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Daemonjax

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Posts posted by Daemonjax

  1. I like 5e, it's a bit simplistic for my taste. 4th was a big steaming pile imo. But I'm really not a D&D player. GURPS is my system of choice. I really dislike getting too powerful and having mechanics that feel like a video game.

     

    D&D 5E is a great foundation if your DM is willing to put the time into world building and adding flavor to the classes.  Thankfully, there's plenty of resources from previous editions to draw inspiration from.

  2. Each stat would need to be made valuable to both kinds of character types: DPSers and Tanks.

     

    They had the right idea... they just didn't take it far enough.

     

    I'd like to see a mod that doubled the length of interrupts, and doubled the constitution bonuses/penalties.  Even then, resolve might be weakest stat due to crowd control abilities.  Maybe add a momentary free disengagement on interrupt?  That would go into AI rework territory, though.

  3. Wait, so... it's inconsistent. Why? That makes no kind of sense. It should be the exact same delay every time, or at the very worst a repeating pattern of two (if there were some sort of reset delay after the offhand hit or something). How did you measure your times?

     

    A lot of the variance is caused by different attack animations.  Each melee weapon has two different possible animations, chosen randomly per swing.

  4. There is an issue with overlevelling if you do lots of side quests etc.

     

    IMO, the best way to 'fix' it is to provide an asymptotic limit to the experience per Act.

     

    So say the developer thinks that you should be maximum level 5 when you complete Act 1. As characters approach level 5, the amount of experience the character receives per reward begins to reduce. Eventually, the reward drops to 0 as you close in on 9,999 XP. 

     

    This way the dev team can work with a strong idea of core PC power at the start of each Act. Asymptotic limits are not exactly hard to implement from a dev perspective. Completionists can continue to do their thing - its not about gaming the system or overlevelling, its about seeing and doing everything, right?

     

    Its also a bit of a prod to get on with the main quest if you are dawdling and not pursuing content for the sake of it :)

     

    Yeah, that would be one way to do it.

     

    I just think we should stop looking for the devs to fix these kinds of "problems", because it's not going to happen.

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  5. cipher gets a .40 class damage boost while rogue gets a .50 class damage bonus.  Not really that much of a difference.  Rogue does get another damage boost when a mob has two debuffs, and that's a great talent to have and probably rogue's best talent... so the rogue class is strictly better in single target melee dps than the cipher, but that doesn't mean weapon swapping to dual melee never makes any sense for them.  

     

    Style has to count for something, too. ;)

  6. I might be missing something here, but why don't you just play PotD if you think hard is too easy?

     

     

    This seems like a no brainer.

     

    I'd rather mod the game to make hard harder in other ways, and then save potd for next year or whatever when I get the itch to replay it.

     

    Hard's pretty close to where I want the game a lot of the time, and where I think it falls short on difficulty potd won't solve (too much exp, class design problems, over-abundance of camping supplies, free rests at inns, over-abundance of coins, etc.).

  7. Rapiers have a speed rating of fast, spears have a speed rating of average.  Both weapons are accurate and piercing.

     

    Which is ultimately better?

     

    Depends on weapons with unique enchants you find.

     

    If you're asking what weapon focus to get early on, I wouldn't do that... trading flexibility and two talents for just +6 accuracy and + 0.15 damage mod is usually a bad idea.

  8. It's not like the OP was asking for some solo run melee tank cipher ownage build.

     

    With 5 other characters in the party, you can be a melee cipher when it's appropriate and used ranged when it's not.

     

    The ideal situation to switch to melee cipher is against an easy to crit target target that's paralyzed and debuffed (preferably trying to attack someone else), dual-wielding spell proccing weapons -- and the faster the better.  Why melee at all?  Because you already used your blunderbuss and don't want to waste time reloading it.  Plus style points.

  9. When selecting a target for a spell, the spellcaster will cast the spell at the spot you cast the spell, not where the enemy has moved since you told them to cast the spell.

     

    This is pretty annoying, especially if you want to get something like Arcane Assault off early in the fight. It's counter-intuitive that the UI shows you casting at a specific target, yet when you actually cast the spell it targets the ground.

     

    Some spells are cast at the target while others are cast at the ground.

     

    How to tell the difference?

     

    If the game lets you cast the spell at the ground, then it's casting at the ground.

  10. Took dual wield talent for 20% increased attack speed

     

    I'm fairly certain the dual wielding talent is actually just a 20% reduction in recovery frame times, despite what the tooltip says.  

     

    When tested, it completely negated the recovery penalty while wearing padded armor (-20% recovery) -- but it did not decrease total attack frame times beyond that.

     

    Anyways, I think the only monk skill I'd avoid is lightning strikes due to the problematic way that secondary damage interacts with DR (secondary damage always uses 25% of DR in damage calculation no matter what).

     

     

    Found my post about two weapon talent:

     

    ...there was zero attack speed difference between:

     

    a) daggers (dual-wielding), 10 dex, naked

    b) daggers (dual-wielding), 10 dex, padded armor (-20%), talent: two weapon style

  11. if you pass by any hostile critter then you're suddenly stuck in an engagement web and stop moving completely, is annoying as hell.

     

     

    That can be disabled in the game options... the stopping part.  You'll still be the target of free attack from disengagement.

     

    The default is to stop your character because you'd be subject to a free attack for disengaging if you continued moving on course.

  12. I would suggest that camping supplies just be made free and automatically refill whenever at town. I've only played on hard where you only get 2 supplies at a time, so I don't know how well this would work on other difficulties.

     

    I'd prefer the opposite: Remove camping supplies from all shops along with the free rests in Inns.

     

    But, hopefully there will be both kinds of mods.

  13.  Others beating the game with ease, topics on solo builds, how to beat the bosses with one character.. Really?   I clicked on a link a week or so ago, that showed a rouge, 1 rogue, beating the final boss on the hardest difficulty, easily!  Just seeing that completely, without a doubt turned me off to playing this game for good.  

     

    There's videos on the internet for speedruns of some really good games, like:

     

    Eye of the Beholder 1 (speedrun single character under 10 minutes)

    Fallout 1 (speedrun single character under 10 minutes)

    Fallout 2 (speedrun single character under 20 minutes)

    Planescape Torment (speedrun single character under 21 minutes)

    Baldur's Gate 1 (speedrun under 22 minutes)

    Baldur's gate 2 (speedrun 71 minutes)

    XCOM (2012) (speedrun under 93 minutes, on easy, but still)

     

    I'm willing to concede these games are obviously not difficult, but... Are these games still fun and worth playing?

     

    I'd say yes (with the possible exception of bg1), but maybe you'd disagree.

     

    Should game developers hire one or two hardcore gamers to test their games?  Maybe.  It couldn't hurt. I'm sure it's a little embarrassing when people trivialize your game.  Doesn't make them un-fun to play, though.

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