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View619

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Posts posted by View619

  1. Noticed a bug with the latest update, while creating a character the menus will become unresponsive on attribute allocation screen. I can still manipulate the cursor and click some of the items in the background (the confirmation sound is played) but none of the graphics on screen update.

     

    I'm even able to navigate back to the main menu, but the character creation graphics remain on the screen.

  2.  

    I'm just concerned about CC immunities for martial class : a caster could just choose another spell, but martials would "loose" some of their abilities against some monsters. They already have few so it could be a problem.

     

    Come on, Elric, don't you know that increasing the power gap between martials and casters is the main goal of patches at this point?

     

     

    Getting that IE game authenticity!

  3. Why are you leading with a Rogue? Lead with a tankier character, run in and pick off stragglers with the Rogue or flank engaged units and tear them up. I've been running a dual wielding Orlan Rogue in POTD for a while (in The White March currently) and she is a terror. Crits, interrupts and high damage all day with mobility abilities to re-position when necessary. She can't do it all alone, but that's why you have multiple members in a party.

     

    If you rush three Xaurips at level 1-2 without potions then of course you're going to be destroyed; you can't survive their attacks long enough to get the job done. Just sounds like you need to improve your play, melee Rogue is fine when used intelligently. They are not meant to solo groups, not even at low levels.

  4. Version 1.1 is out!

     

    1) Constant Recovery was changed to return 3% of stamina so it will scale.

     

    2) Rapid recovery was changed to add 1.5% to Constant Recovery's stamina recovery

     

    3) The item mod that improves Constant Recovery also has been changed to a 1.5% boost

     

    4) Veteran's Recovery was also changed to grant 1.5% stamina Recovery

     

    Note: ingame, the 1.5% values will be listed as 2%

     

    Regarding Constant Recovery and Rapid Recovery, do any character attributes alter the bonus gained? If I have above average Might or Constitution will the 3% & 1.5% bonuses change accordingly or are they static?

  5.  

    i really enjoyed being able to cast a lot during encounters at later levels so personally i am a fan of per encouter spells and dont like this change one bit. i find it quite a bit less fun to have my mage autoattack with his silly harry potter wand as oposed to cast spells. if preventing spaming of certain spells why not introduce a cooldown system instead?

     

    hopefully the iemod guys are able to work their magic and reintroduce per encounter spells after this change goes live!

     

    Because Obsidian and this community eschews any game design improvement that happened after BG, because BG was perfect. /s

     

     

    Ignoring the fact that armor and weapons are not class specific, unlike the IE games? Also, the fact that skills can be used by anybody and not specific classes.

    • Like 1
  6. Might is calculated in the final damage range of a weapon. So, the 17-25 damage range already takes Sagani's 18 might into consideration. Regarding the DR, I'm assuming that the negative value (0 - 5) messed up the display logic for MIN. 

     

    Finally, it's possible that the initial damage roll was low so the additional amount added from the crit gave a total of 25. Possibly 17 (hit) + 17mod2 (add 50% for a crit) = 25.

  7. Yes, you can abuse the rest mechanic to ensure that your spell slots are always available. But that's a player choice and not everybody wants to rest after each battle; some players actually try to limit resting for role-playing/challenge purposes.

     

    At the moment, there's nothing I can really do about the fact that I get 4 free spell slots per encounter. Do I pretend they are all for rest? Avoid using the spells entirely? At least with this change, players have to choose to willingly "abuse" the system to get full spell slots for use during each encounter.

    • Like 1
  8. Is Josh keeping track of this thread? I'm interested if hes willing to now change the -5 deflection to something else.

     

    I doubt it, the thread is a mess of complaints. Maybe send him a direct line on twitter or something.

    Granted, he'll then get complaints if he moves the malus back to accuracy so it's really just a case of "damned if you do, damned if you don't" for him at this point.

  9. So I'm considering boosting the effectiveness of constant recovery to base of 6 regen in order to make it comparable to paladin's lay on hands in terms of healing. The problem is that this would balance it for late game play, making it quite strong in the early game. I would like to make it scale up to base 6, but I currently do not know how to add new abilities to the game. What do others think?

     

    P.S. This is not an invitation for the "fighters are fine" crowd to repeat themselves.

     

    Anyway to add a formula so that Constant Recovery heals a percentage of max endurance instead? That would keep it useful throughout the entire game without being too strong early on.

  10.  

     

    They are balanced. Simply some people can't play them.

     

    aka letting the AI take over the lolFighter and take personal control of your Caster.

     

     Or not taking a Fighter in your party at all, that's an even better method of playing a Fighter.

     

    I stand by what I said. Sarcasm has no merit.

     

     

    Saying that they're balanced without giving reasons is meaningless, though. Also, stating that "simply some people can't play them" just seems like a cop-out so you don't need to explain yourself.

     

    Edit:

     

    Can we not have this same argument in every thread that involves Fighters? Let's keep it on track and focus on the mod that the OP made, take the discussion back to the "Role of the Fighter" thread.

  11. Just a quick reply to some of the points you brought up in the original post:

     

    1. Every inn provides the ability, for some gold, to re-roll the stats of your main character and hired adventurers. So, you don't need to worry about being locked into a sub-optimal build now that some attributes have been adjusted.
    2. Ciphers have been re-balanced in terms of focus gain and spell power, but their play-style has not really changed.
    3. The only major concerns regarding game-play changes that you need to worry about are some of the new options (party AI), but the mechanics remain largely the same. Also, enemy AI has been improved so you may need to adjust to some of the tactical variances in combat.

    I would suggest picking up your current save from the end of Act 1. You should be able to get back into it without much difficulty, the mechanics haven't been completely overhauled. 

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