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Everything posted by mrmonocle
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rapier and resolve don't add up kinda... Pollax and resolve do!
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chanter with arquebus - druid quarterstaff, wizard rod on previous screen chanter's hit counter broken
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My Backer Beta dps statistics for wizard and druid druid - wizard -
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Tried Estoc+savage attack+confident aim+focus+mastery+exceptional quality+accurate2 no paladin aura, turned out pretty damn critty. A steady 50+ damage.
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druid or priest is a sort of to be or not to be question. On easy I think you can replace a priest with a druid np.
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a focus includes a range of weapons, so the question is which focus contains better options for 2h and which - for dualwield.
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Advise, please.
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Who do you expect to bring along on your first play through?
mrmonocle replied to wanderon's topic in Backer Beta Discussion
1 fighter dualwield - dps (advise pls which focus is better for dualwielding) 1 fighter twohanded - tank 1 rogue - interrupter with a warbow 1 chanter - with a gun 1 priest - with a pike 1 wizard - with a scepter -
When you equip it you get an ability but when you put it off, the ability stays and works as if the cloak is still equipped.
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I opt for the fighter and that's why: While a rogue can potentially be better dpswise (especially at higher levels), a fighter is more durable (endurance perks) and can wear a higher DT armor without penalties (armored grace). Fighter also requires much less control on the battlefield and his per encounter knock down rocks! Rogue is much thinner that the fighter so you'll rest a lot more should you decide to go melee with your rogue. To balance them a bit, i think they should make "Shadowing beyond" a per encounter ability instead of per rest. This will give the rogue the edge in mobility he's lacking now to make a full fledged dualwield DD.
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Archer's godly accuracy vs mage's friendly fire management is actually a valid statement. Can't agree more with the OP.
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The palette problem has finally been solved. The characters don't blend with the environment as much now. As for the new models' style, I think I need some time to get used to it. It's not bad, just different. The combat is still a mess by 2015 standards. As I've already said, it suggests cutting and combining abilities, not adding more. any plans for a screen shake or a special sound effect for crits? (I'd really like an indication, Sarevork's laughter was golden). can anyone confirm if trap disarm doesn't work or it's me that's doing it wrong?
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Please bring back the pencil drawings of items
mrmonocle replied to Grotesque's topic in Backer Beta Discussion
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it's old news the UI is nonexistant is PoE.
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What You See Is What You Get Loot System
mrmonocle replied to Sensuki's topic in Backer Beta Discussion
I have to strongly disagree with this suggestion. Old school loot is boring as hell and ME1 to ME2 transition proves it. In gothic, for instance, all looted stuff was damaged (good for nothing), only self-forged items were good. Old loot systems must pass away along with old games. -
Just noticed that you don't consume lockpicks, you just need a certain amount to bypass. Question, what are the lockpicks doing in the inventory? Couldn't you move them to a lockpick keychain or elsewhere. Holding them in the inventory is a bit facepalmish.
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Sensuki's Suggestions #030: General UI Suggestions Nov 2014
mrmonocle replied to Sensuki's topic in Backer Beta Discussion
It's old news already that OE interface designs are terrible. The bad thing is that they're only making it worse with every update. they keep feeding me with their "we've got an awesome metalwood UI theme", but should I care if it's plainly what it states it is - wood and iron, but not an interface. -
I'd seriously consider revising OE relationships with their current gui designer(s).
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I like the new system, dunno who invented it, but looks great. Now give better level up gui.
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I like how the skills are coupled up with the feats in this update. Makes sense.
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Thanks for the more concrete example! However it illustrates why I at least don't like it and don't think it fits with the rest of the system. No other stat currently has threshholds below which it is useless. No other stat currently has no effect if you put 1 or 2 points into it but a significant effect if you put 3. Furthermore, while the current values need a lot of work I am strongly against introducing stats that do have these sorts of threshholds, I believe it has the following problems: It is both unsatisfying and unintuitive that putting 1 point into a stat does nothing It will have a weird effect on the rest of the system because suddenly you have a stat that must be pumped/dumped in multiples of 3 It creates a trap/trash option (as Josh talked about recently in the interview that was linked): putting anything other than a multiple of 3 in the stat. It makes the only current benefit of racial stat bonuses useless for that stat (going over the limit, currently a race that gave +1 or +2 to Resolve would effectively do nothing because even if you maxed the stat you would be at 20 which is a useless number under the threshold) These are just some of the problems I see with any suggestion that includes threshholds for stats, and I'm sure I could come up with more if I kept thinking about it. Consider also that in PoE your stats are permanent, you do not get periodic increases like in D&D. D&D (at least 3rd edition and up) have a threshholding system where essentially only every 2 points matter (since your bonus from a stat is [stat-10]/2) but there at least you get an extra point or two every 4 levels so that starting with a 13 or 15 in an ability score merely delays that stat being useful since you can raise it to a 14 or 16 after a few levels if you wish. make a major derivative (1 stat point=1derived stat point) and a minor derivative (3 stat points=1derived stat point) for each stat, problem solved.
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Everyone would agree that rebuffing is the tedious most process one could experience in an rpg. Instead beginning the encounter with a pause and buff selection, why not preselect several buffs (really a few) during the rest that will be active until you rest again? Maybe sacrificing the spell slots or at some other penalty, but rebuffing should be eliminated! Only if it's a short strong lifesaving buff like arcane weil, but not common blessing and other tedious stuff.
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why OP stat? 1 strong kdown or 6 whimpy ones there is a choice
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Suggestion: Finer-grained XP rewards
mrmonocle replied to PrimeJunta's topic in Backer Beta Discussion
Eh, PJ, with all due respect I can't support this suggestion, maybe if you complete an optional goal you can get a bit of extra XP, but it should be a goal, not every poke around you take.