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Striped_Wolf

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Everything posted by Striped_Wolf

  1. The only combat theme Ive heard so far sounds incredibly annoying. Like circus music on steroids https://youtu.be/4829IUMFhXc?t=3m3s
  2. One think I noted was how scrolls have a Lore-requirement rather than a Class-requirement, so in theory you got some sort of semi-multiclass system where you could make a Lore-heavy fighter act as a battlemage through the use of scrolls.
  3. Good find Is that ingame music btw?
  4. The stacking messed up the way disengagement was being calculated so as soon as they got into melee range they got hit with a bunch of disengagement attacks. I think it just kept looping the attacks over and over. Having not seen the code I couldn't say -exactly- why. A guess would be that engagement attacks are triggered against moving targets inside the engagement area, rather than targets leaving the engagement area (which is how I think it should work). So when they move in to attack one target in the stack, they are actually trespassing on 6 different engagement areas at the same time. IF so, an easy fix would be for each engagement attack to also provide engagament attack immunity for 1 second.
  5. Better idea might be to build a Paladin with focus on 'priesty' talents... This is due to the class stat templates. Sure you can heal as a priest but most heals are Endurance heals, which means that the health pool will still dwindle fast, even though you heal your endurance. If Ive understood it correctly.
  6. Having pondered the disengagement exploit further, I realized I dont quite get it. Why did the characters get disengagement attacks in the first place? I couldnt see anyone leaving the engagement area. The enemy simply exploded at first contact. What triggered it? Did it have to do with the stacking of characters at all? Downside with stacking characters would also be high exposure to AoE attacks.
  7. I believe such obvious bugs are alrdy fixed in the release build. I wouldnt worry about it. Hopefully, still happened in v480 to me just yesterday. There appears to be several bugs/features present in 480 thats been confirmed fixed, like area looting. Im guessing they put out the final beta build 480 to appease backers, even though it doesnt exactly mirror the current current state of the game. Probably new stuff being polished and tested every day now, this close to release.
  8. Which are? Woah, Eldoth is having a monologue. Trippy
  9. I believe such obvious bugs are alrdy fixed in the release build. I wouldnt worry about it.
  10. Disengaging could simply apply 3 second slow debuff. If the enemy wants to pursue it can, unless you got someone else nearby to soak the attention.
  11. Are there any bearded/rough stubble dudes to pick from or should I start looking for a custom one? I dont want to pick the Fighter NPC portrait, because he got dibs on that.
  12. 1. Bugs and glitches in the interface, resizing combat log, recruiting adventurers, vendor/trading etc. That **** need to be flawless. 2. Engagement exploit. 3. AI pathing and targeting improvement
  13. The easiest solution for all parties would be a simple re-calibration of ingame sounds before release so that they have an appropriate volume level in relation to each other. They just have to put a sane person in charge of it, and then the single (sound effect) slider would be sufficient. That sounds promising.
  14. Hey, thats probably intended parchment simulation
  15. Could we get some dev feedback on the clipping exploit? Is it atleast known and/or being pondered upon?
  16. Im guessing (and hoping) that we'll get characters across the spectrum. BG had a good mix imo.
  17. Haha. I think it looks good on paper, but some tweaking is obviously required. As Sensuki suggested, perhaps the character space could be decreased, rather than removed completely?
  18. This is very true. Pre-made characters are almost always poorly built in these games. I'll hopefully find some way to customize the companion builds up to my standards, without taking away their "spirit" and keeping them the same class of course. I think that is usually intended. We are talking about RPGs after all, and characters are supposed to be flawed just as real characters, rather than being super heroes. A min-maxed party of super beings can never be 'good' or 'righteous' in my book.
  19. Yeah that looks buggy :/ If its intended to sidestep proper pathing, Ill be slightly sad.
  20. What of you only go with one character at a time? It looks as if it might perhaps be a compromise, allowing characters to clip through only if there is no other way of reaching destination without a longer way (blocked by teammates)?
  21. I just realized the cycle is fluid and changes while you play (light hue), but that the shadows are static.
  22. Is there some sort of build notes to see what theyve been tweaking?
  23. Is there any village- and city ambience for instance? In BG that was singlehandedly the most important aspect of city immersion imo. The reason I ask is I just watched some footage both from a village and from one of the bigger cities, and they were completely silent, even with a crowd of npc on the screen.
  24. How does the cycle work exactly? I just watched some gameplay footage from v435 and when resting for 8 hours the light and shadow directions didnt change. Are there only like 2 static states (day+night) with no real transitions?
  25. In the classic IE titles, you could multiclass casters with a fighter class. And that made up for it to some degree. As far as I know you cant multiclass in PoE, which means that the class-inherent stat-templates are really going to gimp creative character builds such as melee Wizards. I dont get why they dont just ditch the templates and make the Attributes allmighty instead. Probably because of balancing issues, but still... Its singleplayer. Some minor imbalances are acceptable in favor of build freedom imo. Fighter is still going to be a preferable tank over a Gish because of the talents, knockdowns and whatnot.
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