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Maydawn

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Posts posted by Maydawn

  1.  

    That's what I meant when I said I focus on RP, and don't power-play. I don't want to max anything really, just build a "realistic" monk that fits to how I picture them in my mind. How I see it, if you need to min-max a character just to play him to a decent manner, it just strengthens the point that it's not balanced :\

     

    I know I can go full-on insane monk BG2 solo on insane mode, but I really want to avoid that, at least until I finish the game and enjoy it's lore and RP a couple of times :)

     

    I'll admit, this confuses me.  I don't see putting your starting stat points in Perception and Resolve as min-maxing.  You don't even have to dump any stats to do that.

     

    If you object to putting points into Perception and Resolve then that's fine, put them elsewhere...but you will have to adjust your tactics, playstyle, ability selections, and talent selections accordingly - or your character won't be pulling its weight.  That's true of any class, not just Monks.

     

    It sound to me like you are saying that you want to be able to make any available choice in terms of character creation and advancement and have all possible sets of choices be equally functional with any playstyle you might choose to adopt.  I'm not sure it's even possible to design a game system that will allow that to happen.  You'll have to either build your character to match your playstyle, or adjust your playstyle to work with the way you build your character.  The only possible alternative to that I can see would be to lower the difficulty to easy; maybe the game will be sufficiently forgiving at that setting such that your build and your playstyle won't need to be in harmony.

     

     

    Well, how I see it, if you have a class that needs a rather specific set of attributes in order to utilize them [min-maxing is what I meant by that], the balance is kind of broken. I'm not saying monks don't work, and I have no objection to putting points in any of the stats. I want class systems and gameplay mechanics to be viable and fit the "theme". As I've said, currently without a tank-ish build, be it either high constitution / high deflection, the class just doesn't work. If it's high constitution, you'd also be running heavy armor, or sacrificing too many other stats to support it. If it's high deflection, you either end up not getting hit enough to use wounds, or you do and can easily get 2 shot with unlucky RNG by an ogre.

     

    I'm not saying that monks don't work at all, all I'm saying is the wounds system feels out of place and unbalanced, and requires a rather specific and narrow playstyle and builds. If a class has an integral game mechanic that requires them to get hit to use, they should at least have some abilities that support and enrich that experience. I'm not saying that they should be as tanky as a fighter in heavy armor with a shield, but they should survive long enough for players to enjoy that mechanic.

    I wouldn't even mind if they made a Cipher style system that builds Chi or something.

     

    My original monk was: 14 might, 16 constitution, 15 dexterity, 12 perception, 10 intellect, 12 resolve. Wearing light armor [leather]. Everything was fine and dandy at the start, but the more I progressed the more I felt I was either getting killed too quickly, or avoid getting it and just end up feeling my punches hit like a wet noodle with the wounds system just sitting there not contributing anything to my character or game experience.

     

    As I've said before, it's important for me to emphasize it: the current monk class doesn't fit how I picture them, and in my opinion the wounds mechanic doesn't fit with the class theme. It can work, but it can be much better for player experience and balance if it was changed, or the class changed to be able to absorb hits in a decent manner without having to resort to a higher constitution build with heavy armor, or just remove it completely and go for max deflection and end up not using wounds because I don't get hit and risk an RNG event that would one shot me.

  2. Mind Blades was really overpowered. The fact that you could 2 shot [well, almost] with this every mob pack in the game made certain fights trivial. Balance is a matter of reaching a point where all classes feel on the same level of power. Cipher was way above that, with near instant extremely powerful spells, with no disadvantages to speak of.

     

    I guess it's a personal matter though. Different players look at balance in a wide variety of opinions, even more so when it's about a single player experience.

     

    The most important thing about balance, which isn't really up for debate in my opinion, is that all classes should feel powerful enough to handle the game, which isn't the case currently with monks [for example, from my experience], and I opened a topic about it to voice my concerns.

     

    As a note a bit more related to the topic: I never used Slicken, or that fog thing. Just a couple of times I used fog, and I had no idea it doesn't affect my party members anyway, aimed it the same way as fireball. Nice enough spell, especially when you realize that outside the red circle your party members don't get hit and enemies still do

    • Like 1
  3.  

    My only real problem is the current state of monks, and I was wondering maybe I'm the only one feeling that way. Monks are my favorite RPG class. I always picture them in my mind as these awesome martial arts guys, in light / no armor, kicking and punching faces, dodging / soaking hits in a decent manner. But in this game, they really didn't live up to my expectations. The wounds system sounds awesome on paper, but you have to get hit for it to work. Now, I can theoretically run a monk with full plate armor, but it doesn't feel like it fits the class theme, or the way I picture them in my mind, and running with light / no armor gets me killed too quickly. I can avoid getting hit, but then there's no interactive play to it without wounds.
     
    I suspect that there are players out there building monks with maxed Might and Dex, no damage reduction, and having them lead the charge to the enemy line to try to max their damage output.  That combination doesn't work too well, but it doesn't mean monks are a fail.
     
    It's possible to have a functional no-armor monk.  You'll want to max Perception and Resolve, enchant your clothing as soon as possible for a little bit of damage reduction, and keep your eyes out for gear that will boost your damage reduction or defenses.  Send your tank(s) into combat first to take the enemies' first attacks, with your monk close behind, and try to swing around the line and get into combat with a high-value target, like an enemy caster.  Low damage reduction will mean that you'll be taking damage (and thus have wounds to use), but high defenses will mean that you won't be crit much and many attacks will only be grazes - which will mean that the damage you take will be less bursty, which should give your healer(s) a chance to throw some more endurance your way.  Ideally you want to get your monk into a series of 1-on-1 confrontations; avoid getting mobbed if at all possible.  Success is as much a matter of how well you play as it is how well you CharGen.

     

     

    That's what I meant when I said I focus on RP, and don't power-play. I don't want to max anything really, just build a "realistic" monk that fits to how I picture them in my mind. How I see it, if you need to min-max a character just to play him to a decent manner, it just strengthens the point that it's not balanced :\

     

    I know I can go full-on insane monk BG2 solo on insane mode, but I really want to avoid that, at least until I finish the game and enjoy it's lore and RP a couple of times :)

  4. I've heard it from both sides of the spectrum, that Monks are gods and Monks are peasants. 

     

    it seems like it's all based on how you build and use it.

     

    personally I think they need a lot of work, I don't like their mechanics right now. I don't like how they need to take damage to use skills, and late game weapons beat their fists which is just backwards to me.

     

    I find it hard to imagine monks being gods :blink:. I guess maybe because I avoid putting anything more than light armor on them, and I avoid power-playing. I still hope somewhere, sometime in a few patches, they'll be a decent alternative to a fighter. Punches instead of weapons, avoid / soak damage innately instead of wearing armor.

     

     

    I've heard it from both sides of the spectrum, that Monks are gods and Monks are peasants. 

     

    it seems like it's all based on how you build and use it.

     

    personally I think they need a lot of work, I don't like their mechanics right now. I don't like how they need to take damage to use skills, and late game weapons beat their fists which is just backwards to me.

     

    There is no monk build that makes them better dmg than barb/rogue or better tanks than fighter/paladin.Not going to bother comparing them to Druid, Wizard, Cipher as the casters are in a league of their own for dmg and utility. 

     

    With that being said they are more than able to do PoTD, they just happen to be the weakest link in the game.

     

    Self Wound ability needs to be PER ENCOUNTER, also he needs some kind of fist passive that allows them more DR penetration. Maybe "Chi Fists" they glow blue and do -5 DR.  He also needs DR bonus when wearing CLOTH.

     

     

    Even if they did make the self wound per encounter, it would still be far from good design in my opinion. So you're not tanking, because well, you can't [at least not with how I build my monks], and if you're not tanking then you end up with a single wound self inflicted, which doesn't really let you utilize all the wounds related abilities. I can't really come up with a good idea on how to change the wounds mechanic to work, maybe put it on a timer when not getting hit, or just put abilities on cooldown ?

     

    They need to be as they were described in the developer updates and have wounds provide mitigation.  Then deciding whether to accrue more wounds that bleed out the damage they originally avoided to use certain talents more effectively or spend them to avoid taking the damage at all.

     

    Cipher anti-focus is not the wounds system I bought into.

     

    That might be a good idea. If they could make wounds provide mitigation, it could make up for the lack of DR when not wearing armor. Maybe make wounds regenerate endurance ? Or have increase DR per wound ?

     

    The good thing is, I'm not alone in this, we might look at it differently, but we're all pretty unhappy with the current state of the class. I hope a dev stumbles upon this thread and makes our feedback heard, and then monks might get some changes :)

  5. Hello :)

     

    I know that balance is still being worked on, devs are still getting a TON of feedback a day about pretty much anything, and this is still a work in progress. But there's one thing that's bothering me, and I posted on a couple of related topics about it, but no one seemed to pitch in, and I figured maybe it was just overlooked or something.

     

    So even with the bugs, and balancing issues, I really love this game. My only real problem is the current state of monks, and I was wondering maybe I'm the only one feeling that way. Monks are my favorite RPG class. I always picture them in my mind as these awesome martial arts guys, in light / no armor, kicking and punching faces, dodging / soaking hits in a decent manner.

    But in this game, they really didn't live up to my expectations. The wounds system sounds awesome on paper, but you have to get hit for it to work. Now, I can theoretically run a monk with full plate armor, but it doesn't feel like it fits the class theme, or the way I picture them in my mind, and running with light / no armor gets me killed too quickly. I can avoid getting hit, but then there's no interactive play to it without wounds.

     

    I'd really love it if they had some innate per-level damage reduction, for example starting at 3 DR, and reaching 9 or 10 at max level, so they are roughly equal to a breastplate. [Only when not wearing armor of course]. Maybe a boost to endurance, so they can soak the same damage as an equal level fighter with medium / heavy armor.

     

    Anyone else feels the same way ? Or maybe I'm just picturing them differently than the devs ?

     

    [i just want to note, I played with a monk on hard, got as far as Defiance Bay quests and gave up eventually, feeling very weak compared to other melee classes. Went with a balanced attributes, no min-maxing, trying to focus on RP as much as possible. Had 14 constitution]

    • Like 1
  6. Can anyone explain how were wizards nerfed ? Except the increase range on spells, I see nothing changes for wizards, did I miss anything ?

     

    Also, people keep saying they're useless, but atleast for me on Hard, they seem fine. I just save my spells for tough fights and don't spend them on "trash mobs".

     

    Blinding, Fireball-ing, Confusing a group of 5 Ogres is the difference between win and lose. I would have NEVER survived this fight without Aloth

  7. Individual sneak would be really awesome, or maybe have scout on passive ? or just remove the walk speed penalty when not sneaking ? ? It's annoying to walk in slowmo through dungeons, just to make sure you don't step on traps / miss a hidden thingie.

     

    Also, the ability to show command queue. Or maybe have the characters continue attacking what they were attacking after casting a spell

    Proper filters for inventory / stores. When I click on the armor icon on a vendor, I don't want the rest greyed out, I want them gone :p

  8. This has grown to a rather big topic, so I'll just ask: Is there any way to prevent this from happening at the moment ?

     

    I enjoy the challenge on Hard, not too much but not too easy. The problem is, I noticed fairly late that Eder has 114 deflection, so hoping for a way to avoid it so I can start a fresh game

  9. Why is it so hard for people to understand that games of this magnitude take time, and tens of thousands of different machines and players to explore every bug possible. It's not realistically doable in beta. There will ALWAYS be bugs on release. Man up, grow up, and be patient until the game reaches a properly-playable-bug free-state. Or, play the game, support it, report bugs, and know that a brighter future is coming from your and others' support. Both for the company who made the game, and for the game itself.

  10. [spoilerS AHEAD !!!!!]

     

    I guess it's a matter of personal taste. I for one, being just as experienced in all the BG1/2 genre, find this game very mysterious. It's a matter of perspective, and the questions you ask yourself regarding the story, the world, and it's characters. Here are just some of the things I find mysterious in the game:

    1. Who the hell was that Waidwen dude ? Was he really Eothas made flesh ? His avatar ?
    2. Who caused the Waidwen's Legacy ? Was it really his death that set this in motion ? Is there any way to remove that curse / disease ?
    3. How was I given the "Watcher" powers ? What happened in near that machine at the tutorial area ? Who is that robed guy ?
    4. What happened in my past life ? Is it connected to my new acquired "Watcher" abilities ?

    These are just a few things I constantly ask myself while playing, there are A LOT more questions in my head.

     

    I really got immersed in the story. I can't keep myself from playing it further and further, even though I encountered a game-breaking bug that caused me to start over again. I love everything about this game, except a few things in the combat system and bugs obviously.

     

    EDIT: Please add [spoilerS] to the topic, it's supposed to be a non-spoiler forum, and it might bum a few people <.<

    • Like 2
  11. Hello.

     

    So I've been playing for quite a long time now, and I noticed my fighter Eder was just unkillable [playing on hard]. I checked his character page, and it stated he had a whooping 114 deflection !

    Now, it may be possible later in the game, but currently I'm just questing my way through Defiance Bay.

    I remembered reading here on the forums that if you equip items that give certain stats, then save and load, they stack and add again and again.

     

    So, is there any way to remove it ? or just start a new game ?

     

    Edit: And just out of curiosity, how did this bug survive beta testing ? I mean, I love this game [understatement], best 45$ I've ever spent on a game, with regrets I didn't buy the royal edition [GOG], just to show my support. But it does feel that it was a bit unfinished, with all those game breaking bugs floating around the forums

    • Like 1
  12. Sawyer says that you can easily ruing a character in D&D by not specing it properly. Well how is this any different? I can't make a basic class worth a damn with this stupid system you guys devised, just gimmick builds.

     

    How does this game not force you into play styles? You basically always have to sneak into battle. You pretty much have to crawl around sneaking everywhere, which is a PITA.

     

    I don't sneak into battle, unless I accidentally stumble into enemies when looking for traps, and ended up having Durance as my sneak / mechanics guy

     

    Your non-tanks are beyond squishy. Monks have to get hit in order to use their skills/powers? That's ****ing stupid beyond belief! Almost every fight my rogue/monk/wizard get dropped. The tanks can't hold aggro. It's just bad design all around. Yet again, this shows the major problem with paid betas when its the fanboys telling the devs what they want to hear instead of giving them the criticism they need to hear.

     

    A wizard is supposed to be squishy. Design and use a formation that puts your more squishy members at the rear. Aggro is an MMORPG term. If this was "Real" no way in hell I'd stay and fight a full plate fighter with a shield instead of going on a flimsy wizard.

     

    And trying to manage a party of 6 in real-time combat is patently absurd - even at slow speed. All it does is result in spamming the space bar pauses. DOS is infinitely better with its turn-based combat.

     

    The spell system and spells themselves are terrible. Fights happen so fast that de/buffs are basically pointless because the fight is over by the time the spell is cast. It also makes most food/potions/scrolls useless in that regard as well. The spell times should be instant - seeing as you get so few spells to actually cast anyway and mana doesn't play a factor. And durations on all that stuff should be upped by a factor of 10 at least. I should be able to have those buffs going for an entire map. Otherwise, it's just camping after every encounter - and that's way too expensive at low levels.

     

    The spell system is fine. Fighting "trash mobs" isn't supposed to take a long time. I try to RP, and avoid using spells unless they are per encounter, or I really need to and the fight is hard. That way, you don't end up having to rest after each silly fight. Having buffs going for an entire map ? Are you serious ? what's the point of that ? go lolbuffed into battle and faceroll everything ? you're supposed to use tactics to fight. positions your party properly, and use the limited spells in as smart and as effective way as possible.

     

    There are so many things I *hate* about the system you designed. Why did you try and reinvent the wheel? Yes, D&D is far from perfect but it's a damn sight better than this rubbish. And that's the real shame of it just completely takes the fun out of the game and destroys all the hard work that was put into the beautiful artwork and excellent writing. I've loved most all of Obsidian's work - and Black Isle before that - down through the years, but this is really just awful, awful stuff.

     

    I hope you guys can do a follow-up for Fallout 4 a la FNV. I'll at least look forward to that - so long as it doesn't use this crappy system.

     

    I replied with Italics. I have to say tho, I don't think the game balance is perfect, far from it. I'd love it if they upped the endurance on mobs and party by roughly 50% across the board, to make them a bit less short. Monks are in a bad shape at the moment, the wounds mechanics isn't working, atleast when you try to RP and not have him wear full plate. I run with a Cipher, and they are too strong. Everything just melts with a couple of Mind Blades per fight.

     

    This game really does need tweaking, and balancing. But do not expect this to be a single-player MMORPG experience with pause/real time mechanics. Aggro doesn't and shouldn't exist. Buffs shouldn't last an hour / entire map.

     

    Just to note where my game experience comes from: I play as a Cipher, not power played. Balanced stats, no 3 INT / 3 resolve / max might nonsense. I play on hard, close to finishing Defiance Bay. I run with Eder, Aloth, Durance, ranger girl, and kana.

  13. I agree with pretty much everything you said, balance in the game seems to be WAY off at the moment, though I'd like to add monks.

     

    I originally started as a monk, picturing myself a 2015 version of BG2 monk. A martial arts dude with light / no armor, that kicks and punches, can dodge pretty well, and has innate damage reduction. I was really disappointed to be neither of those things. Hits like a wet noodle, heavy armor feels mandatory to utilize wounds properly [if you can even manage to get hit], and the whole concept of getting hit to use special abilities feels bad.

     

    Should've been a bit more like the Cipher, hit stuff to generate X resource to spend on abilities. As getting hit isn't reliable, and outright dangerous when wearing none-light armor [which fits the class flavor], this was disappointing to the point of me ditching my monk and rerolling some other class.

     

    Just a few notes regarding my experience: I ditched him about 3-4 hours into Defiance Bay questing. Attribute points were rather balanced, as I try to RP a bit. No 3 INT nonsense. Playing with Leather Armor [Light], as it feels it fits the class much more than Heavy. The usual starting party, me, Eder, Alot, Ranger-girl-with-wolf, Talk-too-much-priest, and Oh-so-chatty-Kana

  14. I agree with everything you said, especially the audio part. I had a conversation between members of the party, and could only hear them when they were on screen, I still could read their chat in the chat log.

     

    I'd just like to add that in my opinion, some UI quality of life improvements are in order.

    Here are a couple of things that I think would improve gameplay:

     

    1. When I want to select my entire party except one member, it would be nice if I can shift + click to de-select him specifically.

    2. I'd also love it if I could open a proper compare window between items, have one item "set" to compare to, and a changing window between other items I click, so I could compare multiple items to that set item.

    3. More tooltips for ability descriptions on items. For example, the shield "The Larder Door" you get after completing the blacksmith quest in Gilded Vale states: Grants: Bash, and I couldn't find anywhere in-game what does it do, and I had to Google to find out what it does.

    4. Same items in different weapon sets. It would make it alot of sense game wise if I could set the same shield to more than one weapon set, so my warrior could have the same shield, and only change his weapon.

    5. Make spell windows "sticky". I try to cast a level 1 spell, so I click that icon, or mouse over it, to see the list of spells. But if I accidentaly hover over the level 2 icon, it changes to level 2 spells, and the icons are very close together and it happens quite frequently.

     

    I don't know if these things were suggested before, maybe considered and rejected, just a couple of ideas I felt would make the game and UI a bit more player friendly, I have more, but I didn't want to spam with a wall of text :)

  15. Hello :)

     

    As I've written in the topic, when I press "2" on keyboard, it selects the entire party instead of just that one character. It's important to note, this problem appeared suddenly, after entering the catacombs in Defiance Bay.

     

    Things I've tried to do to fix it: Loading a quicksave [still inside catacombs], loading an autosave [inside the catacombs, right after entering], quitting and re-launching the game, changing party members between that slot, reconfiguring keybinds, resetting them to default, and restarting my PC.

     

    But, when I loaded an earlier save before entering the catacombs, that didn't happen. Entered the catacombs again, and it didn't happen aswell. I was out of combat when testing all of that, and without any buffs / debuffs on my party. So it's not really an issue anymore.

     

    The problem is, that save I loaded to fix it was when I just arrived at Defiance Bay, which means I had to do everything I already did all over again :(

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