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Sir Davion

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Everything posted by Sir Davion

  1. So i'm not sure if this is a bug or i'm just a noob. When i use the rogue ability crippling strike or the similar ability from the ranger class crippling? shot after multiple uses the icon turns green and it says "ability already activated" and i can't use it anymore. Resting doesn't help either. It turns green even if i have still uses left. Do i have to do sth. to get the abilities back or is this jsut a bug?
  2. My proposal: There are 6 attributes and you have 3 pairs of attributes which kind of go together for the calculation for defense. Might: Damage and Healing, Fortitude + Constitution: Stamina and Health, Fortitude Dexterity: Accuracy, Reflex + Perception: Interrupt, Reflex Intellect: AoE and Duration, Will + Resolve: Concentration, Will Just reduce the gain of some of the main attributes that are a no brainer and give it to resolve and perception. The two simplest examples would be to reduce the gain of accuracy per point in dexterity (still keep it the main attribute for raising accuracy ofc) and give perception the lost accuracy at a lower raise of accuracy per point spent. So perception would get some accuracy and interrupt. Same could be made for the other pair (Intellect + Resolve). But you could also use other attributes and it would still make sense roleplay wise. Perception could give a small bonus to damage and healing or Resolve could get a small bonus to health and endurance. That way you wouldn't need to change the overall balancing of the games because characters could suddenly have higher damage or accuracy than the game is balanced for and it would make the stats more viable.
  3. There are 6 attributes and and and you have 3 pairs of attributes which kind of go together for the calculation for defense. Might: Damage and Healing, Fortitude + Constitution: Stamina and Health, Fortitude Dexterity: Accuracy, Reflex + Perception: Interrupt, Reflex Intellect: AoE and Duration, Will + Resolve: Concentration, Will Just reduce the gain of some of the Main attributes that are a no brainer and give it to resolve and perception. The two simplest examples would be to reduce the gain of accuracy per point in dexterity (still keep it the main attribute for raising accuracy ofc) and give perception the lost accuracy at a lower raise of accuracy per point spent. So perception would get some accuracy and interrupt. Same could be made for the other pair (Intellect + Resolve). But you could also use other attributes and it would still make sense roleplay wise. Perception could give a small bonus to damage and healing or Resolve could get a small bonus to health and endurance. That way you wouldn't need to change the overall balacning of the games because characters could suddenly have higher damage or accuracy than the game is balanced for and it would make the stats more viable.
  4. I actually think it's the other way round basically everything is turn based. Our so perceived "real time" games have just really small time steps and the possibility of competing partys being able to give commands during the same time step. I don't want to actually want to change the core game mechanics. I think you described what i mean best with autopause (Actually glad to hear sth. like that existed in Baldurs gate so maybe it's already implemented here). If it's not implemented i don't think an option like that is too hard to realize. Let's just say i would love to have a good customizable autopause that allows me to micromanage the actions of my party during combat without having to spam the pause button.
  5. Hello, first post here but i'm following the development of PoE for a decent amount of time. When i watched the twitch stream yesterday and Adam wiping agaisnt those beetles i was kind of wondering if it would be a good idea to implement an option to switch from "real time" to turn based. The game is basically turn based anyways. Wouldn't it be an elegant solution that if you hit the pause button it switches to turn based and if you hit the button again it goes back to real time. It would basically change nothing gameplay wise for people that played baldurs gate (could still be played the same way). My reasoning: The fights can become quite chaotic with 6 party members that each have numerous abilities fighting against multiple enemies and reacting to status effects like poison. That may end in spamming the pause button just in order to prevent that a valuable action of a party member isnt wasted in a standard attack but instead used for a special ability. Doing it this way you could still play real time most of the time when micromanagement is not necessary and use pause occassionally as you need it. My proposed solution: Maybe introduce an option in game settings so if Baldurs gate purists don't want that option they can ignore it. If you activate the option in the settings pressing the pause button would not pause the game but activating pause as soon as one of your party members hasn't got an active command in its buffer (e.g. attack enemy, cast spell, use special ability). That means every time one of your party members executed the last command you gave the game will pause automatically and you can assign a new command to this party member. When you press the button again the game jumps back to it's real time mode just like it is now.
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