Jump to content

swordofthesith

Members
  • Posts

    143
  • Joined

  • Last visited

Everything posted by swordofthesith

  1. Voted up for goodness. Great insight Hiro. Would be very helpful to hear from the team what they want the Backers to hone in on.
  2. Great write up Mut! I couldn't imagine the imbalanced horror of a rogue party in PoE. I was kicking ass and taking names with just the BB Rogue and my PC. I would also recommend to restrict Rogues to low DT, fast weapons too, in attempt to balance out their DPS potential. ^_^
  3. You can go one of two ways with this Sens, you can nerf the damage multiplier or you can nerf the vast amount of conditions needed to green light Sneak Attacks. I am more in favor of reducing or making the conditions needed to score a sneak attack harder. Keep the damage potential through the multiplier, just make the multiplier harder to score in melee. ^_^
  4. Great news. +1. The video game industry crunch is vile, happy to hear that their getting some breathing room. Go Team Pillars!
  5. There's nothing wrong with an instagib sneak attack! Keep the damage multipliers but nerf the amount of conditions that allow for sneak attacks. Currently there are far too many conditions that allow for sneak attacks, it is too easy to spam tons of damage with a rogues. PoE is not D&D and that is fine but there was a good reason backstabs were challenging to setup .
  6. I'm going to check this out later tonight. I play on Normal mode usually and I think this bug is present in my game too.
  7. Couldn't have said it better myself. Go Josh & Co!
  8. Yap! All great improvements. +1 301. RIP 278. Onwards & upwards.
  9. I am sure the inflated health has a huge impact on ease of gameplay but to be honest, withy my dual rogues sneak attacking and producing stupid damage output MOBs usually get cut down too fast to deal damage of any kind. The conditions that permit a Sneak Attack need a good solid nerfing.
  10. Greatswords. High DT weapons, etcetera. DT hurdle solved.
  11. Mut has the right of it. You will notice that in my Rogue build I did not fail to max out MIG. However, as Mut has correctly pointed out several times, you can make perfectly viable melee builds that rely on PER over MIG, especially with classes that have multiple damage multipliers like Rogues. But without decent PER/accuracy, any DPS build is bound to fall flat. Ergo PER > MIG.
  12. Mut has the right of it. You will notice that in my Rogue build I did not fail to max out MIG. However, as Mut has correctly pointed out several times, you can make perfectly viable melee builds that rely on PER over MIG, especially with classes that have multiple damage multipliers like Rogues. But without decent PER/accuracy, any DPS build is bound to fall flat.
  13. Hey Matt! Good point! What if the Devs integrated both levels of feedback during character creation? They could implement Sens recommended derived values icons beneath attributes and would retain the detailed feedback per attribute when a player mouses over them.
  14. Not very well. Am off to get a graphics card upgrade and some additional RAM next week.
  15. I did think it was curious that my rogue was rocking around Dryford with 700 health.
  16. You reckon Josh & Co are trying to extend the adventuring day with the changes to health values?
  17. Heya Sens! Yap. They're around there now that my party hit level 7! But their endurance (stamina) pools rarely come into play. I usually just hack & slash most MOBs to mincemeat in seconds with my Greatsword swinging rogues.
  18. Menpwner hit your Wizzy for 92 damage! Holy smokes.
×
×
  • Create New...