though.
  9. Its also a weird stat to use because unlike mechanics skills perception doesn't progress with level so unless you start with the highest perception you cant expect to find all the traps. (relying on that character to be forced to use an item to increase perception is also dumb). I agree with OP and if you dont make your high perception character the trap person then you have to take two guys with you to explore, one to find and one to disarm/unlock. It just seems needlessly tedious. To me it should be an either or , high perception will find stuff but all high mechanics skill that way if you dont have a trap guy you can still find stuff but the trap guy can do it themselves. Personally i would rather just mechanics like in POE1 but i guess they changed this because some people complained. This change just seems so odd
  10. Josh talking about grazes Graze look like they are back in although he does not want to commit to anything specific so it looks like it will be different than POE1 grazes. They will be changing the abilities that grant graze to something else. Graze range will change to a 25 pt range instead of 35 in POE1. it seems like they are going to address the graze CC issue in POE1 but he doesn't elaborate on how. Good stuff should make beta interesting. He doesnt say if this will happen in next beta update
  11. New injury update. 4 injuries still kill you The max health loss from injuries will be removed from a lot of injuries unless its the point of that injury or a really bad injury Also lowering max health loss from 25% to 15% They said they want player to feel like they can press on and not really rest spam and that resting should take food bonus loss over time more into account
  12. They are changing combat by making recovery longer for melee and shorter for spells. Combat move speed is also being reduced. Slow Mode issue.
  13. They are changing combat by making recovery longer for melee and shorter for spells. Combat move speed is also being reduced.
  14. Here is some information about spell cast times. Also they are changing combat by making recovery longer for melee and shorter for spells.
  15. i hate to agree with Gromnir but i dont like the idea of attaching skill points to attributes. This will help pigeon hole builds. The skills should be open to all. I already dont like perception being the stat that helps find hidden items because that pigeon holes your build if you want to be that person to unlock stuff but dont want to invest in perception. So now you will have to bring two people in your party to find and unlocks stuff. it shouldnt have to be that tedious. I am also not sure what this comment means. I assume that you mean you want your rogue to be the stealth and trap guy and something else guy. Well to me that is to bad that isnt a requirement for the class at all. And i dont think they need more active skills, you just want more and that is the choice you will have to make. I like that you can make your priest this person for the party or whoever. More options. more variety is what is needed, not trying to 'force' users into tropes. It should certainly be doable i agree to do that trope if you like but I enjoy that pillars separated the attributes from skills and also didnt force certain classes to be 'good' at those skills. Although they do give a slight bump to classes which should probably go away too. I also find it funny that Gromnir is making arguments for more open design in this area when Gromnir was so against opening up general talents which would help classes be more open to variety then just doing their obvious designed roles.
  16. Yeah that's the problem. Who, other than perhaps a Blackjacket Fighter, is going to use more than three different weapon types on a regular basis. I'd be surprised if most characters use more than two. In the beta, with a level cap of 9, we get (iirc) four proficiencies: that suggests that by level 20 we'll have around eight. With the current proposed change, most characters will be able to take all the weapon styles they want, and some they don't as well. There's essentially zero cost to doing so. I actually wonder if this has to do with the weapon itemization. Giving players basically a shotgun pattern of weapon proficiencies you have less to worry about when the only flaming weapon in the game will be a dagger and the only dragon slaying weapon will be an estoc so odds are you will happen to pick a weapon prof that matches a cool weapon. Also when players find that their favorite weapon during most of the game cant have its quality upgraded past exceptional because it started out as fine (which i really dont like this change either, i like some of the new enchanting changes just not the quality one), it is less painful to change weapons when the game tries to trick by saying well at least you picked 7 other weapon types. . This is why i dont really love the proficiencies. They should be turned into abilities that are more generic modals or abilities that let you apply to the weapon or couple of weapons you want to play the game with not say well you like lower fortitude pick morning star. I know not all of them would be fair but if you had a general pool of them, then you dont need all these abilities anyway. Prob also has to do with new Penetration mechanics with all the weapon switching needed i suppose
  17. Here is new post from Josh explaining the changes. We love you Josh . Sorry for the beat down, sort of.
  18. I was just messing with those files. I was worried also that you would have to reedit those file everytime an update came out but nice to know you can create your own mod file.
  19. Is it possible to edit what attributes do? Not that i am seeing yet but bb_progressiontables.gamedatabundle file lets you edit what abilities each class has. So if you wanted to give all the classes access to certain abilities you can but i suppose that would open up double dipping
  20. Just wanted to check out modding abilities. I was able to change wounding shots to any weapons not just ranged. You can edit abilities in the bb_abilities.gamedatabundle fairly easily now. Its a little weird all abilities being in one giant bundle. I mean when an update hits that overwrites this file there goes your mods. You have to find and edit your updates again in the giant file. SIngle files may be nicer but it still doable like it is. Edit: You can do your own mod files
  21. I didn’t mean to suggest your reservation is unasked for or wrong. This change has wide implication. Mechanically I liked old system - it was quite elegant as every stat worked in similar way for every class - and therefore was usually useful for every class depending what built you went for. My biggest problem was with might checks in dialogues and scripted interactions. This was already being fixed in POE as the dialogue will rely less on stats and more on skills. Well maybe not fixed by the impact lessened. I posted it here
  22. I mean like i mentioned on the other thread about this issue. You can make resolve contribute to all defenses instead of two and or make the increment higher like +2 instead of +1. I get this isnt as sexy as offensive stuff like spell damage but there are less drastic ways to change resolve that doesnt completely alter the mechanics. I am not saying i completely hate the change yet. We will have to see but this change seem really drastic.
  23. That's some good news. In theory. Right now skill points seem rather scarce and it is unknown how much you have to pump them to pass most checks. we did notice the relative diminished significance o' stats in dialogue and cutscene interactions. the skill checks we saw in deadfire beta were rare exceeding 5, which may be a function o' it being the beta. also seemed as if a few checks were solely individual checks as 'posed to benefiting from party assist. is far more skills than stats. unlike poe, is gonna be far more difficult to come up with some kinda ideal dialogue spread o' skills and stats... which is good. HA! Good Fun! Ye i actually agree with you there. if you have all these skills its nice to know they will be used alot instead of worrying about stat spreads
  24. Accuracy is rolled against all 4 defenses while Deflection is just one of them so ... kinda yes. Looks like suckage of Resolve and crappyness of casters had been dealt with in a single blow. Good job Obsidian! Yeah so the conclusion seems to be Deflection being inferior to the bonus other stats provides, and that's why Res is not a good stats. So that could be a potential change then to make Res more useful. Put everything back in Might and make Res contribute to all defensive stats +/- 1 to all Def/Ref/For/Will. or you can tweak the amount it changes like +2 deflection and +1 all the other defenses. Its not as dramatic as the change that just happened but it makes Res more useful and penalizing for dumping
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