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Everything posted by nemesis205bw

  1. Intelligence is useless on duration because it is rounded down which means you need 20 intelligence to get extra round on most buffs. Having 20 int or 7 int wont make difference on most durations.
  2. Why? Who said spells would cost the same ap as melee attacks? How is it much stronger than dex in realtime mode?...
  3. I think you have any idea what you are talking about. You want to replace might by dex for some classes, whats the point? They will just dump might then. Each class will have dump stat might or dex. And no, I dont agree with any of your points.
  4. 1. What about armor? Also more dmg? It doesnt make sense whatsoever. We dont need another damage stat. I want to be able to spam debuffs on enemies, I dont always want dmg. 2. It looks like super simplified version of what I proposed that is equally hard (if not harder) to implement
  5. I dont think its true. If it is then the system is even worse than I thought. Totally exploitable and unbalanced
  6. If you have full team of characters with 3 dex and the heaviest armor they can wear, the turn order changes into "enemy phase" and "player phase" as all enemies will move before you. There isnt ANY disadvantage of such configuration as in most games that function this way (xcom etc) it doesnt really matters who goes first player or enemy. Actually if enemies go first they will move within range of your characters so its even better as all characters will be able to attack after "enemy phase". In deadfire you can actually put all characters back and start the combat from afar. It doesnt matter if enemies go first as they will be unable to reach you and you will be the one to act sooner. Its actually better then the mixed initiate order, as all of your characters will be the first to start attacking once enemies move in range in their first turn. You cant release this mode as it is in current state. You need to totally overhaul the turn order either by changing how initiative works or introduce AP system. Heres how it would work: Initiative: - remove rounds and make it dynamic - make it so character that has for example 2x more initiative/speed will have turns 2x as often - the mechanics could look like this: there is a game clock and each instance character initiative is added to its pool. Once its say 1000, its the character turn. So the more initiative the higher turn frequency AP: - each character would have 20AP pool that is reduced or increased by gear and DEX. Rest stays as it currently is. - it would make sense now to have some characters with alot of dex or light armored so they get more attacks per turn like throw 2 fireballs each costing 10AP - the unused AP would get stacked in next round. The most powerful attacks should cost 20-30AP. Power level should reduce AP cost - it would need significant rebalancing and lots of thinking to make it work. Characters would be able to choose: 1. move huge distance to flank enemy (use all available AP for moving) 2. stay in place and throw 2 fireballs (each worth 10 AP, if you have some armor or dex penalties it would be impossible to do each turn) 3. move average distance and throw 1 fireball (10AP movement + 10AP fireball)
  7. Early game: 1. Cipher ascendant due to mind blades spam and charm 2. Druid shapeshift 3. Chanter due to summons Mid game: 1. Cipher ascendant due to dominate and disintegrate/amplified wave spam 2. Fighter once you get unbending 3. Chanter summons Late game: 1. Cipher ascendant due to OP buffs like brilliant or pen buff and almost whole screen area of effect for amplified wave so you will be hitting around 10 enemies for total 800dmg per cast. And with time parasite you cast it like 1 per second 2. Evoker with cipher buffs (just spam last tier skills while having brilliant and +8 pen) 3. Pure shatter pillar monk with swift flurry and scordeo/grave calling weapons. Each teleport will deal 4-6 hits avg and paralize enemy. Huge accuracy and dmg bonuses will usually make you oneshot them and once they are dead, you will summon ally. Extra hits from swift flurry and passive will generate wounds enabling you to teleport over and over. 4. Devoted/streetfighter - unkillable and deals the most melee single target dps in the game. He is able to solo most area fights from dlc
  8. So I picked other option then empower muatu. I play on ironman mode. How can I revert it? Can I empower him using console?
  9. Yes, currently it's made to be abused by specific builds that are focused around selfdamage or by solo low deflection fighters with healing bonus items that spam unbending for immortality. Getting hit avg 69 times before you run out of discipline (for unbending spam) could yield you infinite unbending uptime.
  10. Yea exactly. Also noone forced them to watch this video. All it said is "Solo dragon at level 14 on POTD all scaling up" didnt even say where and which dragon.
  11. That's not the ice dragon, that's a low level water dragon. How is he low level if it has 3 red skulls? Noneless I shouldnt be able to solo it so easily L O L Well, the Messenger Dragon from BoW has a AR of 21 with Llengrath's, so you won't be able to deal any damage to him with that level. so you are saying that instead of 15seconds it will take 60 seconds to kill him? 25% damage dealt is still damage
  12. That's not the ice dragon, that's a low level water dragon. How is he low level if it has 3 red skulls? Noneless I shouldnt be able to solo it so easily
  13. Can anyone confirm how much deflection this dragon should have on POTD 13 level all upscaled settings? Mine has 60ish
  14. There is 3rd option. We could make resting in the wild very expensive and limit tavern rest to only 2-3 per main character level. It would force planning and force players to go as long as possible without rest. That's not a third option, that's the aforementioned "fracking off a significant fraction of your player base" with regard to player 2. Any solution to this issue that involves the use of "force people to" is not going to be a good solution. A lot of people just, as I said, don't WANT to be forced to not rest or be pushed by time constraints because they don't find that to be fun. (I gave up on Mask of the Betrayer because I felt like I was forced to rush through the game (good job making all of your companions be primary spellcasters guys, even if my Warlock wasn't.)) (Not to mention it's extremely gamey Whats your point? It could be only tickable option (just like ironman) for those people that want more challenge and resource management. So short-sighted...
  15. The dragon had 60ish deflection so my fighter could consistently hit it and penetrate it with that modal on dual sabres. The dragon had no damage and super long recovery. I think most classes could solo this dragon. It had red skull meaning it was atleast 17 level
  16. POTD + level scaling all upwards. My party was level 13. Dragon had 3 red skulls indicating its much higher level than me. Result? Took me 30 seconds to kill him and he didnt even do a SINGLE hit on me because of interruptions. It went so easy that I decided to reload save to try solo it with my watcher streetfighter/devoted combo. Even tho streetfighter was disadvantage here because of that recovery pentalty I still soloed it without taking a single hit! Dragon tried to hit me once but he missed. Took around 45 sec this time. WTF is this? A joke? How can I solo supposedly one of the strongest enemies in a game in highest difficulty setting without taking a single hit or use consumables while being underleveled and having class that put me in disadvantage rather than helping?
  17. There is 3rd option. We could make resting in the wild very expensive and limit tavern rest to only 2-3 per main character level. It would force planning and force players to go as long as possible without rest.
  18. I agree its pointless and I think you may all be right that it cant be fixed. It requires total overhaul. All injury does is it prevents some strategies/tactics that involves someone dying like paladin + cipher combo (immolation + pain link then resurrect and repeat).
  19. As we all know, the resting system is terrible to the point that it ruins the game mechanics like empower or wound system. I would like to see it reworked to work as following: - when leaving ship you can take only so much food with you that will be enough for 2-3 rests - during exploration you can collect resources like food and water to refill your "temporary" stash similiary to camping resources in POE1 - all excess resources that you collect "on foot" will be transfered to ship - possibly introduce weight or some other limits to give a choice to either take alot of weak supplies like water that give little resting bonuses or less amount of strong supplies that give big bonuses. You could either have around 2 rests with good bonuses or 4-5 rests with weak bonuses Thoughts?
  20. why dont you play on story mode then? It will be just right for you. Low IQ people have their own story mode where they dont have to use brain and they destroy everything with autoattacks. Other people had no difficulty for them as POTD was way too easy (and still is btw) and those changes were needed as you cant for example make this game balanced if there is so many abilities that makes you immortal forever. If story mode is still too hard for you, you can always use the console and give your characters 99 in every attribute. Or just dont play this game - its not for you.
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