Matuse
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Some of the spots have a semi-randomized drop. A ranged weapon spot could be any ranged weapon. The spot at the Adra columns where you get Durance I've seen with 3 different two-handed weapons. Three is not a great baseline, but probably that spot will pick a random 2-H fine weapon to spawn there when you enter the zone for the first time each game.
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I also find it really annoying that party members with move orders will stop and start attacking for no discernable reason. Just as bad is when you order someone to move a couple selection circle diameters to the right (with an open route there) and they immediately bolt to the left and try to circle around the entire melee scrum to get there. I'd also like it if my front line people would not run forward into my own AOE effects when an enemy dies. If I have you standing in a place, STAND IN THAT PLACE. Don't go running off! I'm not sure why basic movement AI has gone so far downhill since 1998.
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No. Tax revenue from the stronghold is based on completing quests, not time passed. The only thing that really seems affected by the passage of time is construction of improvements to the stronghold. So, once you run out of quests to do, the stronghold stops being any kind of source of income (or anything else). This also encourages you to metagame the stronghold - don't do ANY quests until you've acquired it, so you can increment the stronghold progression by doing as many quests as possible after getting it. In my most recent playthrough, I basically walked into GIlded Vale, and then walked straight out the other side after gathering up a couple companions to go the Caed Nua. It wasn't until after the stronghold was underway that I went back and played the game "legit". This also served to get me companions early so I didn't have to deal with their horrendous talent picks by getting them later.
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Go to the docks, get the quest from the merchant to give the seeds to the guy in Copperlane. Finish that quest however you like, and this gives access to Pellegina. Once that's done, you can go to the embassy in First Fires and the ambassador will talk to you, he gives the quest that results in the fight that drops the Sanguine Plate.
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My current main is a quarterstaff using Hearth Orlan. He just about leads the rest of the group combined in total damage inflicted. I grabbed Durance's staff when I recruited him (it's quite spiffy with the bonus fire damage), and he stands behind the tanks and just murderizes stuff in melee, with generous support from Mind Wave, and Mental Binding. Devastating, damaging, very fast cast time, and use little focus.
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No, that's not what he pretty much said. He pretty much said both factions won't like it, and
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Whatever the goal may have been, what we have is a game where tanks are nearly indestructable, and everyone who isn't a tank is a grease stain as soon as they get a monster's attention. The other deliterious side effect of this situation is that it strongly biases DPS characters to being ranged (since any character in melee is going to get hit), which makes the Chanter reload chant even more powerful and desirable. So, I'm seeing the exact opposite of the expressed goal being the game's reality.
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During a fight with something, you can mouseover an attack messege and get an exact breakdown in how it worked. It will show your Accuracy, their Defense, your roll, and what the result was. If you assume that you'll roll about a 50 each time, that will give you a reasonable idea of how much bonus your accuracy is giving you. Generally, yes. The other characters are (in theory, anyway) not going to be attacked very often and deflection won't help them very much. Heavier armor will drastically reduce their damage output. There's no difference between the two. Endurance is per-fight, Health is per-rest. Any damage you take hits both equally. Give him a shield and/or some defensive talents to keep him up longer, or give him a reach weapon so he can stand behind the frontline and still hit stuff. One of my biggest issues with PoE's combat mechanic is the "Holy Trinity" approach, which I absolutely detest as a design mechanic. Tanks become so tanky that in order to hurt them, the monsters have to be so overwhelming that they turn any non-tank into finger paint in half a second. It squeezes out rounded characters and puts absolute priority on creating absurdly specialized cogs.
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I've seen stat requirements up to 19 so far, and that's just up through Defiance Bay. Put plainly, unless you absolutely cripple yourself outside of conversations, it's just not practicle to boost conversation skills high enough to get all of them. 19 in Perception, Resolve, Intelligence, Might...not happening. Plus on top of the attributes are the skill requirements. So far I've seen the need for +5 in a couple different skill types.