
MountainTiger
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Mechanically, throwing weapons could work as quickslot items. While I like Boeroer's idea, it seems to blend with using guns to provide bursts of ranged damage before closing to melee. In quickslots, they could provide a few weaker ranged attacks/encounter without competing for weapon slots, which would provide more differentiation.
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Disposition gated items would be problematic with NPCs. Garodh's Chorus and Cladhaliath both did something like it, though, with different versions depending on your choices as you acquire the pieces. More items like those would be cool. Another possibility would be Paladin and Priest-only soulbounds that develop differently depending on your order/god.
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I would tier the classes: Tier 1: Vancian casters (Priest, Druid, Wizard) - All of these classes are very versatile, and the spell mechanics mean they can do far more in bursts for tough fights than any other classes. Tier 2: Multi-role support (Paladin, Chanter, Cipher) - Paladins have great defensive abilities and can put out impressive bursts of damage, Ciphers have a good mix of DPS and CC, and chanters with Dragon Thrashed do AOE damage like no other class while being free to fill other roles with their actions and invocations. All of these classes suffer compared to the casters by being balanced around passives, per-encounter abilities, and resources generated inside combat instead of per-rest abilities, meaning that their bursts tend to be less impressive and/or come later in fights. Tier 3: Good DPSers (Ranger, Monk, Barbarian, Fighter) - Mostly useful for dealing damage, but with enough utility to not feel bad to have along: Rangers bring an extra frontliner, Fighters are great natural tanks, Barbarians give AOE damage/debuffs, Monks are tanky and have a good variety of abilities. Tier 4: Rogues - Way too specialized on single targets and lack the Fighter's survivability. My number 1 hope for POE2 is that Rogues get some love; they're the only class that I really don't like having in my party because of how little they do outside of single-target DPS.
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It's been a long time since I used the staff at all, but I'm pretty sure the Petrify is single target. That's why Torment's Reach allowing spellchances to proc matters (obviously, if each one were AOE it would be even better, since that would allow just one proc to disable multiple enemies). I assume that an on-crit stun or prone would be more powerful, since they allow stacking accuracy buffs, deflection debuffs, and hit->crit conversion to achieve really consistent procs (the stunning-disorienting combo should be good on a monk, I imagine) and those afflictions are perfectly good ways of disabling enemies. I've done that before with a barbarian, though, so trying the more exotic route seems like fun.
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I'm weakly in favor of eliminating the casting time restrictions altogether; I'm strongly in favor of getting things like the Druid's storms out of the no casting outside of combat rules. It makes no sense that I can start a fight by throwing a normal attack spell at an enemy but have to wait for the official "in combat" flag to flip before I can throw up those spells (presumably because they're internally implemented as buffs).
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IE nostalgia was a selling point for Pillars So PoE must do all of the mistakes that IE games did? More "one person's mistake is another person's beloved feature." Enormously OP wizards were a pretty prominent part of gameplay in the IE games, especially BG 2; it makes sense that, for a lot of people, nostalgia for the IE games includes nostalgia for mages wiping the floor with every other class.
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For tooltips, "X damage over Y seconds" seems fine. What would be nice would be to also have a more detailed in-game description of the details of DoTs (tick rates, the impact of INT, etc) available for people who want fuller information without either manually testing the mechanics themselves or rooting around online for someone else's test results. Presumably Obsidian has design notes somewhere about how the different types of DoTs are supposed to work for their own reference; writing those up as in-game documentation would be a bit of work but should not be an overwhelming task.
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I also don't find BG's ambush mechanics enjoyable or a meaningful limit on resting; camping supplies were a better mechanic to discourage resting after every fight than ambushes, which tended to be easily defeated anyway. Lingering stronghold resting bonuses + survival bonuses were also a good mechanic to positively encourage resting. Ultimately, a lot of players are willing to go through the tedious process of running out of the dungeon, returning to town/stronghold, resting, and returning in order to get more rests. If you want to eliminate this as an option, you have to either prevent the player from leaving the dungeon or make the travel time matter (e.g. by updating quest statuses or by respawning the dungeon). I think there is room for more of both of these than were present in PoE 1 (only Cilant Lis and Sun in Shadow didn't have the option to backtrack for unlimited free rests, and I believe no quests could be failed based on taking too much in-game time), but I understand that they are likely to be unpopular with a lot of players.
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Honestly, I feel like an experienced RPG player is more likely to grab things like Slicken or Chill Fog over pure damage spells due to understanding how powerful debuffs and disables can be (certainly the Baldur's Gate games in particular taught me this lesson). Damage is fine, but my first instinct is always to prefer CC to damage when picking up a new game. My main complaint about Wizards is that I never really feel compelled to hotswap grimoires: 4 spells per level are enough to more or less cover my bases. I've thought about having a few more specialized grimoires on hand to hit different defenses, but I never feel like there are enough relevant spells to make it worthwhile. It isn't clear how much this is a game balance issue and how much it is me settling into a set of favored spells, though.
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The rapiers definitely seem like a good option. Strike Hard and Godansthunyr are another nice pair: they have the disorienting+stunning combination of the spears. You lose the accuracy bonus from the spears, but you gain a Might bonus, a speed weapon, and the best of two damage types. In both of those cases, having a speed weapon in one hand makes Vulnerable Attack really attractive.