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Lord Vicious

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About Lord Vicious

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    (2) Evoker
  1. No one is saying companions should be perfect killing machines (although DoC's background suggests just that). Developers simply shouldn't go out of their way to cripple companions beyond reasonable means of recovery. The protagonist in PoE already gets some nice unique boosts (Watcher abilities, Priest disposition bonuses, quest talents and abilities, option to sacrifice companion for extra ability boost, etc.). Companions don't need to be utter crap gameplay-wise to make the player feel "special". That is just disrespectful to the players. In fact, companions could be examples of ho
  2. First of all, calling people with other playstyles "stupid" is the kind of ignorant egocentricity I would assume you attribute to "min-maxers". So, pot calling kettle black. Second, the arguments provided, beyond making sense from gameplay perspective (which is important to everyone, not just those pesky "min-maxers"), also make sense from the point of view of the game's setting and narrative: a) Why would an accomplished killer like DoC have such weak attributes unsuited for killing? b) Why would a construct body be so weak physically? c) Why would DoC be unable to put on some armor
  3. THIS. Why do developers so often feel the need to CRIPPLE player companions, making them weak and un-optimised from a whole variety of angles? The completely silly companion stat distribution has been plaquing PoE from the start. But, it was nothing that couldn't be fixed with a little console fiddling. However, now the devs have hit a few new lows in one fell swoop: 1) A "DPS" companion with NON-REMOVABLE ARMOR that imposes a steep 40% recovery penalty, and with a pathetic 8 DR? It's like the WORST armor ever imaginable: it doesn't give the recovery rate of lighter armors, whi
  4. Again with the nerfs!!? Why? Why can't you just buff the weak instead of nerfing the strong? Screw this patch.
  5. Two-handed weapons use twice as much materials as one-handed, IIRC. As you mention, there are plenty of Superb unique weapons over the course of the game so that your damage dealers will be covered without the need for enchantment. Those weapons will be better than anything you could enchant by yourself from scratch, and are likely best for DPS purposes anyway. E.g.: Superb two-hander - Tidefall, Blade of the Endless Paths; Superb one-hander - Edge of Reason; Superb ranged - Aedrin's Wrecker, The Rain of Godagh Field; Superb dual wield - Vierina's Leaves, Drawn in S
  6. Personally I prefer the following: 2 Retaliation Tanks (Fire Godlike Barbarians w/retaliation items and Spell Striking weapons; I Stand Alone, Savage Defiance, Frenzy, Barbaric Blow etc.) 2 Blunderbuss Ciphers (Death or Moon Godlike, CC/DPS; Draining/Biting Whip, Penentrating Shot) 2 Ranged Rogues (Death or Moon Godlike, Arquebus/Blunderbuss; Backstab, Shadowing Beyond, Blinding/Crippling/Envenomed Strikes) It's a fun and versatile party with no reliance on per rest abilities, big alpha strike potential and consistent AOE damage output. Moon Godlike may be preferable for PotD, Death
  7. Use the Gwisk. +6 DR/+2 Might/Second Chance is still better than +4 DR/+2 Int/+10 Spell Defense, even for a CC-oriented wizard (which I strongly advise to change into a more blasty wizard anyway). Frankly though, I hate how all the robes look. My casters wear armor, and damn the recovery.
  8. Blood-Blessed Skaen Cultist robes come with Exceptional enchantment, and 2 enchantment slots for you to slap +Might/+Intellect and Proofing. They look pretty awesome with a Skaen Cultist hood or the Death Godlike heads. If you go for the blood-splattered unholy necromancer vibe, that is. Otherwise, the Gwisk has the best stats.
  9. Yet another reason (apart from bad stats, bland writing, annoying personalities and lack of romance) why PoE companions are not that great. Personally, I prefer sacrificing most them to the Blood Pool in return for attribute bonuses. However, I've been getting along rather decently with Durence and Aloth, despite all my "cruel" and "aggressive" deeds (right up to slaughtering villages etc.). You've got to do their personal quests, though. Or not... depending how you like your endgame to be.
  10. I strongly disapprove of RNG loot. It doesn't make the game more interesting - just more frustrating when you can't ever get the items you need and get doubles/triples of those you don't need. It doesn't make the game more atmospheric story-wise - on the contrary, getting several copies of a "unique" named item in a single run ruins the item's story, and you miss out on the stories of items "RNGesus" decided not to give you. From a gameplay perspective, named items with unique properties are an excellent way to stimulate the player to brave difficult dungeons and defeat powerful, u
  11. If you found Hard to be easy, and PotD with full party unchallenging but tedious, why go for another full party PotD run made even more tedious by the fact that all your characters are of the same class, and even less challenging by using a class that is already considered OP and a mod that makes guns even more OP? Seems like you're defeating your own objectives. This game will be fun... for like the first 5 minutes. How about trying a solo play or limited party (2-3) PotD? That way you can still use ciphers and the gun mod, but at least the game will be challenging and require some th
  12. So you play the game so well the AI cannot win against you, but still continues to try... Is that equivalent to using a cheat code to give yourself God mode? Is the result any different? ...The result may be the same - winning the game. But the means to get this result are different - by personal skill, or by cheating. Developing an optimised character build and playing it well enough so the enemies rarely, if ever, hit you - that is personal skill, not cheating. And this forum is called "Character builds, Strategies...", not "How to play fair with the AI". If you want
  13. Just to reiterate the already eloquently exposed "point" which you so sorely missed: Single-player game is not the same as multi-player game. For instance: 1. What other players do in their games does not affect your gameplay in single-player, as opposed to multi-player; 2. In multi-player you play 1 character; in party-based single-player you play several characters at the same time (up to 6 in PoE). Therefore, nerfing classes in single-player only frustrates people playing those classes, without any corresponding benefit for people playing other classes. In fact, these ot
  14. Past experience tells me when they say "balance changes" they mean "nerfs galore". Rather than crippling existing characters, which people have invested time and effort in (including PotD, Iron mode etc.), by ruining their abilities that are somehow "imbalanced" (in a single-player game, yeah right), how about buffing classes that are currently made of suck and plainly uninspiring (looking at you, paladin)? TL;DR: instead of weakening good classes, how about strengthening bad classes? That way everyone wins!
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