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Climhazzard

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Everything posted by Climhazzard

  1. They mentioned that the animation speeds look more normal now. But what's more normal, animations in slow motion? Or huge recovery times after every swing? Cause in real life it doesn't take 3 seconds to recover from swinging a sword, lol.
  2. Hmmm well if they end up splitting the damage between strength and resolve it might need to stay as it is so that hybrid builds don't suffer to much? Tbh I don't care as long as attributes have close to equal value, but if strength or resolve end up being much more important than dex or perception then it'll be messed up.
  3. Intuitive would still be really good as is, in fact it would be better since the miss>graze isn't currently working. Even if a CC downgrades having a 100% chance to graze with intuitive would just be really good for a lot of abilities. Take something like Torment's reach which won't activate it's AoE if it misses the primary target (aren't a lot of cipher powers like this too?), or abilities that don't really have an affliction but still something useful like the pull on into the fray, and finally abilities with effects that aren't classified by afflictions like arcane dampener or the deflection debuf on confounding blind. Fighter will still be the best multiclass for increasing the reliability of your abilities.
  4. I think he also mentioned something about plans for CC.
  5. Things are already kind of complicated, especially with inspirations/afflictions to manage along with defenses. Will saves probably make the most sense thematically to have a separate accuracy check, governed by resolve or something, but I don't see it happening with so many systems already in place that a player needs to keep track of. Rather than having a single debuffer with high accuracy stat who has fortitude, reflex, and will debuffs, each of which they could use depending on which the enemy is weak too; you'd have to have someone specializing in each kind of debuff, and there's only 5 people in your party, so it's not like you have a lot of room for that when other roles like healer, tank, buffer, etc, are also necessary.
  6. That's nice to hear, maybe my priest's duty will evolve from just casting dire blessing and devotions for the faithful. Looking forward to the speed, recovery, and penetration changes too.
  7. If your life is on the line preparation is the key to success, not learning as you go. You would learn which enemies inhabit which areas and what their weaknesses are before fighting them. There may surprises unaccounted for but you wouldn't go in with no knowledge at all.
  8. A lot of phrases are just broken right now, especially offensive phrases. You'll see a hit on the enemy in the log but find no effect on any enemies. So I wouldn't worry to much about dragon thrashed right now, even some of the defensive phrases are broken, like ancient memory.
  9. Sad ranger can't make their pet immune to engagement, would be a nice touch if master's call did that but it doesn't.
  10. Spells need to be effective against everything that isn't resistant to their damage type, rather than ineffective against everything that isn't weak to their damage type.
  11. Ghost Heart seems perfect for both Pain Link and Ectopsyhic echo. The description of pain link doesn't even say how long it lasts or anything really, so who knows, lol.
  12. In PoE there was an AI setting that made rangers target the same enemy as their pet. That would probably make a really good use of tactical meld without having to micromanage it. I wonder if it would stack with stalker's link and marksman, would be pretty amazing if they did. Pain block should be pretty good for your pet too, and if your pet is fast (I don't know if some are faster than others) then he'll probably make a pretty good anchor for ectopsychic echo. The only other notable spell in my opinion is phantom foes. The rest need help, but you wouldn't really need them anyways. Wish they had better level 1 spells since you're forced to pick one.
  13. If it were one of the passive skills it wouldn't really matter to much, and it's information that is quite helpful. Rather than spamming a bunch of random spells and attacks at the beginning of a combat with a new enemy until you learn it's weaknesses you could start the combat knowing their weaknesses to begin with.
  14. Yeah for this reason I often like to use fast weapons on any character with the ability to react to various situations. Priests for example have a .5 second cast speed heal, but if you're stuck in a 5 second recovery because you were using a 2 hander with armor equipped, the dude you wanted to heal is probably dead by the time you cast the heal. But if you were using a pair of wands instead the heal will go off almost instantly. Any kind of disrupters will probably be better off with 2 average speed weapons than they would be with a single two hander as well. For a lot of builds it might not matter at all though, just something extra to keep in mind when you're picking weapons for your characters.
  15. I wish they'd hotfix in correct one handed weapon speeds and the new penetration tables then add whatever else they're working on when they get it done.
  16. When PoE was first released both perception and resolve governed deflection but it allowed for builds to stack a lot of deflection.
  17. So what exactly would be the point of giving melee higher deflection to begin with if you're going to negate it through required stats?
  18. I'm not at all okay with casters having a big deflection bonus over melee specialists. But if damage stats end up getting split I can live with that. Though I like the original stats better. If resolve wasn't good enough something could have been added to make it better.
  19. Now if only the offensive phrases worked, I haven't tried them all but most of them are broken, hitting enemies but not actually doing anything.
  20. Skald get's phrases for weapon crits yes, as well as cheaper offensive invocations. Double daggers (fast, +accuracy), clubs (fast, +accuracy), or wands (use the ranged recovery speed aura with wands) are probably your best bet. They are probably the best CC/debuff class at the moment as they don't suffer from cast times like the other caster classes do. With 20 perception, 15 dex, and 15 intelligence, I was fairly able to CC or debuff enemies (which I did depends on their defenses) in PotD. You want to make sure you can graze with spells though. Dire blessing or multi class fighter.
  21. Some kind of enemy scouting skill is actually a really good idea. The current system relies pretty heavily on exploiting enemy weaknesses, both defense and armor weaknesses, but you don't really know what they are until you've missed with and got "no pen" with half your skills.
  22. I haven't been playing POE 1 for long time, do u remember if there are such AI in POE 1? There is not.
  23. This will be really nice. Even keeping just swift strikes and disciplined barrage active is kind of annoying. One of the reasons I was pumping intelligence on my monks, lol.
  24. I don't think the old concentration/interrupt system would work with the new spell casting times. The only way to get a 6-9 second spell off for sure is to be able to precast something with concentration. If you're thinking about what makes the most sense thematically for deflection, which is kind of a catch all for dodging, parrying, blocking, and deflecting... then it would honestly have to be split between multiple stats. A higher perception wouldn't just mean you could see farther for example, you'd have better dynamic vision which would make it easier to avoid attacks. A higher dexterity would make you faster and better at dodging them. A higher strength would make it easier to block and deflect attacks. Resolve is kind of a synonym for determination or perhaps toughness, so I guess that's why it ended up there. All they really needed to do is add something to resolve, such as a change to affliction durations. If I were ok with splitting damage types I think I wouldn't put it on resolve. Perhaps this instead. Strength: +5% weapon damage, 2 fort defense Con: +5% health, 2 fort defense Dexterity: 3% action speed, 2 reflex defense Perception: +1 accuracy, +5% area of effect, 2 reflex defense Intelligence: +5% duration, +5% spell damage, 2 will defense Resolve: +1 deflection, -5% affliction duration, 2 will defense It would probably be possible to get -100% affliction duration but you'd have to sacrifice a lot to get there so I don't think that would be a problem really. Though maybe -4% would be better.
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