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nemesis205bw

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Posts posted by nemesis205bw

  1.  

    1. Prior design for stats seem to favor RTwP and action speed. If DEX would give damage for ranged and finesse weapons for instance, people would rage less about what DEX actually does. 

     

    2. If stats are not changed, and dex is still mainly about action speed, there needs to be some pooling mechanic for initiative I think. Essentially, if you are considerably faster you could get to act again after your bonus pools up after a few rounds for instance.  

    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

  2. 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)

  3. 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

    • Like 2
  4. The Phantasm's Brilliant chane is very, very low. Even if you get damaged 50 times in a row (by whatever dmg sources) the chance of triggering Brilliant is only 39.5%. With 100 times damage it's 63.4%. Meh... At the moment it seems that the best way to get a proc would be to stand in somebody's Wall of Flame: very low damage per hit and 1 hit per second.

    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.

  5.  

     

     

    Update: 

     

    I reloaded previous save to record how I kill this dragon.

     

    Here is the video:

     

    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

  6. TBH it sounds like it bugged out in your game. It should have more deflection than that, it has a bunch of spells as well as its own special abilities it uses, and it starts using them right away. Also it has a lot of concentration stacks which keep replenishing/building through the fight, meaning it should be hard (though not impossible) to chain interrupt.

    Can anyone confirm how much deflection this dragon should have on POTD 13 level all upscaled settings? Mine has 60ish

  7.  

     

    The fundemental problem with resting is thus.

     

    Player 1: I want to be mechnically forced to manage my resources like AD&D made spellcasters do.

     

    Player 2: I don't want to be mechnically forced to manage my resources like AD&D made spellcasters do.

     

    There is never a point at which the twain will meet, so all you will ever get is a compromise or fracking off a significant fraction of your player base.

    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...

  8. I went there at 20 with upscaling and the challenge was.. somewhat okay I guess. Pretty sure it wasn't as easy for me as it was for you. Maybe your characters are super strong or something?

    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

  9. 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?

  10. The fundemental problem with resting is thus.

     

    Player 1: I want to be mechnically forced to manage my resources like AD&D made spellcasters do.

     

    Player 2: I don't want to be mechnically forced to manage my resources like AD&D made spellcasters do.

     

    There is never a point at which the twain will meet, so all you will ever get is a compromise or fracking off a significant fraction of your player base.

     

    I personally thought PoE 1, with the camp and health/endurance, was an excellent compromise and I found it a shame they didnt keep it,

     

    But, basically, at the end of the day it boils down to this: the ONLY way to can make resting mean anything other than self-imposed restriction or merely adding tedium to take the choice of out completely of of the player's hands, either by having no resting at all or only allow it at explicitly fixed points (basically bringing game levels back). Otherwise, any amount of restrictions you put on will be circumnavigated by tedious backtracking which just annoys people, (Anything which relies on "increase player tedium as a punishment" is a Bad Thing.)

     

    Heck, you can make a reasonable argument that introducing all the inn-based resting buffs is exactly the same problem - it encourages people to go back to the inn to rest for the Neat Buffs, regardless of how much wasted time there is clicking the route back.

     

     

     

     

    Even AD&D never really got it work (or any of D&D's later incarnations) - because, ultimately, it is a self-imposed restriction on the players. If they want/need to rest, they will, and all you as DM can do to stop them is basically send monsters at them to kill them when they rest (when they're at, likely, their weakest), meaning they will want to rest more and so on, until you either have to simply end the game with a total party kill (which is basically you as the DM taking your ball and going home with it because the players won't do exactly what you want them to) or you just let the 15-minute adventuring day Be A Thing and prepare accordingly. And there are, I suspect, far fewer players and DMs who want to be going through the hassle of generating new parties and new games every other session because someone is insistent on trying to enforce a resting mechanic. It is, as they say, not a good hill to be dying on in a tabletop game.

    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.

  11. 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?

  12. 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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