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View619

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Everything posted by View619

  1. I like your moon godlike portrait I think it close. As I recall the description also says that their limbs may cast a glow. If you have a male moon godlike I would love to see it. If I had your talent, GM, I would do one much like the one you did. If I added pupils they would be faint not dark so they stand out but subtle. I would make the hair more spikey. The coloring is very good and the crescent perfect. Do you mean Jaceface's Moon Godlike?
  2. What was your party level in Dyrford and Defiance Bay? It seems like players are still levelling too quickly, even with the recent xp tuning.
  3. View, the problem is that a fair amount of the stuff in game is so darned vague that it can be difficult to tell what is what. As for two handed weapons, honestly I'm not a huge fan of 2H'd weapons. Not saying that I don't occasionally use them, but I don't particularly like spending a talent on the 2H weapon feat. If I spend a talent point on a style, it's usually on weapon and shield style because I like the extra defense. But that's a play style thing for me. OTOH, I suppose if one *is* a fan of 2H'd weapons, then the 2H style feat may be worth taking. Personal taste, I guess. I listed Two Handed Weapon style because I'm pretty sure it adds damage to ranged weapons as well, since they are two handed. The game says that the 2H style only works for melee weapons, in the Talent's description. Whether this is actually true in practice is another matter. (I was wondering if that was why you liked it though.) Yeah, I'll have to check it out and see. If that's true though, I wouldn't pick it for ranged builds.
  4. View, the problem is that a fair amount of the stuff in game is so darned vague that it can be difficult to tell what is what. As for two handed weapons, honestly I'm not a huge fan of 2H'd weapons. Not saying that I don't occasionally use them, but I don't particularly like spending a talent on the 2H weapon feat. If I spend a talent point on a style, it's usually on weapon and shield style because I like the extra defense. But that's a play style thing for me. OTOH, I suppose if one *is* a fan of 2H'd weapons, then the 2H style feat may be worth taking. Personal taste, I guess. I listed Two Handed Weapon style because I'm pretty sure it adds damage to ranged weapons as well, since they are two handed.
  5. I don't know about that. Do either of them take a -15 accuracy penalty for using ranged weapons, as rangers take a -15 penalty for using melee weapons? That penalty is a pretty nasty hit to any ranger's effectiveness in melee, IMO. Why do you keep repeating that ? You've already been corrected in another thread. There is no -15 penalty for using melee weapons. There probably was at some point. Don't rely on the outdated wiki. Fighter and Barbarian are literally the worst classes for ranged combat. Even Paladins can do crazy single target damage for a few attacks. A monk can use Dangerous Implement talent, Swift Strikes, Lightning Strikes, Turning Wheel, maybe Stunning Blow. I don't constantly re-read every freakin' thread on this forum that I post in. I've seen no such correction, nor have I seen any reason to think otherwise. No offence, but if you would try a Ranger for yourself in-game then you would see that your information is outdated. Check your copy of the game before following the out-dated wiki information. On topic, a dedicated ranged fighter probably isn't worth it. They could put in some work with that Two Handed weapon talent, Weapon Focus, Weapon Mastery and maybe Confident Aim, but they need to get to the front-lines eventually to show their worth. As far as class-specific talents, Weapon Mastery, Disciplined Barrage and Confident Aim are you best bets afaik. You could always shift them between expending their initial volley with one or two (extra weapon set) ranged weapons, then running in to flank an enemy on the front-line. You're not really shoe-horned into making a defensive fighter, but all that Endurance and innate recovery is wasted in the back.
  6. Yea was thinking the same. What level were you when you got to Act 2 (if you are that far in) if you don't mind me as Close to Level 4, I think I had around 7k experience at the time. I did some side content, but skipped Raedric's Hold and Od Nua.
  7. 50% is pretty steep, I'm liking 25% currently.
  8. I approve of the suggestion for a new difficulty setting between Hard and POTD that just buff the stats of Hard enemies.
  9. It SHOULD BE. Well, it's not. You're free to make a mod of the attributes and see how it works, but trying to replace POE attributes with D&D is futile. Next thing, we'll be hearing about how Dexterity should affect Deflection so it's similar to the way Dexterity affects AC in D&D. You're missing the point and spirit of the thread. People are talking about how they think things SHOULD BE, not how they actually are. Go rain on someone else's parade. Fair enough, I'm approaching it in the wrong way. If Might = Strength and works in a similar manner to D&D, where do you put the spell damage and healing increases that tie back to spiritual power? Why not tie the ability to move freely in heavier armour to Constitution, which is clearly a physical stat? And why do you think players min/maxing to abuse the AI is an issue with the attributes and not the AI? No matter how you adjust the attributes, players will just find another build to abuse in-game rules. Not targeting you specifically, just wondering. I wouldn't mind seeing a slight change to one or two of the attributes either, even though that wouldn't result in a system much better than what we have currently. Edit I see you have Resolve, but wouldn't that just make Might the dump stat for casters and Resolve the pump stat? It would give spell damage/healing and concentration while Might gives nothing because it's just brute strength. Then Fighters take just enough Might and dump Dexterity/Resolve for tanking purposes. Unless deflection goes to Dexterity which would probably make it the best stat in the game at that point.
  10. It SHOULD BE. Well, it's not. You're free to make a mod of the attributes and see how it works, but trying to replace POE attributes with D&D is futile. Next thing, we'll be hearing about how Dexterity should affect Deflection so it's similar to the way Dexterity affects AC in D&D.
  11. Might is not the same as Strength.
  12. I just ignore enchanting; not sure if it was a stretch goal, but it doesn't really add anything to the game. Doing this makes found items more meaningful in my playthroughs.
  13. In POE, you can build Rangers as you wish. I'm not sure why people keep saying they are "just boring archers with a pet" when you can easily make them your ideal D&D Ranger (dual wielding, swift aim, two weapon fighting, Weapon Focus, lore scrolls that give Druid spells, talents that give damage bonuses against specific enemy groups,etc) and you're not forced into any specific build unless you're one of those players who sacrifice themselves on the alter of "optimal play". If you're worried about "optimal play" then you're only limiting yourself because the very same thing can be said for any game. All I see in these complaints are "POE classes are not like D&D classes". If you want pre-made D&D classes then play a D&D game. If I want to make a POE Ranger similar to a BG2 Ranger kit, I can easily do this. For the record, the IE games didn't do the ideal D&D Ranger very well either. For important discussion, I really hope Obsidian adopts the idea behind the IE mods fix to NPC Paladins/Priests being affected by party reputation. It's a no-brainer decision, imo. You can build Rangers as melee combatants, rather than as ranged combatants. HOWEVER, PoE Rangers' melee accuracy is 15 points lower than their ranged accuracy. Beyond that, PoE Ranger's abilities and talents are either aimed at enhancing their animal companion or enhancing their ranged combat abilities with few exceptions. So if you choose to build a melee ranger, you're going to end up with a very weak character compared to if you'd stuck with a ranged Ranger. If the Devs would just get rid of that melee accuracy penalty, it'd go a long way towards making Rangers moderately competent in melee, even without any melee focused class abilities or talents. What are you talking about? I haven't seen any melee accuracy penalties for Rangers. I hope it's not assuming you choose a Wood Elf or something. Also, I've noticed that some of their ranged talents are interchangeable with melee weapons; when I hit level 12 I'll see if this is true for most talents.
  14. Great job guys, happy to see POE is so successful and turned out well for you. Here's looking forward to further gains in the expansions and sequel!
  15. It's funny to see people complaining about POE not giving you pre-built class setups when they can easily make the build themselves. Either blind AD&D fans or laziness are my guesses.
  16. There's a new release for the IE mod. Check the nexus link.
  17. Might isn't just physical strength, it's the ability to harness the power of the soul to perform super human feats of strength and healing. So, having a Might of 3 could easily mean that you're able to go about your day to day tasks without difficulty, but when it comes to making use of your "power" to effectively attack a monster, cast a damaging spell or heal a person's weariness you completely fail at it. The problem is not the POE attributes, it's people trying to replace them with D&D attributes. It's basically their lack of understanding and refusal to accept that D&D doesn't have a monopoly on character attributes.
  18. When a Fighter with the "might" of a toddler and the "dexterity" of a geriatric makes a great tank it breaks all immersion. We need restrictions on item use - no heavy armor for weak chars, for example - and no stat should be lower than 7 without the char having to deal with major penalties. Of course this is a single player game so i see your point, it just seems silly to me. This will always be an issue with the AI, which does not have the ability to realize that the Fighter you described above is an awful tank since it is not a threat. This isn't a problem with the attributes; all that's needed is for enemy units to take your Fighter's weak, most likely grazing disengagement attacks to get to the real threats and players will be forced to cover for their min/maxed characters or pay. Such a clumsy and weak char shouldn't be able to move in heavy armor, nevermind swinging a heavy weapon or blocking a strong attack, it has nothing to do with the ai. But again: it's singleplayer, use dumpstats if you want, i won't. If I'm not mistaken, dumping might will drop you damage to poor levels. Also, dumping dexterity would mean that you barely get attacks off. Put those together and you have a character who is clumsy with his weapons and is unable to effectively use his "power" to perform damaging attacks, but is still able to hold his ground and withstand heavy blows. There are attributes that govern how well a character is able to hold a defensive position, but they are not tied to MIGHT and DEXTERITY. If you keep linking defense to Might and Dexterity, it's just a lack of understanding regarding POE's attributes. It depends on how you look at it. I point out the AI because if I'm fighting a Fighter like that while his Rogue buddy in cloth is hitting me with damaging, accurate shots then I'm running around him to get to the Rogue. He'll probably fumble with his weapon and graze me as I turn my back and ignore him, so he's not a threat. Enemy units do not think like this.
  19. When a Fighter with the "might" of a toddler and the "dexterity" of a geriatric makes a great tank it breaks all immersion. We need restrictions on item use - no heavy armor for weak chars, for example - and no stat should be lower than 7 without the char having to deal with major penalties. Of course this is a single player game so i see your point, it just seems silly to me. This will always be an issue with the AI, which does not have the ability to realize that the Fighter you described above is an awful tank since it is not a threat. This isn't a problem with the attributes; all that's needed is for enemy units to take your Fighter's weak, most likely grazing disengagement attacks to get to the real threats and players will be forced to cover for their min/maxed characters or pay.
  20. The only major difficulty changes would be xp-related and some fine tuning/re-positioning of items. Hard feels the same for me. Just go POTD, try different build combinations until the AI is improved further or some amazing modder makes SCS for POE.
  21. In POE, you can build Rangers as you wish. I'm not sure why people keep saying they are "just boring archers with a pet" when you can easily make them your ideal D&D Ranger (dual wielding, swift aim, two weapon fighting, Weapon Focus, lore scrolls that give Druid spells, talents that give damage bonuses against specific enemy groups,etc) and you're not forced into any specific build unless you're one of those players who sacrifice themselves on the alter of "optimal play". If you're worried about "optimal play" then you're only limiting yourself because the very same thing can be said for any game. All I see in these complaints are "POE classes are not like D&D classes". If you want pre-made D&D classes then play a D&D game. If I want to make a POE Ranger similar to a BG2 Ranger kit, I can easily do this. For the record, the IE games didn't do the ideal D&D Ranger very well either. For important discussion, I really hope Obsidian adopts the idea behind the IE mods fix to NPC Paladins/Priests being affected by party reputation. It's a no-brainer decision, imo.
  22. Jesus, what a horrible, unnecessary feature. Just the existence of it degrades the player immersion. It's probably there in case players find an amazing picture that they want to use for their characters without being required to restart a game. If it breaks your immersion then ignore it, it's not staring you in the face. Before this patch I could "degrade my immersion" by opening the Pillars_Data/Portrait folder, this is just an optional convenience feature.
  23. The game could use more difficult encounters on Hard, too many battles are player steamrolls. Maybe drop the difficulty for the duration of this encounter?
  24. I'm actually surprised that 1.05 didn't include this. It should have been in 1.0 tbh, especially with all the combat path-finding issues.
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