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mrmonocle

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Everything posted by mrmonocle

  1. best: 1. visuals 2. multiclassing and subclassing 3. skill and ability trees revamp. worst: 1. portraits - should be replaced with 3d models since they are a lot better than in PoE1. 2. wizard school restrictions - too taxing since wizard can't learn all spells as in PoE1. 3. weapon modals - penalties are too heavy. In general get rid of the penalty driven approach! It only frustrates since it's super hard to evaluate how strong the penalty is and you end up discarding the modals even if they are not as bad.
  2. My planned party: human res/dex unbroken/no subclass rogue - a perfect balance of dps and tankiness. elf con/dex bleak walker/stalker - 10 + 20 acc full attacks + awesome defences orlan dex/per devoted/soulblade - superb penetration and occasional whisper of treason nature int/res godlike priest of wael/(troubadour) - cc and healbot. maybe will go full wael depending on the higher tier spells' awesomeness orlan dex/res no subclass wizard - cc and damage. Guys throw me an arquebus build, keep in mind that reload time is unaffected by armor (still effected by dex).
  3. Good news. It was a big complain during in-house testing as well. Yesterday during stream Josh confirmed that they will remove it and you will be able to move/change spell without loosing your resource. care to put the link here, please?
  4. current spell interrupt on new command issue warning would be nice.
  5. guys, let's be quiet about stalker bleak walker or they're gonna nerf one of the most fun builds.
  6. I've got a request can you please make an option to view the talents that you've already picked on the same screen that is used for level up pick. It already works this way in Tyranny so it shouldn't be hard to implement and will help immensely.
  7. After giving it a fair try, I have to admit that the ship sustainability/combat system introduced in the latest beta patch is NO fun at all. I understand the motivation behind it: they want to limit our exploration by making the players be dependent on the resources. But does this highly PENALTY driven approach make things fun? In the current system you are afraid to embark since you are not sure whether you will be able to replenish your resources for a return travel. They tell us 'you are free to go anywhere you want' meaning a huge NO. The ship combat is one of the lamest, repetitive and gameplayless systems I've encountered in recent years. I'm terribly sorry if i offend anyone the ship combat leaves the impression as if it was implemented by an undergraduate intern who hates games as a phenomenon. Not only it's repetitive beyond reason, it's also no fun with options so limited as if it was the first ship combat game ever in history. I ran out of cannonballs. What opportunities as a captain am I given? Right: wait patiently while my ship is being sunk. No option to ram the opponent, no option to run away. In general the whole system feels like a HUGE wealth sink and I do hope it will be either revised or modded away by modders, otherwise I'm just going cheat and avoid ship combat as much as possible. That said, I don't see how they are going to redeem it until the release that's only 2 months away.
  8. super lame combat, limit to 5 rounds max.
  9. I've noticed some enemies (skeletons in Poko dungeon) have piercing damage immunity on PODT. Is this ok for a devoted who chose estoc? I mean there is a class that heavily relies on a single weapon type and thus a certain damage type, therefore is this really ok to render this choice completely invalid by introducing immunity? Discuss...
  10. school restrictions are lame indeed, the whole penalty driven approach is lame, don't make the player make a hard choice, give us a boon by taking a subclass, don't penaltize! Why not leave bonuses only and eliminate generic wizard completely?
  11. I'm pretty sure it's a bug, because +20 to all defenses is super overpowered.
  12. PC: riposting unbroken/trickster - a really tanky tank. second tank: chanter(no sub)/pal - great synergy for aura and song effect melee dps: quarter staff or pike devoted/soulblade - superior penetration and boom boom priest (pure): not sure yet which tree to exclude, but restoration and punishment are a must wizard (pure): for cc and aoe. a sound NO to druids, rangers, monks and other in-betweens. wizard melee hybrids don't seem to work as well in the current system.
  13. I actually like the current approach. It feels just about right as a small nice addition and fits the system perfectly without breaking anything.
  14. devoted/soulblade with a pike turned out exceptionally dpsish, a lot of crits, a stable 60-80 dps flow with 10 str.
  15. Why not set penalty the amount of per encounter abilities instead of debilitating the character performance?
  16. what u guys say about: fighter/rogue - full deflection/riposte paladin/wizard - extra tank + wizard self buffs and jolting touches chipher/rogue - biting whip sneak attacker chanter/priest - healing and summons which single class is still better left single? thank you for replies.
  17. Any chance we see a -3%/point armor recovery penalty for endurance?
  18. wouldn't be surprised if he was forced to leave due to the relation to a certain limerick
  19. the documentary definitely lacks humor. Bah! American documentaries, u saw one u saw them all.
  20. the whole watcher concept is the weakest joint in this game. A weak Deus Ex Machina kind of element.
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