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Siegdarth

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Everything posted by Siegdarth

  1. Killed him on the frist try and without the 3 support heroes you can recruit on veteran. Yep i'm here just to say that.
  2. So you have to keep using this talent to add stacks? You cant add stacks with just normal attacks? Really? Wtf That is a complete waste of time no? You have to waste 2 level up choices and then basicaly all your bond for probably 4 or 5 fights to get the max stack. And then it only works on one race? And gets wiped when u rest Am i reading this correctly? I respectfully disagree. I actually think that doing it this way makes the use of the ability more tactical. It forces you make a conscious decision to use Hunters Claw often to prepare for a specific fight where it may be useful, or to use other abilities. I could see it being useful in the Hanging Sepulchers, for instance. You don't really need to blow off all your nice abilities in the earlier fights- but could use those earlier, easier fights to stack Hunters Claw on vessels in preparation for the possible battle with Yseyr. It also has the added benefit of making resting not necessarily the best option to prepare before a big fight. It comes at a huge cost for very little benefit that might not even pay off. A first time player would not be able to use this ability pretty much at all. If you had alot of meta knowledge from previous playthroughs you may be able to set this ability up for " the big boss fight" where you will have maybe an extra +10 to 15 Accuracy and 10- 15% extra damage. Even if you do pull it off that is alot of work to get to this very underwhelming point at the cost of a huge amount of bond. You would have to fight through multiple fights applying the talent in MELEE (not using ranged ) to get these numbers. Im sorry but this is beyond stupid. Obsidian you do some really great things and some really stupid things and this is the absolute crowning moment of your stupidity. Why introduce such great and varied talents that have such little payoff at such a huge cost? And again the extra accuracey is just not needed. Rangers allready have about 5 talents they can pick to increase accuracy. Why introduce another one? Completely beyond stupid. It doesn't take meta knowledge to know that there will likely be undead in a crypt. (Hanging Sepulchers) It also doesn't take meta knowledge to know that an island invaded by a mysterious enemy will likely be of the same type/race. (Naga in Hasongo) You probably see where I'm going with this- there are other examples. It's good game design to have enemies varied, but of a similar thematic design to tie down narrative; it wouldn't make sense to have a pack of wolves hanging around in a sealed crypt. So, because of that, this ability essentially takes advantage of the fact that you are usually going to find enemies of the same type throughout the various encounters in any given area/dungeon. Even if you blindly go around whacking things with Hunters Claw, your still going to run into enemies of the same type in the same area.* It's up to you whether to use the per-encounter resources for the stacking potential of Hunters Claw or to not. *yes, I realize this is a generalization- there's going to be some variety in enemy type/race, but in general it holds true. Yeah. The tomb on Neketaka. Let's say you get there about level 9. The place has around 9 encounters and you use on a vessel with dual wield being mandatory. You would have to hold the party and fight 1x1 to spend all your resources on a few enemies to get 18 hits ( you spent around 9 resources + empower) the next fight you are set to go. It's already meta to fight 1x1 just to raise the stacks. This sound stupid, since it's like you lost all your knowledge from a race just by targeting another one. However, it's funcional in this case. Now you will fight a dragon (beast) however all the enemies there are nagas (wilder). But who whould guess there was a dragon there? So now i will have to find a beast to 1x1 and get more stacks. If you play normaly you would spend more than half the encounters spaming hunters claws on enemies than everthing else. Also it is dumbed down on 2H and 1H. I would rather use some other combination of skills to increase the ACC than use hunter's claws and that bad VFX The only place this skill is really amazing is on PToD single run.
  3. Sadly i was expecting more full attack options and animations for 2H - Sword and Board - SH because the next DLC is more combat oriented. It's not so hard - A bashing is implemented already in other shields since POE1, just need to add more damage (based on the shield deflection and add an affliction to it) 2H could do increased damage or bonus penetration and SH gives assured critical plus +25% critical dmg. We don't want dual wield to be nerfed, just the other options to be as cool. The new ranger skill is kinda odd. Why people would spend that much time fiddling with enemies if Accurate Wounding Shot already gives Full Attack, adds +20 ACC and 20% weapon damage as Raw? and costs only 1 bound? Maybe i'm getting it wrong and all attacks receives this bonus AC and Damage. However if this is the case the player will have to always play the game in a meta fashion, breaking the imersion and increasing cheesing tactics. Lets take the BoW DLC as example. First the player enters in a encounter with kith, use the skill and get out of the fight, reseting everything except the bonus. Now he will destroy all the kith in combat with the added damage and ACC. However he wiil need beast for the last boss. So time to use it on a resetable encounter. Build the stacks to max on a beast and go back to the boss. People will start saving encounters to match bosses' racial or do what i'm doing and just pick one, maximize it and forget about it. IMO a better way to do this would be a cumulative passive that can be chosen multiple times versus each race (+5 AC and 5% dmg per improvement since all the ranger skills have no dmg increase to a max of +20AC and +20%dmg for single and 10AC + 10% for multi ) much like the druids passives. This way the player could build the ranger closer to a slayer than a hunter. That will bring back the classic themes of a ranger. The way it is adds an unecessary and boring complexity. Slayer of Kith, Beasts and ETC. Like PL II +5 +5 PL IV +10 +10 PL VIII + 15 + 15 PL IX +20 + 20. If another skill is needed you can do something as "Prey on the Weak" (whatever the name ) Full attack +10 AC if the enemy is suferring from a DoT the skill make the wounds rupture itself dealing the ticks instantly and aditional raw dmg based on pl. ( the earlier applied Dot) Upgrades - Feed from the Strong" If the enemy is hurt or above the ranger gains the tenacious buff for 10 sec. Weak pack - When enemy wounds rupture the enemies around are weakened. and maybe Nature's strike. Primary AC+10 The ranger deals raw damage as poison for X secons. Upgrades Virulency - If the enemy dies while affected by the poison it spreads to other enemies. Decay The poison causes enfeebled affliction. In my humble opinion this would make Ranger way more fun and interesting to play. The way it is the class can be considered his compations' pet and not the otherway around. Thanks for reading and sorry for bothering.
  4. I'm still wishing they make a special propriety for full attacks on shields, one handedand 2H
  5. Full Attacks made while dual wielding will now receive a -35% penalty to the damage they deal. NEEEEEEERF yep. https://forums.obsidian.net/topic/105415-v210-is-now-available-on-the-beta-branch/
  6. I had no issues running 1080p. Do you mean 4:3 resolutions? Do they even make modern displays in 4:3 resolution? Nope, i end up with tiny unreadable letters or huge ones. My TV is 1360 x 760 but i can run MHW and other games on 1080p but not POE2
  7. 1- Full attacks meaning something to other weapons besides dual wield. - Shields the character does a shield bash delivering the dmg based on the deflection bonus multiplied by power level modifier as crushing and an affliction (depending of the type of shield - small shields means longer effects and big shields are more damage focused) Single swords have assured critical and a critical modifier - Two handed does maximum damage and receives increased Pen. (rebalancing some skills will be needed) 2- Proper optimization because i'm tired of long loading screens, stutters and frozen screens. 3- More improvements of lower abilities that you can buy by going past level 20, so you don't need a level cap, as you have an ability cap now. You keep being level 20 but will be added ( epic by the side) like Level 20 (1) Epic. Meaning you have EPIC improvements. You can't buy new abilities or passives past 20. 4- Sanguine plate 5- Play as Bleak Walker and a Priest of Berath would be nice without a mod. Thanks. 6- Ydwin becoming a companion (that is a must for everyone) 7- More TV resolutions,. The game don't let me put the resolution on 1080. A lot of the games, including the bad ports, allows me to do that. 8 - More Subclasses
  8. I run MHW on top settings without any fps Drop. I cast a spell on PoE2 my fps goes to ****. I crit people to gibs and my fps goes to ****. Every combat is 5 seconds figthing and 2 admiring a frozen screen. Still better optimized than Batman arkham knight anyway.
  9. Sadly one handed is not optimal, maybe only if you get monk as a multiclass because the chance to do two or more hits on critical strikes. I tried sort of a "Saint blade". Got a Devoted fighter (+2 pen and +25% critical damage) + 25% chance from disciplined barrages + 20% chance from one handed weapons + 10% chance from fair favor and + 2% per hit from Min's Fortune +5% uncanny luck = 62 % critical chance. Extra damage goes 25% from devoted + 10% from Fair Favor + 15% from Min's Fortune + 10% from improved critical + 25% from precognition. 75% critical damage. My monk is a Helwalker. So usually i ended up with +10 Might, but to survive i got. -10% damage from the undying burden. - 75% damage from critical from precognition. - 5% weapon damage from Garari Cuirass - 15% incoming hits converted to grazes Garari Cuirass From skills - Refreshing Defense. - Unbending Trunk - Iron Wheel - blade turning For increased damage, because full attack don't work on single or 2handed. My main damage skills are Mule Kick (+25% damage) and Skyward Kick (+50% damage) Adding all the stats from gear and buffs i got about (with berath blessings) 38 - 43 Might (depending food and rest buffs) - 16 base + 2 blessing + 1 gift from the machine + 1 sacrifice + 2 gauntlets + 1 ring + 10 wounds subclass + 5 Thunderous Blows. 33 Cons - 14 base + 2 blessing + 2 belt + 5 priest buff + 10 Iron wheel 21 dex - 14 base + 2 blessing + 5 buff (quick) 17 Int - 10 base + 2 blessing + 5 priest buff 14 Per - 12 base + 2 blessing 14 Res - 12 base + 2 blessing 13 DR - 5 base + 4 legendary + 1 armor skill + 3 iron wheel. 15 - 18 Pen - 7 base + 4 Legendary + 2 Devoted + 2 Thunderous blows + 3 modal (don't remember if its 2 or 3)
  10. Oh ****. I like boats, despite not knowing how to swim, usually i drink beverages with friends, that are sometimes **** and mutiny about my leadership skills from time to time. I must be a pirate D: https://www.youtube.com/watch?v=pMhfbLRoGEw Jokes aside. I played my first run as a mercenary, so i was more like a bounty hunter than a pirate. My current run is as an Scholar, so i'm more focused on finding ruins and discovering ancient stuff. However, in another run i was a insane pirate prone to destroy everyone and life itself.
  11. I was dreaming that full attacks with single hand/ 2h and bows would do something like dual wield =/
  12. So, if this is the case, what happens if you skip directly to Ukaizo? Who do you fight? Is it explained how the other factions know where it is? I'm assuming the ending slide would be the same as the "go it alone" option. You can't skip to Ukaizo, because the change in the map with the transition to it is a scripted event after Maw's destruction.
  13. I can say the overall felling i had while playing POE2 was the same i had in Fallout 3 and 4. I must find my dad! I must save my son! However the world, quests and interactions are way more fun than chasing the god. On my last playthrough I did all main quest, up to Ukaizo, after that I did all the other quests. It was way more fun.
  14. As a fan of cosmic horror, I do agree on how stupid it is to defy a colossus avatar of a god. However, the narrative could present the second coming of Eothas, much like a second Saint War, and put the factions into a power struggle arround the discovering of Ukaizo. So you could have 4 factions and a unstopable force. I would also cut Hasongo entirely or make it a side quest, nagas attacked a port and the RDC sent the player to help. Poko Kahara is more well structured and important Storywise than a pillar used as a lighthouse. The destruction or redemption of Eothas would be half of the game. After that some of the old locations would be used in new quests, linking how the player has solved the previous quests, in a open war involving the factions for the control of the Deadfire and Ukaizo. In the end the destiny of the Wheel would be decided directly by the player. I think they did the Broken Wheel as mandatory to allow an easy canon storyline for the third game. I belive it will be a classic take on CRPGs. You will be able to interact and probably kill or uplift one or more gods.
  15. Sadly, all the summons spells are from chanter. If you really like summons you should play a Wilderhymer (Ranger + Chanter) Is fun, even if you make a melee character. Beckoner/troubador and Ghost Heart/Stalker are amazing combinations for players that love pets.
  16. Some D&D spells on CRPGS are improved spells with gradative bonuses or damage or are a combination of two diferent spells. But yeah on P&P there are almost no reduntat spells. This is because some effects in a game are mechanically impossible or unfun like feather fall , magic mouth , modify memory and many others. As an example on BG2 : armor/ Spirit Armor/ Ghost Armor. Each one of them gives increasing AC and other effects. Blindness/Glitter Dust /Power Word: Blind/ Prismatic Ray on D&D 3.5 we have only a handfull of redundant spells, but is about the roleplay and no the system itself. We have Massa sugestion/Charm/ Hypnotic Patern/ Dominate Person. Are kinda the same affects with diferents aplications, and the important part is the roleplay, not the system. On Pen and Paper D&D based RPGS the Spells on a low level Wizard should be balanced around damage,control and utility. When you level up past level 10, all the low levels spells are used as utility/situation. Because the encounter rolls and dungeons are designed around your party level. So, its more valuable a Comprehend Languages, Locate Object, Alter Self, Knock and many others on the low level slots than a Burning hands or Shocking Grasp. Also, if you intend to Maximize, Empower or apply any feat on a Spell, it will cost a Spell Slot from higher Casting Level. This is ok for some spells to bypass defenses or prolong the duration for roleplaying reasons, but in general there are more powerfull spells that could ocupy that slot. On POE 1 there are a good buch of redundant spells, but this has been mitigated on POE2, however we only have the same problem on Ilusion spells, this has been talked a lot lately. But i don't think the same in the case of single target and mass target buff spells, since they have reaaaally unique cast times. Instant for single cast and 3 to 6 seconds to mass cast. However Cipher also suffers from a bit of redundancy from charm spells.Also the Chanter invocations are "hibrid" spells, and i like this, with normal and improved versions of the same spell. Unlike the P&P, CRPGS Game Designers have to create spells around Control (stun, blind, knock, slow, roots and etc) Damage and Support( Buffs , Healing and Protection) and a lot that make spellcasting so fun on PndP is lost. If you look to the general CRPG spells and abilities i think POE2 has done a good job, not perfect, but still good. Hope the 2.0 patch make it great.
  17. Sorry for the double post but I made a more quantitative analysis of the Spell amount of BG2 vs POE2, since I read a lot of "Too few spells". BG2 had 2 casting classes - Priest and Wizard (lets ignore the Sorcerer, Bard, Paladin, Ranger and Druid since they pick the spells from the Arcane or Divine Polls) POE2 have Priest - Wizard - Cipher - Druid - Chanter. With their unique spells and even more modals thant the bard. 3 more pools than BG2 Talking about solid numbers, only considering spells. BG2 195 Arcane spells 118 Divine 313 Spells (291 without expansions) POE2 Arcane - 93 Druid - 53 Priest - 53 Cipher- 40 Chanter - 54 293 spells So if we don't consider the BG2 expansions and the POE2 other active abilities from the other classes. POE2 still have 2 more spells than BG2. Now Bard (Chanter) and Druid can have their own dedicated spell polls. This is a way better solution imo. Imo, if you consider the other classes abilities to be on par to spell as content, you can say POE2 have way more content than BG2 Classwise.
  18. Magic Missile, Mirror Image, Haste, Dispel Magic, Stoneskin, Greater Malison, Breach, Cloudkill, Animate Dead.. Sure, many spells were useless at higher levels, but definetly not all of them. Funnily enough, the best way to kill dragons was to hit them with Lower Resistance until their magic resistance was nullified then dump Magic Missiles into them. You could alternatively murder their saves with Greater Malison and one-hit quit them with Finger of Death or similar spells. The shadow dragon could be killed with Heal (reduced it to 1 HP.) Besides, the point of the lower level spells was that they were still useful and it meant you weren't using your higher level spells. I don't know if Siegdarth hasn't played games with Vancian magic before, or what. Just because Melf's Acid Arrows isn't as flashy as Cloudkill doesn't mean it was useless - far from it. Most such spells scaled with caster level, anyhow - Magic Missile added additional missiles, Flaming Arrow added additional arrows, and almost all spells gained damage based on caster level. Maybe they just never bothered to read spell descriptions or something. Deadfire's encounter-based system is pretty much identical to how D&D and Pathfinder magic is, except for it not being Vancian. Yep, on Pen and Paper there is no such thing as useless spell. However, on CRPG most encounters are level based the lower level spells become somewhat useless, even with increased level cast. And yeah, the magic missile strategy on dragons is still something really stupid until this day. That was carried to NWN2, lowering their defense and empowering magic missiles. Close to the endgame most players' spellbooks had about the same spells on their slots. And yes I do hate Vancian magic systems, everytime i played a caster class was a Sorcerer, less flexibility but I didn't had to preload **** and avoiding the GM to do something fishy. (like stealing my spell book, or doing an orc invasion in a cemetery that killed the necromancer we are suposed to defeat and all my "**** the undead" spells are wasted.) And no, the 3.0 and 3.5 editions the spells are daily based not encounter as we are taking BG2 as comparision and not the 4th and 5th edition. The POE1 rest based spell recharge is more close to BG2. So, on CRPGs if you know the encounter previously ok, you can "min-max" your spell book to have max utility. That does not happen in a Pen and Paper game, you can't say "Ok group, lets ignore they are taking the girl away. Now that I know we are facing these enemies I will go back, prepare my spells again and take a nap. Let's do it tomorrow" Anyway, i know i kinda overdid with the "Everything below 6 is USELESS" but i'm ok with trading some of the 200 Arcane Spells, ( i think that was the number- around 160 - to 200, can't remember anymore, but it was a selling point of the game at the time) for close to 100, so other non casting classes can have a good amount of active skills.
  19. Well, my first character was a Mercenary. So, whatever, people get paid to kill, protect, assassinate, hunt and so on. Is just another job anyway. If your character was a kind wayfarer and a Eothas priest, i guess things would sure get a little complicated. My actual character is an Scholar, and dude, he sure will agree with the research of adra pillars and so on.
  20. Funny. I played BG1 and BG2. But the game that really blew my mind was NWN. BG1 fell too short storywise and lacked content, a good series intro anyway. But for me was kinda worse or on par with PoE1. Both games felt rushed in the final act. About the leveling system. Well, i don't quite agree. I don't like when you get your most powerfull skills close to the endgame, and that is a really overused trope. The incredible power/weapon is only for the last dungeon. But i do agree that BG2 was really, really packed with content. I took about 120 hours do everything it had to offer, while POE2 (without expansions) gave me about 70 hours, both not rushing content or anything. But, if each DLC adds about 10 hours, and i hope it does, it will hit the 100 mark and that is on par with my average DA:O Playtime. However, if you pick the core storyline (main game and all the companions and npc quests) and non-gimmick quests NWN, DA:O, POE2 and BG 2 have around the same playtime. And companions, well, the companion quests from POE have about the same length of NWN/BG2/DA:O. Sure DA series and ME the companions have more development because how they react to your choices, but POE2 also did this in a subtle and economic way. But that's not what we are talking about. https://howlongtobeat.com/game.php?id=809 https://howlongtobeat.com/game.php?id=2767 https://howlongtobeat.com/game.php?id=44045 https://howlongtobeat.com/game.php?id=6515 What changed was my age, my reading ability and problem solving skills. I used to be stuck on a quest for quite a lot. I was a 12 years old kid with limited english knowledge (not my native language). About the spells argument. Well I'm happy playing with a barbarian that I actually can use something and not just fury and auto attacks. Fighter/Barbarian/Monk/Ranger/Rogue on D&D computer games sucked hard, the only thing you had to do was to use one or two active abilities and maybe a modal one. Ok you had a large amount of spells, but at the endgame every spell under level 6 was useless, because the new ones does the same as the old, but better. Level 1 armor give you +3 ac, Level 6 Spirit armor you have the ac of a full plate mail. Level 3 protection from fire/ice/acid/elec you have 50% damage reduction from a single element. Level 7 Protection from elements you have 75% from all ****. So what's the point? In POE2 every spell is usable due power level. Content, for me POE series and BG are on par. For me the POE world is more interesting than the Forgoten Realm setting. The gameplay of POE2 is better as expected. The player adventure on BG2 is better. The Bhaalspawn is a great concept for me, even more when you can turn urself in an avatar. Also the lack of a classic vilain on PO2 gave me mixed feelings. Felt fresh, but also empty. Inarius is a better villain than Eothas (not quite a vilain anyway) or Thaos. Loved the exploration on POE2, but imo the VTC and RDC could have their own cities and the world map could be bigger.
  21. I really like Barbarian on POE2. It have a great balance of passives and actives. But depends on your playstyle. I'm having a blast playing with Warlock (Barb + Wiz enchanter). The self buffs are great. 5+ int +5 dex +5 cons +15% action speed + 5 or + 3 armor +5 def for all elements, protection vs spells. My idea with the build is to use heavy armor, 2 handed (also works with dual wield) and be a fast attacking tank with a lot of flexibility against all situations. The stats also depends of you playstyle. I'm not a min-max player, i like to roleplay a lot and stay in a specific way. So i don't go for low stats, but i have and i idea of how it should be. Min-max Not considering pets or gear, only spells. Might - 15 (most of the game's gear are cons or str related) 20 with buffs Cons - 12 (most of the game's gear are cons or str related) 17 with buffs Dex - 18 : 23 with buffs Per- 12 : Int -18 :23 with buffs Res - 3 You can have a low Res if you pretend to use Devil of Charoc or dual wield Modwyr ( they give you immunity to mind afflictions) and since your armor will be absurdly high ( about 16 to 18 with legendary gear and spells or 20 if you are zerk or using patinated armor, or 22 if both) deflection and cons are not a priority. Did monk/barb and fighter/barb. After the changes in the 1.1 patch i got bored of those. Hate the time you need to build wounds to get the buffs and fighter nerfs took away what i loved most about it.
  22. Will my party suffer if I go the berserker route? Yeah, it will until you get the Modwyr Sword or Devil of Charoc armor (depends on what you did on poe DLC). They give you immunity to charm/confusion. So you can use frenzy without worry. While you don't get that you can have a priest to cast "Supress afliction" or a Cipher "charming" the Berserker (untested).
  23. Yeah, I can see what you mean. His high-level skills are terrible and he is more of a balanced class without any good flavor. Is an average tanker, that can deal average damage and average utility. I think fighters are like that since POE1, that always turned me off about the class. Its really good at the first levels but it doesn't grow as good as the others.
  24. Most relevant changes are gear wise. Everything that gave recovery speed was nerfed to give only 10% instead of 20% or 15% I loved this because of Miscreant - DoC armor - Duskfall - Helm of the Falcon - Acina's Tricorn became mandatory for every build. Powerful gear had their function halved or how the buff/debuff is applied. Miscreant - 25% damage from flanking is now -10% All the % buffs given by gear lost 5% to 10% its effectiveness. Some of the gear "Get healed if element x is used on you" now give a flat dmg reduction. Voidwell now correctly applies its raw damage on player. Dificulty: All the encounters on veteran and classic are working correctly, also the level scaling is effective now. <3 Class based All the skills that add % of the elemental damage were nerfed by 5% - 3% ( Bleak walker as example) minus the druid. All single target priest buff had the cast improved from 3sec to 0.5 sec. All the rogue skills deliver 25% dmg, fair since most of the skills are expensive and adds more of tactical value now. Monk is the class that suffered most of the changes. Shattered pillars only adds wounds with auto attacks. Good because I was always at max wounds, Still have to see if passive abilities, such as carnage, can add to the wound value. Swift strikes no longers gives 20% action speed, now is 15% and the damage from the burn is now 15% instead of 30% ( which is insane)
  25. With that i can delete my fighter/monk and fighter/barbarian xd Have to stick to my troubador or troubador/wizard. Not quite dead, they made knockdown relevant again by adding 25% dmg to mule kick. Armored Grace became the best recovery of the game since all the equipment having recovery time were nerfed to 10%, including untalented dual wield. Disciplined strike or its variant is still one of the most helpful tools to crit or buff builds. But I find every multiclass more powerful than their solo counterpart, not only the fighter. despite having powerfull skills sooner, most classes powerlevel abilities are not worth it
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