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Everything posted by Fiebras
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RNG is still a feature. Theres just more options for the diceroll to choose from now.
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Restore the "Beatles" Encounter for Hard Difficulty
Fiebras replied to Sensuki's topic in Backer Beta Discussion
I think that the beetles are a "snoozefest" now is due to the changed health, atributes, and that the mobs havent been balanced around these. Not because they moved them around. Adra Beetles still hit like a truck but BB Rouge cleaves through everything. Its not about the beetle placement or the amount of beetles. There are other options for mob arangement. Its obvious the whole thing is gonna get balanced. The final encounter may be even harded than the initial one, who knows. If the end result ends up bothering you too much you can just mod it like Im sure you plan to. -
Its only movement speed AFAIK. But I havent ever seen an increase in movement speed from any + movement speed modifiers outside of combat. It would be kinda OP if it aplied to action speed, but would be nice for heavy armor wearers.
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I also find Slow mode very useful, especially if I want to take my time seeing what each damage roll is. As it is right now the combat log only registers the latest information (while the conversation log registers everyting) and you cant scroll up to see it, which I hpe is a bug. So you cant really go back to previous information to see if you mised something. With normal combat speed the log fills pretty fast so you lose lots of information quick. So its more relaxing to use slow mode. To each his own, regarding using the feature however.
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I disagree. But Im not an expert swordsman. Deflection is about avoiding damage. What you listed sure sounds like avoiding damage to me. Unfortunately we cant have the Fighter doing pirouettes and hiding behind the corpse of an Adra beetle to avoid damage so numerical representation will have to do. Its only adding some deflection after all. Even the smartest guy can still be killed by a dumb brute holding a larger shield and you have the dice roll to represent these diferences.
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As there are some good Priest Spells in PoE. But not everyone uses all of them. EDIT: I didnt call buff spells trivial. I also used some buff spells but during the actual fighting it was almost all healing spells as far as I remember.
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Animate dead was pretty good, but if I had to choose between that and a healing spell Id choose a healing spell. Still left a space for Animate Dead and some buffing spells of course. The rest of the Cleric spells always seemed a bit trivial when you had mages who could deal damage and CC in much better ways and fighters and thieves to do the brunt of the damage and fighting. Clerics only had to keep the others alive. You could also heal undead to damage them which is something I hope is in PoE. Like I said, I probably played Clerics diferently than others so my opinon is based on a different experience. I know some people just facetanked with their Clerics, others used them like Mages with a heal and others just gave them a sling+1 and fogot about them until someone needed healing or a buff. Everyone playe IE games diferently, which is one of the great things about those games, and one of the things that makes agreement on them so hard.
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Really? Then PhDs in physics must be terribly good swordfighters. As Azrael Ultima said. Put two people of same skill to face each other and the more intelligent one is going to win every day of the week.If you watched Game of Thrones, Bronn duel to save Tyrion is pure intelligence win. Yeah and that's why the Mountain won his duel and was the most feared fighter in the entire kindgom, cause he is such a genius. No, he won because GRR Martin needed his go-to "invincible bad guy who eats babies and is bad" alive so he can have a recurring character the audience hates that can be a boggieman that does bad stuff to fuel the "the world is ****" and "would you like some grim with that dark, sir?" theme of the setting. Also, what Matt said. But yeah, its not far-fetched to have an inteligent guy be better at not getting hit. Its not about reading books and scoring A+s, its about using your head. You can also just brute-force everything like the Mountain (High CON + MIG) but you are gonna take more hits or get dodged by better fighters (like the Hound).
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Im not sure how you played the IE games so your way of playing probably differs from mine. But despite the array of "cool" spells Clerics/Druids had the ones I used the most and the ones that were given the most priority in the Priest Scroll were the healing spells with the ocasional AOE buff spell or "remove antidote/disease/whatever" spell. Theres a reason Clerics are mocked by being called "the healbots". Sometimes you even had them stay to the side twidling their thumbs while your Fighters and Mages did all the heavy lifting since their spells were so important and they were sometimes squishy. Yeah they have other spells beyond healing. I didnt really used them or felt the need to use them. Your experience may have been diferent so I do apologize because Ive always found Clerics in IE games boring because the main reason you have them in your party is to heal your other characters (Im refering mostly to the BG series here of course). I dont feel that way about Priests in Pillars of Eternity to be honest. I actually find them more interesting than IE Clerics. Shocking I know. Maybe its the freshness, maybe its because I find myself using spells other than heal since Im not limited by having to choose how many times I want to use X spell in my Priest Scroll and am just limited by number of casts of a whole level. Its convenient. It makes me want to try out diferent spells instead of just having the same selection and resting every time I want to change a single spell on it. I actually like that Priest spells are AOE at low levels. In IE games you only had individual healing until you got mass cure and until then you were stuck with healing bits of hp. Considering we cant just rest-spam on PoE it makes sense to have the healing and buffing spells be AOE. It feels fresh. It feels different. Its not objectively better because its fresh or different though. But I like it. So. I find it silly to say "What a boring selection of spells! We should go back to these other boring selection of spells!". YMMV, but you are completely free to disagree.
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Oh right there was also Slow Poison. Useful. Diverse. EDIT: Oh yeah and Ressurection. But who ever needs THAT amiright?
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Is Might a Dump Stat? Is Perception THE DPS stat?
Fiebras replied to Fiebras's topic in Backer Beta Discussion
You're trying to create a smack-addled hooker. Anita the Orlan Barbarian is a gentle and delicate flower. Just because she gets high on Beetle intestines doesnt make her an addict. She has it perfectly under control. I like my characters living a Fast life. Some might even call it Furious. -
Is Might a Dump Stat? Is Perception THE DPS stat?
Fiebras replied to Fiebras's topic in Backer Beta Discussion
So. Resolve. Pretty cool stat. Why am I lowering it to 3 so I can get max CON INT DEX PER/MIG? -
Agreed. They need to get rid of many these overpowered (and boring) AoE support and healing spells, and bring back the variety of spells like the clerics had in the D&D CRPGs games. You mean Cure Light Wounds, Cure Light Wound, Cure Light Wounds, Cure Moderate/Criticals Wounds, Heal and Cure Light Wounds?
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You can consider grazes the consolation Miss. You didnt really do much but hey at least you tried. Theyre fine. It would be nice to have some confirmation. I seem to get +4 Will per level of Druid but didnt check the other stats or other classes.
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To take Divinity: Original Sin as an example: Lore allowed you to see resistances, health information and all the other good studd. However you had to have the apropiate party member selected for this which was an inmense drag as that was impossible in my experience unless it was their turn. Meanwhile every other party member could only see question marks. Fortunately (or unfortunatly) Divinity:Original Sin´s combats were easy enough that you didnt really need this information. In Pillars of Eternity could just make it let you do +x% or +0.x% damage to enemies whose Cyclopedia you have completed were x is your character´s Lore skill. Or you can have filling Cyclopedia entries give you XP. Heres the thing: I dont think its necesary Lore should be made to be useful in combat. Like, at all. You may disagree. You can however make it useful in other aread beyond the cyclopedia stuff. In Divinity:Original Sin, and IE games it was used to identify items. Im not sure if Pillars of Eternity will have unidentified magic items. I remember them saying something about it a while back but I cant remember what was said. I hope magic items that require identification are in the game as that would make Lore a very useful skill.
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OBJECTION Nature and Moon Godlikes are great complimentary races for the priest class because of the stamina/endurance healing passive abilities. Dont know if Nature´s stam regen applies to their abilities. And Moon Godlikes compliment well if you think your Priest is gonna get hit at all. Anyway: Repulsing Seal- Is useful for when you have many enemies clumped up on your fighters. Consider it an AOE knockdown or a way to separate groups of enemies in tight hallways (the Spider Queen encounter can be made easy by separating the spides in two groups with Repulsing seal as they cant walk around it if you place it just right) Pillar of Faith-Its actually really useful when you need AOE crushing damage like against beetles or spiders. Envenomed Strike isnt useless. It gives you an extra ability that basically aplies Deep Wounds (Raw DoT) to an enemy and you can use it 3 times per rest. Its worth a consideration imo. Other than that I agree with your analysis.
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ctn2003 is always worried about the state of the beta and making worried posts. Just look at his posting history. Hes not a troll, hes simply an over-worried dude that doesnt look super deep into the search function before making threads and makes statements. Calling him names doesnt solve anything. Chill.
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Yeah I just went in-game to check. I wish I could remember all the variables for certainty but I feel I shouldt commit them to memory just yet because they are subject to change. It seems the increase of defense is very mild like 4 points per level but thats probably just the class. Doesnt seem like enough but I could be wrong.
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Complerely agree. Character creation should have a retractable (NOT TAB-ABLE) panel that allows you to see how the atributes are affecting your stats. It would seriously help understand the system better for new players and see how much bang you are getting for your buck.
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Were did you find those? I only find Wurms in that area. Incidentally: I fought Medreth again. BB Wizard had 8 Hits and 2 Crits. My Druid had 4 Hits 2 Crits. BB Fighter had 1 Hit 1 Crit (prone for most of it) BB Priest had 8 Hits 0 Crits. BB Rouge had 2 Hits 5 Crits. She dealth the finishing blow on 4 of them and she was the only one attacking 3 of them outside an initial Fireball. I wonder how the stats will look like at the end of a run.
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5 Deflection seems too low considering Paladins have like 20 acording to that list. If Barbarians are meant to be that squishy they they dont make as good front liners, especially since they already have Frenzy which lowers their deflection further. I interpreted Deflection as affecting spells but I was confusing it with Accuracy, ignore that. Fortitude, Reflex, Will should be able to make Spells/Abilities graze, but only at very high values. Like, your mind control spell isnt gonna do anythig to a Mindflayer and you arent gonna knock that Uranium Golem on its butt. Of course, the problem with all this is that our Abilities/Spells dont seem to get stronger outside if they crit and for that accuracy and might is the best bet for less grasez lategame it seems. But even then theres a cap to how much damage you can do or how much an ability is going to be successful. At some point you will maybe only graze. I dont know if abilities/spells are all "this is what you get, nothing more and nothing less" outside talents. If PoE follows a linear increase in enemy defenses eventually that Fireball isnt gonna do much even if it crits. So the way I se it (and Im on a tangent here already) the only way to bypass those high defenses is stacking multipliers. Like, classes could get say "+20% more damage" or "spells inflict -20 reflex before hitting" talents. Or you will need to use debuffs and buffs more, which can make fights last longer. For example, in Path of Exhile you get a small base hp pool that only increases by a bit and the skill tree progression encourages you to stack as many +% hp multipliers you can get. Same with damage, and many skills and talents take mainhand weapon damage into account to stack multipliers and effects. Or you could remove graze from spells entirely but that still doesnt get rid of the posibility that lategame your damage spells arent gonna be as strong as they used to be earlygame or that your other spells arent as reliable. I hope that makes sense, I went on a bit of a ramble there I feel.
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Restore the "Beatles" Encounter for Hard Difficulty
Fiebras replied to Sensuki's topic in Backer Beta Discussion
You want more Beetles in the Beetle Encounter? What a casual. Real hardcore gamers demand that Hard dificulties add no less that 5 hasted Ogres with the poison weapon ability per encounter. When Ogres are already part of the normal Encounter, hardcore gamerd demand they be replaced with Dragons. Thug life. -
Dont forget Minor Threat. Let me guess: Forest Lurkers. I want to believe her 22 Perception is doing something, like making her crit more often.
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Yeeeeeeeeeeeees. From your list it says Barbarians have 5 Base Deflection as oposed to the Fighter´s 25? What? Im gonna assume thats a typo and its suposed to be 25. Also, everyone is so hugh up on Deflection because its your first line of defense but what about the defenses that allow you to resist skills and attacks should your first line fail? Fortitude, Reflexes and Will. Acording to what you just posted Sensuki, every class starts with all these defenses at 0. I assume they are still influenced by their respective atributes. Though Im am unsure about their growth or how the atributes and classes influence their growth upon level up, if at all. We have new talents for them though we also have talents to resist conditions that they are supposed to prevent (I still think weapon and defense talents should have a separate level up skillpoint every 2 or 3 or 5 levels or so as oposed to having to choose between them and class abilities). Btw, I think the reason everyone is having such a hard time with Cowled Dwarf is because not only is it a Dwarf, it also has a Brigadine and it buffs himself because hes a Priest. So high Deflection makes thing very hard to kill. On the other hand EVERYTHING besides the Cowled Dwarf dies ridiculously fast to BB Rouge with an Arquebus. I killed the Ogre in one round before he could even raise his club because she did like 200+ damage with a single crit, which was incidentally the first shot AND a sneak attack. The freaking Spider Queen (which for some reason is classified as a Spear Spider for cyclopedia purposes) lasted longer. She crits like like its going out of style. She also has 22 Perception which, as Ive said before, is HAX (though I like NPCs being able to do things the PC cant ever do. It gives them character and makes them not completely disposable in favor of custom min/maxed adventuers. Edwin from BG comes to mind). I just hope Eder can compare to her in he real game. Though Eder´s image will be kinda ruined anyway since everyone is gonna have him run around in robes(if in clothes at all) firing a gun. From my limited grazes on Fireballs Ive seen that even grazing spells do enough damage for it to not matter much. Granted that was on spiderlings and those are made of paper. Flamable paper. Couldnt you miss with Fireballs in BG? Then again you didnt have a convenient "this be there area wot things die in" targeting cursor. Im indiferent to grazing on AOE damage spells but I do like being able to crit on spells. Single-target spells should not be graze-able. You have Fortitude, Reflex and Will for enemies to defend against spells though so those are still gonna mitigate the damage you do.} EDIT: BTW, who is in charge of updating the wiki? It would be nice if all the information in here were up-to date so we can have a reference point instead having to comb through threads and use the slow search function: http://pillarsofeternity.gamepedia.com/Accuracy#Accuracy