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Phyriel

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About Phyriel

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    (4) Theurgist
    (4) Theurgist
  1. Is it not? I chose to develop few fetishes over the years - I deffo wasn't born that way... that would be abomination
  2. I played FPS game yesterday, I felt offended because shotgun sound was too manly. I mean what is this? 1920? Its 2020 for christ sake, why are we still tormented by macho sounding weapons. Someone should get to the bottom of this and people responsible should be punished. #FREETHEPOWDER2020! #RIDUCULETHESHEEPLE
  3. Not taking the bait here Bitches, gays and transmogs do not belong in fantasy realm, they are reality. If anything it would be offensive to put emphasis on those minorities in fantasy game because why what you imply then? That their indentity is a fairy tale to you? huh? Outrage
  4. Last few days I've been thinking about why I actually dislike Deadfire overall. I got into some balance, mechanics discussions in Deadfire and about why Deadfire sales were not so good and I'm coming to somewhat simple conclusion that isometric rpgs, especially nowadays stopped being RPGs at its core. So what are they you ask me. Well they are dumbed down combat games. Let me expand on that statement by talking about classes design. We got all sorts of generic classes like rogues, fighters, barbarians, priests, paladins etc. All of these classes, multiclass or not are homogenised to be combat viable, all have some sort of damage, cc, single target, aoe, some sort of healing, damage mitigation, some have higher mobility than others (thats probably the biggest factor that differentiates classes). But all of these classes have no class unique soft skills nor ways to be rewarded for them in game. What I mean why that? When Im thinking about my idea of approach to isometric RPG and its classes I'd focus on RPG element of the class and invent ways to reward player for roleplaying his class. Let's say you're a priest? Ok. How about we throw some cursed items into the world so that when someone from party touches them they have some nasty debuff and only priest can help to remedy that, or bless some items. Or if you enter some area devoted to some deity, your party isn't very well off with that God and you get insanely debuffed and some fight breaks out in that place. As a priest you can actively pray/profane (as a channeled ability) to chosen deity to shield rest of the party from negative effects - this way you both roleplay a priest, he's doing something useful for combat, even tho its not strictly combat oriented ability like a buff,debuff and your party have to actively protect you from interruptions, otherwise you loose your protection and opposing deity throws balance into enemy favor. Such simple idea but for some reason void in nowadays rpgs. A priest in PoE, Deadfire and few other games that came out last few years is just a mage with spells that have more of sunshine animations. This could play into another class lets say rogue... you got this nasty place watched by a God you're not on good terms with, well you have a rogues and give lockpicking, sneaking, pickpocketing to them as unique class skills. Then have him open that secret passage that bypasses that room or sneak him in to steal Idol of the God and then profane, bless it with priest to loose its power. Examples multiply... Wizards - give them teleport spells etc Basicly whole game is about simple combat that is closer to hack'n'slash number crunching than RPG, the only RPG element is dialog which doesn't even have that much importance in the game - I mean the only time dialog options actually have any meaningful impact in the game is if you're paladin/priest and you have to follow your disposition, but even then it matters only for combat as it gives you some numeric advantage - you are not stripped of your beneficial powers as paladin for comitting crime against your god, you're not hunted down as a false priest. Dialog boils down to flavour and sometimes offers a way to grab XP without fighting and that would be fine if you had to be diplomat char with high charisma but no - you don't really need diplomacy to avoid combat most of the time. Actually most soft skills in Deadfire, Intimidation, Diplomacy, Religion, Arcane, Metaphysics function as placeholder dialog activators for non-violent quest resolutions and as a steroid for items. I'm wondering if PoE3 if it ever comes will find its way to be real RPG. PoE1 wasn't much better when it comes to the above but it was a first release and at that it actually had some atmosphere to it, dark catacombs that felt vile, cruel lord that hanged people on trees, some really dark quests. I always thought sequel to PoE1 would expand on RPG elements for combat like examples above, instead it tried to be more complex character builder, combat sandbox but ended up as a game without much RPG substance. In a way I'm glad it failed because maybe they will revise and turn into more oldschool RPG oriented ideas for next game. What do You think folks?
  5. True but it wouldn't change much, already grindy fights would just become 4 times grindier as it would still be just about locking down SoT into infinity.
  6. It's only annoying You because its more dialogue options than You'd have in real life or there is a catch somewhere? Sorry couldn't help myself :D:D
  7. I'm sure you can build a case here and bring into into Supreme Court of NPC Rights somewhere in Neverland. About the second thing - that's why it's a fantasy game - I mean there are no Dragons IRL where do I compain about that?
  8. We shouldn't go down this path - not fixing one broken thing because it would highlight other flaws But despite the above I think it should be prio to fix mechanics that are usable for the whole game and worry about optional content for 0.1% of playerbase afterwards. (Not to mentiont that if You have content for 0.1% of playerbase then its already some sort of fail itself but I'm not sure about this one, could we wrong) I got a feeling tho that a lot of us here focus on solo aspect of the game despite that Deadfire was designed and balanced for party play. In that regard I think we shouldn't really defend mechanics that open up / allow solo play as it simply wasn't the goal, like, ever. Mega bosses aren't really that big of a deal without broken resource regen / immortality combos if you play as party (as the game was designed to be played). I'd get rid of whole resource regen mechanics what so ever and instead implement more items that give +X casts of spells of lvl X or range of X-Y and make it possible to change items in fight triggering recovery, this way you'd need to actually have knowledge about game and equip accordingly to have enough resources that you know you need for the fight and think about tradeoff aka "Do I rather equip items that give me few more SoT uses or I need to keep my immunity X ring - heck lets go for few more SoT and hope for reflex save this time". -As for brilliant I'd change it into some pure powerful casting steroid -for bloodmage i'd change his active to make % spell damage heal for duration -wall of draining - i'd stick to its name and steal buffs from enemy (probably longer intervals to make it useful) / drain hp / stats
  9. Haven't seen You quote or address what I said per se, I've seen your point and honestly you somehow disagree with me but in explanation why, You agree with me lol. I mean I don't know what's more to dissect here - you summed it up pretty well - Brilliant is key buff that opens up OPness of otherwise not really OP stuff. Wall of draining + bloodmage is more or less the same mechanic but copy pasted under different name and rearranged Sure we can disagree for the sake of e-peen and turn the cat upside down saying "Yea, no, Brilliant is ok but SoT is op"... I mean sure resource regenerating skill would not be OP without OP resources to regen to begin with and in turn OP skills would not be OP if their effect could not be indefinite - thats not really productive, we both know the drill so I guess you're right. Derp. Ofc its a mix of skills vs encounters design. 10 sec SoT is not OP in fights that last 30 minutes, it would be in fights lasting 10 seconds but it's a whole different subject but there is a reason Brilliant was removed/nerfed to the ground initially when Deadfire launched - because it was plain broken and then it go rereleased in form of Brilliant Tactician and Bloodmage +Wall combo when mega bosses came out - they re-released bad design skills (when the knew beforehand they were ****) to justify bad design encounters (even tho they are small portion of the game) without care that it damages the whole rest of it. I'm sorry if that upsets You somehow but I can't be a fan of that. I mean if I was then I guess I could be sold anything, including giving me DLC item that gives "godmode" and pass it as legit. Anyway In the end if it passes as fun then its alright... I guess.
  10. To sum it up; Brilliant is the only true OP as it simulates consoling yourself to "godmode". When it comes to Ultimate tho, the only fights that you probably can't pull off without broken infinite resources are mega bosses because they are made too grindy health sponges. Rework them to be hard tactical encounters and voila! you can remove Brilliant completely. Honestly I never even touched Ultimate because it was apparent from day1 its gonna be totally dominated by moronic builds based on SoT and/or Brilliant. I refuse to play this garbage skill and I encourage others to boycott that even tho its probably too late. I mean atleast if you wanna play Brilliant consider yourself cheater and stop pretending to be smart and/or achieving anything
  11. I personally dislike all OP that comes from just abusing brilliant to become immortal with endless resources. I mean why would you even pretend you're playing legit this way and not pop god mode with console - pretty much same effect. Brilliant buff is hands down most ****ing moronic implementation in PoE. I feel it was added to game just as an excuse for making insanely boring, grindy fights with mega bosses. Whenever someone posts a brilliant buff build im like "no, **** off with this bs, bring something creative instead of this copy pasta cheat build" I like OP factor if it comes in a form of combos that require mixing synergy between classes, talents and items - then it functions as a reward for putting it together unlike ****ing brilliant which is just console "godmode" in disguise really, don't convince yourself otherwise, you're wrong and you should be whipping yourself as bodily penance for spreading **** ways to play the game. Im sorry that I'm triggered but I feel I need to mock, flame on this design just so that no genius at obsidian find it a good implementation for PoE 3.
  12. Well you'd be right if you talk about preorders only. After release tho a lot of people checked youtube, listened to personal opinions of people who bought it and decided based on that and it affected sales in following weeks, months etc. Not to mention about less legit side of PC gaming, a lot of people rather try it for free torrenting a cracked version and buy game only if they find it good, so all in all I think if good was legit GOOD enough more copies would sell. I dunno what exactly feels off about Deadfire but for me its a mix of meh combat system, meh setting, a lot of things too meh to go cult about it. PoE1 was much better in that regard somehow.
  13. I mean marketing fail for release day is one thing but shouldn't sales pick up after a while if game was good enough? My take on why Deadfire was less succesfull would be: -PoE1 was really first serious bg2 successor "worth" title in years so a lot of people starving for that kind of game jumped on it, with Deadfire some people might have burnt out of the genre with first one and original sin 2. So bad timing and increased competition. -Setting is god damn awfully offputting for "average isometric rpg fan", take it with a grain of salt but I only came to Deadfire knowing PoE1 had this gritty, dark theme and hoped for more of that in PoE2 but if I only saw azure seas and ships sprinkled with yoho and a bottle of rum that radiated from trailers and previews I wouldn't touch this game with a 10foot stick. I'd say it was too "merry adventure" for most isometric rpg fans. I mean with PoE1 ur first town you are welcomed by a hanging tree and a guy hinting you might be next. If that ain't welcoming I don't know what is. -Game was super easy and imbalanced at first - I guess people youtubed that **** and went like "ok its a flop" and never checked back. Hype died down and thats it, then you had pathfinder and other games, seems isometric rpgs got revived as a genre and it takes much more effort to grab attention even among genre fans.
  14. Well honestly I think game is overall so imbalanced that you don't really need to worry too much about making items too strong. Make them fun. I used hand and eye of vecna and wand of orcus only, whats most OP is the fact those items give you perma top tier buffs/immunities which imo is fine but not when you can have it for gold. From the list above I'd like to see your take on Invulnerable Coat of Arnd (maybe Mythic from the start, with +4 PL for paladin/priest and damage shields) Wondering if its possible to make Staff of Magi that allow you to cast high lvl spells from different classes with charges that replenish after absorbing enemy spells with % chance to do so?
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