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Void3dge

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About Void3dge

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  1. I find the whole argument about damage math pointless unless the design goal is clearly defined in the first place. Before discussing further which dps formula is the best one, we should answer questions like : - Shall weapons/armour belongs in well-defined categories ? - What parameters describes weapons/armour ? - What parameters describes characters ? - Do we want weapons / weapon styles / armours to be equally effective in all situations ? - .... For instance, if the design goal is like : - Fast weapons should do more damage to naked folk - Slow weapons have more DR bypass -
  2. I'm playing on Hard... Elder bears (Ogre encounter )stomped my party with systematic crits @ 250, even on a buffed up (hatchet,food,BB priest buffs...) BB fighter. I managed to beat them with Slicken which perma knocked-down foes (making the fight ridiculously easy. no hard counter ?) Yet ... the damage output and graze / crit range do not feel right.
  3. Abusing a system in a solo gane is up to the player. If he do so and spoil the challenge, then the problem comes from the player in the first place. I noticed this trick in BG2 while fighting lichs in Athkatla :D So what ? Again, nobody points a gun against the head of the player to force him to abuse the system...
  4. I doesn't matter if it is abusable or unbalanced. PoE is not DotA or SC2, it's a solo game...
  5. imo, the engagement system is a good evolution from IE ridiculous combat motion. I believe it can be easely balanced to prevent the exploits you show in your videos. Razsius proposed robusts fixes in this post. Anyway, since PoE is a solo game, the balance is not as relevant as in competitive multiplayer RTS. @Sensuki : if you dislike the exploits of engagement attacks ... just don't do it ?
  6. I voted yes - I'm completely favorable to an engagement mechanism and it would work as I'd expect with the fixes you proposed :D Nice post, thx !
  7. I agree with much of mutonizer said, yet I think that the system is tweakable. I kie the idea of separating exhaustion from fighting and light wounds and scratch (represented by stamina) and more serious injuries (represented by health). However, the main issue right now is that rest is mostly driven by front liners, while the rest of the party is taking almost no damage. Chaning the stamina to health ratio as Sensuki proposed could make frontliners lasts longer, but do not really fix core flwas. Here are my suggestions : 1) STAMINA - The max stamina stays related to CON - CON gives in
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