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swordofthesith

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Posts posted by swordofthesith

  1. Following from suggestions on this thread, here's my revised plan for my Barbarian main. The idea would be to provide melee DPS to the tanks in the party and avoid engagement as much as possible. This character is not built for taking damage, instead it dishes heaps of it out through Carnage, Death's Usher, Bloody Slaughter, Blood Lust and Blood Thirst.

     
     
    Role: Off Tank DPS
     
    Race: Death Godlike
     
    Death's Usher x 1.2 damage against enemies with low Endurance
     
    Barbarian
     
    Level: 15
     
    Mig: 18
    Con: 3
    Dex: 18
    Per: 18
    Int: 18
    Res: 3
     
    Abilities:
     
    Level 1 - Frenzy - A
    Level 2 - Accurate Carnage - T
    Level 3 - Wild Sprint - A
    Level 4 - Bloody Slaughter - T
    Level 5 - Blood Lust - A
    Level 6 - Savage Attack - T
    Level 7 - Blood Thirst - A
    Level 8 - Two Weapon Style - T
    Level 9 - Barbaric Shout - A
    Level 10 - Greater Frenzy - T
    Level 11 - Heart of Fury
    Level 12 - Weapon Focus Ruffian - T
    Level 13 - Eye of the Storm
    Level 14 - Powerful Sprint
    Level 15 - Echoing Shout
     
    Equipment:
     
    The Flames of Fair Rhîan
    The Unlabored Blade [WM2]
    Gwisk Glas
    Pensiavi mes Rèi
    Gwyn's Band of Union
    Bracers of All-Consuming Rage
    Finreah's Grace
     
     
  2. I'm just developing a Vengeful Defeat build (with an appropriate backstory to explain why he kisses the groud all the time) - and I can only say it's so much fun. :) He surely needs a priest/paladin/chanter or scroll user to be effective, but the combination of "Barring Death's Door" and 1 health is so much fun. He gets up aaand down... and up aaand down again. He just can't die! And every time he goes down he nukes his surroundings like crazy. You don't need DEX or CON or RES at all. I dumped RES and CON, maxed MIG, PER and INT and put the rest in DEX. Even works when he's totally disabled with prone/stun/petrified and so on. It's like you boosted your revival-abiltity with a nice AoE damage talent or something. And the best part is: the monsters only want to hit him and him alone. He's like living bait which shouts "Hit me!" - and they do!

     

    I think I will post a class build tomorrow if I find the time to write it all down. :)

     

    That would be awesome! Would love to see your build Boeroer!

     

    - Sith

  3. If you dual wield you don't need that much DEX. And with 3 RES you will get hit/crit a lot.

    With 3 CON you will go down very quickly. I wouldn't do that. In fact with a Fire Godlike I would try to raise CON as high as possible. Because when you drop below 50% endurance and Battle Forged gets activated you want to have a lot of endurance left (in plain numbers). And 50% of 400 is more than 50% of 200, right?

    Because you plan to get hit a lot you will also go down more often than others. You can use Vengeful Defeat as an additional form of retaliation. With a chanter, priest of Paladin in the party (or all of those) you will have tons of revivals. So if your barb falls under 50% endurance and starts to retaliate with fire, he will likely go down after some time and retaliate with Vengeful Defeat. This is very powerful if you use it with dual sabres. Also, with dual sabres, Barbaric Blow is good. Add Heart of Fury for the really hard mobs (like bounties).

    Because you want to go under 50% endurance, you might also want to take Blooded. And One Stands Alone. Those add nice damage to your sabres - if you're surrounded and under 50% endurance. Also take Vulnerable Attack - it's good for your carnage.

    So if you go down, you will have a +40% damage modifier most of the time and do a big AoE Full Attack with increased crit chance. Most "swarmers" don't survive this or will at least get stopped. Then revive and do again. There's also a pair of rings that is quite funny with this: You can swap 100 endurance once per rest without losing health. So if you want to trigger Vengeful Defeat on your barb - use the ring so he loses 100 edurance and gives it so somebody else. Then revive. ;)

     

     

    Thanks for your insights Boeroer! So, let's say I'm just stubborn as a mule with my stat setup. Anyway I can mitigate my Con and Res with buffs from my party or with equipment? 

     

    How would retaliate work with a two handed weapon setup? 

  4. Thank you for the feedback KDubya and Boeroer! I am returning to the game on a normal play through with the following setup:

     

    Fire Godlike

    Barbarian

    Level: 3

     

    Mig: 18

    Con: 3

    Dex: 18

    Per: 18

    Int: 18

    Res: 3

     

    Talents:

     

    Accurate Carnage 

     

     

    I am hoping to setup this character as an extremely fast off tank DPS with the ability to fend off adds through retaliate. Is the above stat spread viable? Would talents and items should I consider downstream?

     

    - Sith 

  5.  

    I run a party with a Dwarf Fortress (Fighter) 2 Rogues (one setup for a 2H spike damage build, other setup as a DoT/DPS build)... and 3 Ciphers.

     

    Combat begins. I engage with the Dwarf Fortress, flank with one of my Rogues and then hit the Escape power while at the same time targeting the rogue with Ectopsychic Echo from all 3 of my Ciphers.

     

    Ectopsychic Echo triggers, Rogue teleports behind the enemy line around my fighter and absolute carnage ensues.

     

    I am ROLFSTOMPING pretty much everything in the game with this setup. Ectopsychic Echo = Easy Mode. They ought to change it back to being capable of friendly fire at least. Right now, without friendly fire, it's just too easy to position and clear out fights with this power. 

     

    Wow, now that is a really awesome strategy. I'd be inclined to try a 2nd tank instead of 2nd rogue for PoTD but still, that sounds ungodly.

     

     

    Yeah. You can drop the 2nd rogue. Put in a Priest and you've basically pressed the Auto Win button for Pillars of Eternity. Very, very few encounters can wipe you with that setup. 

     

    With my Ciphers protected by Consecrated Ground the Lighthouse was absolute cake. Cail the Silent and his horde of drakes from Cinders of Faith quest line got WTFPWNED. I don't think there's many fights I could lose with this party configuration. 

    • Like 1
  6.  

    I run a party with a Dwarf Fortress (Fighter) 2 Rogues (one setup for a 2H spike damage build, other setup as a DoT/DPS build)... and 3 Ciphers.

     

    Combat begins. I engage with the Dwarf Fortress, flank with one of my Rogues and then hit the Escape power while at the same time targeting the rogue with Ectopsychic Echo from all 3 of my Ciphers.

     

    Ectopsychic Echo triggers, Rogue teleports behind the enemy line around my fighter and absolute carnage ensues.

     

    I am ROLFSTOMPING pretty much everything in the game with this setup. Ectopsychic Echo = Easy Mode. They ought to change it back to being capable of friendly fire at least. Right now, without friendly fire, it's just too easy to position and clear out fights with this power. 

    You pretty much thought of an awesome strategy I was too lazy to come up with myself, but I saw the theoretical capability of EE, thats why I opened this post.

    As to FF, as soon as somebody said"Echo doesn't do FF", I was like wtf, didn't it do FF before?

    Many people denied it ever was, but I'm pretty sure it was at least in 1.03 maybe in 4 also.

     

     

    Hey Raven!

     

    Keep in mind that the range for Escape is quite short. There are times when it's better to slap Boots of Speed your designated EE magnet and have them run around the enemy line as they engage your fighter.

     

    But the Escape teleport with EE is extremely bad ass. You should try it sometime. ^_^

    • Like 1
  7. I run a party with a Dwarf Fortress (Fighter) 2 Rogues (one setup for a 2H spike damage build, other setup as a DoT/DPS build)... and 3 Ciphers.

     

    Combat begins. I engage with the Dwarf Fortress, flank with one of my Rogues and then hit the Escape power while at the same time targeting the rogue with Ectopsychic Echo from all 3 of my Ciphers.

     

    Ectopsychic Echo triggers, Rogue teleports behind the enemy line around my fighter and absolute carnage ensues.

     

    I am ROLFSTOMPING pretty much everything in the game with this setup. Ectopsychic Echo = Easy Mode. They ought to change it back to being capable of friendly fire at least. Right now, without friendly fire, it's just too easy to position and clear out fights with this power. 

    • Like 2
  8. Since this is the more serious discussion on the topic, I'm going to repost it here:

     

    Nerfing XP across the board isn't enough, imo. What's needed is to drop the murderhobo experience and the lockpicking/trap experience, and then increase the necessary experience for levels exponentially, so that higher-level requirements gets bigger than the lower-level requirements.

     

    My proposal was +3% per experience level.

     

    Currently it looks like this:

    Level 	1 	2 	3 	4 	5 	6 	7 	8 	9 	10 	11 	12
    XP 	0 	1,000 	3,000 	6,000 	10,000 	15,000 	21,000 	28,000 	36,000 	45,000 	55,000 	66,000
    My suggestion would result in:

    Level 	1 	2 	3 	4 	5 	6 	7 	8 	9 	10 	11 	12
    XP 	0 	1,030 	3,180 	6,540	11,200 	17,250 	24,780 	33,880 	44,640 	57,150 	71,500 	87,780
    And:
    • No bestiary experience.
    • No experience for lockpicking instead of using keys.
    • No experience from disarming traps instead of evading/tripping.
    • No crazy 10-50% bonus for small parties.
    • Reduce the experience awarded for bounties by ~40%.
    The result would be that instead of just shy of level 11 by the end of Act 2, you should be firmly in level 9, maybe just below, assuming you did ~7 levels of Endless Paths of Odd Nua. You would likely not reach level 12 until the very end of the game at best, which is as it should be.

     

    For reference, currently, assuming that you do ~7 levels of Endless Paths, you end up with almost exactly 50 000 experience by the end of Act 2. Or, in other terms, halfway between level 10 and 11. My suggested changes should bump this down to approx. ~40 000 instead - so in the vicinity of "firmly level 8/just about level 9".

     

    Which should actually result in a much better pacing overall.

     

     

    + 1 for this proposal too. 

    • Like 1
  9. Enchantable capes, helmets, and boots.

     

    Craftable weapons, armor, and rings. Not just given to me; I want to do something to learn how forge rings from gold, silver, etc. that I find, and then enchant those rings with the same kinds of enchantments I can find on rings I loot.

     

    Multiple, varied enchanting recipes for many more things. Some of which are quest rewards or even looting recipes.

     

    A stronghold that's integrated into the side quests, so that when you get the upgrades each one provides different options. If I have a chapel, I want to be able to send the lost young girl to it. If I have a dungeon, I want to take people prisoner and deal with their friends coming for ransom or revenge. I want to do quests to get new blacksmiths and force some evil wizard to create potions for my shop.

     

    In this same vein, I want companions to react to my race, class, background, and culture. If I'm a Priest of Eothas, Eder should really be reacting. I was playing a hard core cipher; I expected a lot more interesting dialogues with Grieving Mother. The system they have is excellent, but doesn't get applied enough. I want the world to alter in various, subtle ways based on all these choices I've made.

     

    Awesome suggestions Katarack! Voted up! 

  10.  

    On the other hand, if a greater portion of the game is extra content than the critical path, then there will always be severe imbalances in XP.  

     

    Yes, but the imbalance in XP isn't what matters - only the imbalance in level matters. With the same exponential formula the BG games used, you could have three times the amount of sidequest XP as story XP and still have no more than 2 levels difference between a total completionist and a completely critical path player. Ever. The reason severe imbalances in XP translates to severe imbalances in level is the quadratic level curve. Exponential simply doesn't have that problem. It allows for severe imbalances in XP to only translate to very slight differences in power. That's why I suggested it. :p

     

    You'd hand out levels based on % content completion tuned to land the players in certain level ranges at certain points of the game (if there are 10 quests and you want the player to progress 5 levels after completing all of them, then you hand out a level for every other quest).

    I just completely fail to see how that wouldn't work for PoE.

     

    Then you're just replacing XP with % content completion. Looks different, but is for all intents and purposes almost the same thing. With tons of sidequests with differing levels of difficulty, you'd have to weigh each one differently... and then you're basically just back to XP. Not to mention that doesn't solve issue with completionists overleveling unless you just don't give levels for sidequests at all. Which is something you can do with an XP system anyway.

     

    Like I said though - it certainly could work. But as I mentioned above it doesn't really offer much beyond an XP system and still runs into a lot of the same challenges. It's also very very different from the IE games, which would piss a lot of people off. And from where I'm sitting I see no chance that it will happen - I prefer to make suggestions I think actually have a chance of being implemented, that's all.

     

     

     

    Thanks so much for your XP insights Matt! There's just no refuting the logic behind your concerns with the current XP system. I hope Josh & Co. do the math and re-balance the XP distribution in the next patch. ^_^

  11. I hate to be this blunt, but...

     

    That review is ****. It is. Obsidian's "worst game of all time"? Really???

     

    There are plenty of problems with PoE. Plenty. I'm not denying that. But it is a very good game nonetheless. This isn't a review, it's a rant. It's rife with misunderstandings of basic game mechanics, which makes all his criticisms of the mechanics suspect at best.. and the fact that he couldn't think of a single thing to praise other than the aesthetics and the music is silly. This is a troll review at best. It's very clear that the reviewer went into it looking to take every single complaint he had about the game and magnify it to the point of ridiculousness.

     

    Sorry, Sensuki... I've gotta disagree with you 100% here. This review is the Codex at its worst. And I say that not in a "the Codex is terrible" sense, but in a "this is the kind of thing that gives the Codex a bad name" sense.

     

     

    Got to go with Matt on this one Sens. Pillars of Eternity, for all it's flaws, is still 100x times more entertaining than BG1 and BG2 for me. However, there are areas where it definitely can still be improved. Namely, the XP spread through the game, the stronghold mini game and mob AI.

     

    However, I do believe the developers were very open about how this first game would feature very basic AI. Heck, most of BG1 and BG2 featured completely lobotomized mobs as well. It wasn't until the very end of the IE engine, with Icewind Dale 2, when they were able to pull off some nifty tricks with their mob encounters.

     

    Give it time, give it an expansion or two and a sequel (all of which I'll happily) pay for and I am sure all those issues will be sewed up. 

    • Like 3
  12. Same confusion here. In my orders it lists:

     

    1 Digital Download of Pillars of Eternity 

    1 Digital Download Plus 

     

    But under products it simply lists: 

     


    Pillars of Eternity - Kickstarter Hero Edition

    Pillars of Eternity - Kickstarter Hero Edition

     

     

    I have no idea which product is tied to which order and it's a source of great confusion for me, seeing as how I plan to gift on key to a friend. I want to make sure I gift them with the base game and keep the Digital Download Plus version for myself.

     

    - Dork Sith  

  13. Sens. Without a shadow of a doubt, you are the nuttiest squirrel on these forums and have an ego just a little bigger than Australia. ;)

     

    But there is no denying it... You've been an absolute soldier during the Backer Beta. I am sure that the Obsidian Q&A team has been glad to have you as an unofficial part of their army during the development of PoE. 

     

    It's been an exciting run. All of us who can still remember the initial Kickstarter video Josh & Co. are pumped that we're finally at gold release. Thanks for the passion. Am sure that, you helped move the needle in the right direction for us all. ^_^ <3

    • Like 6
  14.  

    I think what they'd want to hear is the design of actual talents with a clear vision of how they are supposed to make a class more viable in a new situation it wasn't before, without it stealing the role of another class.

     

    For example, you could give the monk an ability that converts wounds into healing for everyone around him except himself, attenuating the necessity of a priest. Or, which has already been mentioned, giving the monk a taunt-like ability to make his class ability work better.

     

     

    That is also a good suggestion. But it would still be helpful to map out the talent sets through an imagined class specialization, otherwise it will be a complete mess of random abilities that don't do much to expand play options with the class. 

  15. Without multi-classing, and sadly without attributes that matter much, multi-forking for classes and heaps and heaps of talents and feats are the only remedies I can see for a decent class development in PoE right now.

     

    Bang on. Josh has been pretty open about need additional ideas for class talents from us Testers. I think we need to re-double our efforts with that kind of feedback. 

  16. Well, this is perhaps asking for too much, but I know plenty of people have asked for something similar, so here goes:

     

    A number of classes need to have some multi-fork (often dual) already at level one, where they get to pick one branch or the other.

    Here are a few rough suggestions.

     

    Rogue == Assassin (like it's atm) OR Thief/Scoundrel (more social, more skill-monkey)

    Druid == Shapeshifter (like it's atm) OR Plant Bender OR Animal Summoner

    Fighter == Melee Tank (like it's atm) OR Marksman

    Ranger == Ranged Specialist with Spirit Animal (like it's atm) OR Dual-Wielding Blade Specialist with no Spirit Animal

     

    Then they get to pick from talent pools with passive and active abilities every level, some related to the class, and others to the class-sub-branch picked at level 1, perhaps this can shift every other level?

     

    Hey Indira! Great suggestion. I think it would be excellent if the Dev team could sit down and map out multi-fork development specializations for all the classes. Given the amount of classes already in-game, the easiest thing to do would be to gift the specialization with boosts to derived attributes and select talents and gift the character with a free specialization talent every 4 or 5 levels. 

     

    Would you recommend that classes receive both a core class talent AND a specialization talent - or one or the other Indira?

  17. Hi BBs! 

     

    Hat tip for Josh for always coming to the Beta Backer forum first with the important details about the development of PoE. We know where his loyalties lie. 

     

    He provided us with a great list of stuff that he and the rest of the team are hoping to work on over the coming months and I figured we could try and put our collective thinkmeats together for the greater good of PoE! Here are two items at the top of his list currently:

     

     

    1) Improving Class Advancement

     

    * Restructuring class advancement to allow more options, both within the selection of core class Abilities and through the (many) Talents that we implemented based on backer feedback.

     

    2) Improving Class Features

     

    * Modifying some class features to be more transparent or just fundamentally work better.  Monk wounds (and many of their abilities) were very confusing previously.  We've revised them to make what's happening much clearer and easier to use.

     

     

    So, gurus of Eternity, how would you go about improving class advancement and class features? Let's get the team the kind of feedback they need!  :cat:

     

    - Dork Sith

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