
knownastherat
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Everything posted by knownastherat
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Tried Streetfighter and Wizard (solo to level 15). Both play differently, or rather have different dis/advantages, and both, as I mentioned elsewhere, were brutal. Never got that far to upgrade Modwyr. On Wizard do not spend (almost) any points because spells come from Llengrath's Martial Masteries and passives are not very good. This leaves enough points to spend on the amazing stuff Berserker has. On Streetfighter in similar fashion. The subclass is picked for damage and recovery reduction bonuses leaving points to spend on Berserker. Toyed with Paladin but have not got far enough to comment.
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I see, thanks. Since I was not playing Monk past few first levels I cannot comment on what is necessary and whatnot, however, I am building Sage (Nalpazca/Wizard) and I plan to use the duality to its full potential. If it was changed as you suggest from INT bonus to PER I would probably adjust build/playstyle to Crit. Would need to test it tho before seeing which one performs better.
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I don't think that is the consensus at all. Please try to beat the ruins using a skald chanter as your PC and let me know how that goes I was curious if it's really class dependent. This is 3rd attempt, 1st wipe, 2nd without video. Note that since I play mostly solo I don't even know some abilities (like Fighter stances) very well. Also I did not follow my plan too closely Comparing to my Assasin + companions this was much easier as Sklad has some AoE. Shall I let you know how the next fight goes because I've seen enough and would play it just to help out.
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While I have not tried it with other but Assasin (who either had to be ranged not utilizing her abilities or melee while being a liability) and companions, I do not believe the encounter in question is impossible without using non-traditional techniques so in this sense its "properly tuned". The encounter is imo tuned to the use of environment (choke points) and available resources (scrolls and explosives) and planning. It's not tuned to running in the open and hack and slash everything no.
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It requires either prior knowledge or very careful play or both. I remember this thread: https://forums.obsidian.net/topic/76920-triple-crown-order-of-the-stick/ with cool stories and screens, then s/he met the boars in Magran’s Fork: https://forums.obsidian.net/topic/76920-triple-crown-order-of-the-stick/?p=1653883 gg
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I guess its pure schadenfreude but Trial of Iron? lol I got so frustrated on that fight, mostly due to the mentioned wurms, that I considered sneeking right into the dungeon getting Aloth after. Then I said to myself .. damn it, it has to be doable so as Joe suggested, need to find solution to that puzzle.
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I disagree. It also means that you can heal more, cc more, interrupt more, reposition more, use more consumables, overall have a better chance to be able to use that critical ability at the critical moment, and these are the things that actually make the game too easy. People only thinking in terms of damage output (or to some extent raw individual defense) is what in my opinion causes most of the comments that I read here. But Pillars of Eternity is not a Hack n Slash where one character has to do everything, and just kills ennemies. It lets you control a 5 members party and offers a tactical layer to the battles. In my opinion the nerfs are oriented towards forcing you to engage with that combat system. All I see are players complaining that their watcher will not solo steamroll PotD anymore. Fighter is a good example. They were an entirely self sufficient class, able to bring both very high survivability and very high damage output to the table without having to really think about how they play. The way I see it, now fighters can still be very resilient, and still do decent damage, but in a more tuned manner. And because their pure damage output will probably now not be sufficient enough to be satisfactory, you need to engage with other mechanics, such as interrupts, mobility, disruption, etc. It makes it much more fun to play in my opinion. When a class is summed up to numbers, then game design is a failure. What matters is what you feel when you play it. Right you are, there are other variables influenced by recovery speed, however, nerfing recovery reduction for items across the board is exactly what you seem to disapprove .. summing it up to numbers. Instead of going ability by ability, item by item, they summed it up and went for time efficient solution from their point of view.
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Enemy offence is just so high now. It's probably impossible without kitting and splitting groups and using environment, which is the way it should be simply because if it was possible to solo without let's say (I do not like the term cheese because its value based) untraditional techniques it could never be called difficult.
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IMO -5% or -10% nerf to items across the board is a cheap solution. Sure it can be called "global balance adjustment" but it does not mean much. It just means that player damage output over time is on average lower. Recovery reduction was not overpowered on all builds but only on certain builds and I would say very specific builds. In this sense, and together with making Veteran and PotD difficulties harder by adding enemies, I can see how the said nerf could be labeled as uncalled for. Anyway, there is not any end of days. PoE showed that the devs, for not very rational reasons, like to fine-tune Their game for some time so for the few who will stick around its the beginning of days so to say. And for the vast majority of others who played the game once or twice? Well, they don't care either way.
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One Stands Alone: +20% Melee Damage, that it requires +1 Enemies to be Flanked was not relevant for me Thick Skinned: +1 armor rating against weapon damage with +1 enemies engaged again inconsequential not sure what else you have in mind. Basically, from Rogue Escape, Smoke Veil and Finishing Blow trees and passives, and from Barbarian Frenzy*, Barbaric Blow** and passives. In group you can skip Smoke Veil I guess and replace Escape tree with something else. My build revolves around passives, getting Bloodied under Frenzy and dealing a large amount of damage while triggering Bloodlust and self-heals on kills. *Spirit Tornado was triggering Staggered/Terrified through Carnage. **Barbaric Smash refunds rage if kills
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Prior to 1.1 I was running Maurader solo PotD till around level 15 and she was brutal DW or TH. Obviously, flanking was not an issue and ranged was not an option, however, once Maurader gets Bloodied triggering recovery reduction and extra damage, with health on kill, she was almost unstoppable. Get high CON and MIG and get Bloodied.
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That is why I was asking what items Phyriel had in mind. I mean, giving the Chromoprismatic Quarterstaff- 0.6 sec recovery, from 4sec default, @ Metaphysics 23 and calling it "skill scaling" sounds like a phrase from washing detergent marketing department. You mad bro, Josh. I am talking about this item in particular because I wanted to base a build around it but having a quick look at other items seems to me the item nerf is blanket rather than specific. Well, time is money. gg
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At first, I was also for lowering INT, however, Confuse for Berserker lowers INT by 5 shortening durations, Bloodlust for example. It all depends on your playstyle, party composition and gear. DEX at 10 and dumped RES are from my experience of less concern than INT. Besides carnage works. Just wait for few levels and see effects, Staggered from Spirit Frenzy, for example, to proc on carnage hits.