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MadDemiurg

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MadDemiurg last won the day on May 13 2015

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About MadDemiurg

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  1. Fighter seems pretty balanced now actually. It still has some great abilities and even the nerfed abilites (charge, cleaving stance) are quite good for their level and what they cost. Just not gamebreaking. Some fighter abilities could use some buffs e.g. inspired discipline is trash for 4 cost. There's maybe a reason to use clean sweep now, it's imo a really good ability for 2 and the only thing making it bit suboptimal is 2h being inferior to dw and it's a primary attack. Paralyze 25% is imo ok, its main selling point is hard CC, but I think they need to upgrade petrify to 50%, it has no
  2. Most changes do look good, apart from a few things I don't agree with (e.g. I think body attunement was overnerfed a bit, could go back to like +3). Obviously there are a lot of trash abilities that need buffs, but I think fixing gamebreaking stuff was higher priority. Hopefully they'll get around to balancing them next. It's hard to fix everything at the same time. I think I can do a 2nd full playthrough now to provide further feedback.
  3. RE: Consumables. I didn't bother using them even solo cause I didn't feel the need to, but looking at them they're completely broken too. RE: Stealth abuse and damage out of combat. That deserves its own entry, however fixing it would be up to Obsidian as it's a complex coding issue. I agree that it's a problem though. Let's see: Mercy and Kindness - +100% heal is just way too good. This is a party game in the end, the chanter can be paired with a paladin, priest or druid healer. How would you feel about +100% damage chant? It's not supposed to be a buff balanced just for C
  4. Fighter has penetrating strike, disciplined strikes and confident aim (+devoted bonuses if you go there). Tbh I think he has better single target too. It's not to say barb is bad, but I think it's outclassed by fighter in almost every way possible. Devoted + penetrating strike is almost guaranteed overpen on a lot of enemies.
  5. Yeah, It's definitely better than PoE2 with its oneshots and CC immune immortals. I would just say that these things need careful consideration and experience with each class and its combos. This is why I'm not willing to tackle any buffs in this thread, especially for all classes at the same time. I'll do some class specific ones when I'm more comfortable with my understanding of all abilities.
  6. Yeah, beta FoD for 2 zeal would be OK. Overall reasonable suggestions, although I don't mind current FoD for 1 zeal either.
  7. You don't even need to "Land". You just need to graze with it and the next one gets a guaranteed hits. TBH, PoE CC war was more tedious than hard. "Oh hey this one has a fampyr Ima use my Anti-Dominate and laugh". "Oh wait, I'm out of casts! time to rest and laugh at them for the next 4 encounters." Perma CC war is some of the most boring and cheap illusion of difficulty you can find in a turn-ish game. If anything, I prefer the game has careful comp that can break the standard "1-2 Front, 1-2 Mid, 1-2 Back" comp. Back to the day of Ragnarok Online in its prime. You have skills tha
  8. You don't even need to "Land". You just need to graze with it and the next one gets a guaranteed hits. TBH, PoE CC war was more tedious than hard. "Oh hey this one has a fampyr Ima use my Anti-Dominate and laugh". "Oh wait, I'm out of casts! time to rest and laugh at them for the next 4 encounters." Perma CC war is some of the most boring and cheap illusion of difficulty you can find in a turn-ish game. If anything, I prefer the game has careful comp that can break the standard "1-2 Front, 1-2 Mid, 1-2 Back" comp. Back to the day of Ragnarok Online in its prime. You have skills tha
  9. Most classes are balanced poorly. E.g. rogue is not a weak class by any means... Single target damage potential is there, if you don't compare to broken stuff. But most active strikes are bad. Let's say I think FoD or Fighter's penetrating strike are a good benchmark for a balanced 1 pt ability (I don't like how much full attacks favor dw, but it's a different topic). They give you solid returns without doing ridiculous **** like chain self proccing 1000 times. Then we have barbaric blow for 2 which is in many ways worse... or rogue trash attacks for 3. PS: XCOM2 is actually a
  10. I agree that most CC abilities need a buff in PoE2. PoE1 had some OP CC that could use a nerf too, although it's wasn't really easy to stack enough accuracy to reliably CC toughest enemies.
  11. I do get tired of repeating that In a Dps contest, you are either first or you are last. You brought up why play barbarian when you can play fighter for AoE. THat's the exact situation. All class is currently viable. Some are just more viable and it will stay that way if you keep having them overlap in roles and moments. You might as well ask now why I would play a Wizard if Druid has way better AoE damage when Wizards do get nerfed? Is it the CC? The self-buff? Not important enough in the current game. More damage = win. Set them apart if you want them to all be viable without
  12. Well, beta never really had "good" PoTD, it just had one difficult fight and since it was much lower level range a lot of the currently broken stuff wasn't even there or didn't get so OP in that level range, so yes, it felt better overall.
  13. I do get tired of repeating that In a Dps contest, you are either first or you are last. You brought up why play barbarian when you can play fighter for AoE. THat's the exact situation. All class is currently viable. Some are just more viable and it will stay that way if you keep having them overlap in roles and moments. You might as well ask now why I would play a Wizard if Druid has way better AoE damage when Wizards do get nerfed? Is it the CC? The self-buff? Not important enough in the current game. More damage = win. Set them apart if you want them to all be viable without
  14. Damage numbers need to be consistent. Like, there should be some min-max damage range for let's say PL9 aoe. Then all the classes will be viable, not "the next OP one". Again, the point is not gutting abilities 1 by 1 but bringing them all to some consistent power level (that also does not oneshot enemies). I played through it once... but I had no desire to replay it because of how broken it was. I stuck around for a while, but no fixes in sight. After a couple of years I decided to check it and it seemed much more balanced but I've only brought myself to play a bit because I was
  15. Reducing classes power gap is a good start to make the game more enjoyable. If some classes are way powerful that the rest, how a designer should balance the encounters? Oh sorry I forget, as Zeitzbach, just make the game both easy for strong and weak classes, leave hands from mouse and keyboard and let AI play it There will awlays be weaker and stronger class, best weapon/spell etc. Nerf one, another one takes it place. What you are saying is gaming utopia never achieved in any game even with biggest studios. There was, is and always will be "Meta". There is always stronge
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