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KDubya

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Everything posted by KDubya

  1. You would only be able to use the summoned staff and later the summoned pike. I don't think that is going to break the game in some way
  2. As title says when I create a Votary Paladin/Monk they get the +20 from Deep faith and another +12.5 from Faith and Conviction. All the other Paladin multiclasses only get the Deep Faith bonus. This happens to the three Monk subclasses and to the different Paladin Orders. This persists through save/loads.
  3. In the case of the second level leveling up choice if you dropped the level requirement for 'Into the fray' from tier three to tier two, that'd give you a choice between the active not chosen at creation and "into the fray". Or you could sucker take the passives. At the next level up there are more additional unique passives that you can choose from. You are only really trapped at second level. This is all for a pure Fighter. A multi-class Fighter will be stuck with the same bad Fighter choice at level two and three but he does have the option to instead take abilities from their other class. To me the easiest way to give Fighters some sort of a choice here is to make 'Into the Fray' available when they hit second level.
  4. But you get the actual game when it is released as well for that $55 expenditure. Its not like you are paying $55 for beta and then have to buy the game later.
  5. This would make engagement into some sort of taunt where the enemy has to attack the tank. I'd be against this. The engaged enemy just can't leave the area around the engager, but they are free to attack anyone that they can reach from where they are. Seems fair to me. If you don't want your Rogue getting hit use a pike and stab it from afar.
  6. Spells do not have any damage adders to multiply with Might, they only get Might. So changing multiplicative to additive makes no difference to a spell caster. Melee gets lots of damage adders. My Witch Berserker/Soul Blade gets 1.48 multiplier from his base 21 Might with +5 from Frenzy. This multiplies all his other adders+40% Biting Whip +15% Fine Weapon +25% when Blooded gets activated +20% when One Stands alone gets activated Total of +100% or +75% if not blooded His fast attack speed clubs do on average 13 damage base and 38.5 damage fully buffed (33.5 without blooded) at an attack speed of 0.3 seconds and a recovery of 0.5 seconds In the time it takes your Wizard to cast a single spell at 3 seconds I will have had 3.75 attacks and an average damage of 125 damage done. Now do the same with additive and you get +148% damage fully buffed or +123% without Blooded Average damage of 13 base and 32.2 fully buffed and 29 damage w/o Blooded. In the 3 seconds he now only does 108.7 damage.
  7. Just goes to show you that no one wins with biological warfare
  8. Looking at the detailed combat log it shows your damage being adjusted by all your normal modifiers and then that total gets hit with the 0.3 multiplier for under penetration.
  9. You get a copy of the game for $55 (plus Beta access) which is like what a new release game costs anyway. Plus finding what is broken as far as being overpowered is a lot of fun. You also get a way to help shape how the game comes out possibly.
  10. If you go to the backer page you can select the $35 buy digital game and then hit the upgrade for beta access, I think it was $20 or something like a total of $55. This is what I did the day after the Beta went live and it has been money well spent.
  11. ^This^ Well except that I'd make an Orlan from Aedyr who'd have a 2 Strength and a 20 Resolve. At low levels you might be autoattacking with a Wizard but as you gain levels you gain a lot of spells. At level nine, which is not exactly high level, you get nine spell casts - two 1st level, two 2nd level, two 3rd level, two 4th level and one 5th level. You get these for every encounter. It will be few encounters that see you go Winchester on spells and I don't see how higher levels and more spells will lead to a different situation.
  12. Unless they redesign slog zones to make them more annoying, the current 'move a little slower through them' with every other race is barely noticeable. It adds some nice atmosphere and I like how it feels when I'm in it but it doesn't ever make me wish I had picked an Island Aumaua instead of anything else. The old extra weapon slot island Aumaua was probably my most picked race, that extra slot was just so useful. Here it'd be even more useful with the weapon cloning across weapon sets. Have your best sword set up in a single wield, with a shield and with another sword for maximum flexibility. If the reason for the change was due to the Blackjacket I'd much rather revert back and get rid of or change the Blackjacket.
  13. On character creation a Monk (appears to affect all varieties) shows more damage on the inventory sheet and inflicts more damage in combat than what the inventory sheet and combat shows after a save/load. After the save/load the unarmed damage is like half of what it was, half of what a dagger is as well.
  14. The human racial is still noticeable if it gets to activate. +7 accuracy and +15% damage aren't bad. On a Streetfighter or a Barbarian you can stack additional bonuses when you get low on health and really put out some pain. The Island Aumaua racial is completely useless except on specific maps and then its merely useless as the slight mobility speed debuff is not crippling in the least.
  15. Seriously the old Island Aumaua with its extra weapon slot was a great choice for lots of character builds. The new 'able to walk faster through quicksand' seems like a poor joke. Currently only Fighters can get a third weapon slot and only the gimped BlackJacket subclass can get the fourth. To avoid any UI issue of an Island Aumaua Blackjacket having five weapon slots just have the Island Aumaua racial block taking the Arm's Bearer ability, or a better solution is to give BlackJackets something else or just delete them from the game. Giving up Constant Recovery for an extra weapon slot is the worst trade ever. Then a Fighter can get three with the ability, three with selecting Island Aumaua, three with Blackjacket or four with either Blackjacket and the ability or Blackjacket and the racial. Non Fighters could get a third weapon slot from choosing Island Aumaua or by taking Arms bearer from the new weapon proficiency general abilities list. If you got rid of the Blackjacket subclass you could let island Aumaua take Arms bearer and have four weapon slots.
  16. I find it easier to just kill off the starting companions and then using the mod in this thread, use the 1,000,000 gold to just recruit companions made to your specifications and then outfit them from the expanded store in the mod and then use' add experience to level x' and bring them up to match your main. With enemy scaling set you can even crank everyone up to level nine and see how the higher level abilities work.
  17. Multiclass in a Cipher and add Biting Whip to your Dual Scepter guy for truly impressive damage output. I like a bow, hunting or war, in one slot and dual scepters in the other on my Rangers (usually are Cipher multis as well). Start from range and then move up and use the scepters which also have no melee malus.
  18. For healing received I'd actually like to see it moved to Constitution. More con gets you better healing. Multiplicative Might is just too good in my opinion. It trumps all other design decisions and by a large margin. Additive Might leads to more design flexibility as perception and dex compete favorably with an additive Might. A helwalker will still be self buffing up to a 36 Might for a +78% damage boost which is massive. A multiplicative 1.78 is game breaking (not saying it wouldn't be really fun but it would be too much)
  19. I've pretty much only rolled multiclasses and also make fully custom made teams full of multi-classes. Here are the results: Cipher based Witch - Soul Blade/Berserker - Outstanding damage, attack speed and penetration, not to mention Carnage. Dual wielding fast weapons (one of the few that are not bugged like the heavy one handers). Deflection is not great but Will is solid with Iron Will (+15), The Chainsaw PsyBlade - Soul Blade/Devoted - great damage, penetration and attack speed. Not as exciting as the Witch as Fighter is not as fun as Barbarian. Very solid. Transcendent - Soul Blade/Shattered Pillar - much more micro intensive then the Witch and Psyblade as Monk abilities are really short durations like 10 seconds and lots of clicking to fire off a Torments Reach. If you don't mind the micro they do well as the Cipher part adds a lot of damage. Inquisitor - Soul Blade/GoldPact - One of my favorites, very solid defenses, great single target damage, good armor plus all the Paladin goodies except aura. Set up with dual wielding fast weapons like clubs for the accuracy and ability to decrease Will. Seer Sharpshooter/Beguiler - using dual wielded Scepters this guy puts out a lot of ranged damage with like 12 penetration. Does good damage with a bow as well. Start the fight with a Phantom Foes and every target is sneak attackable and their goes the malus for Beguiler. Really fun, my favorite ranged guy. Mindstalker Streetfighter/SoulBlade - really really big damage with Biting Whip + Sneak attack, little on the squishy side though. Cipher lets you do AoE afflictions and then wade in and get massive sneak attacks easily. Paladin BasedFanatic BleakWalker/Berserker - absolute beast. Massive damage, attack speed, penetration, FoD, auras, carnage and great defenses. Not as much damage as the Witch but so much more durability. Dual wielding fast daggers or stillettos this guy is a killing machine and lots of fun. The Carbide Chainsaw Crusader Unbroken/Shield bearer - more engagements than anyone else but they are not that useful when you get 6+. Solid, strong defenses but rather boring. Votary - BleakWalker/Shattered Pillar - great defenses, little heavy on the micro with the Monk but very effective and fun. Probably what the Juggernaut build will be based on. Can make good use out of Dance of Death as your deflection will be high enough to get a lot of misses. Templar - Priest of Wael/Darcozzi - the addition of mage defensive buffs like Arcane Veil and Mirror Image to an already tanky Paladin is awesome. Tanks like nobody else can. Plus you get priest spells. Its almost like a triple class. HolySlayer - Goldpact/Streetfighter and Bleakwalker/Streetfighter - has enough defenses to make great use of the Streetfighter's desire to be flanked. Probably my favorite Rogue as it is tanky enough to not need to be watched all the time. The Bleakwalker version gets better FoD and aura while the Goldpact gets Gilded Enmity and Lay on Hands, both are solid picks. Herald Darcozzi/Skald - great defenses, auras, Lay on Hands, plus enough picks to get the good invocations. Very solid support. Chanter BasedHowler Mage Slayer/Skald - Skalds are great and barbarians add carnage and other good abilities. I find it easier to just stick with very few chants and only a few invocations like the AR debuff and the Paralyze. This frees up a lot of points to get placed in the other class. I need to run some Monk builds. I held off due to the heavy one handers being bugged and I thought something was screwy with unarmed damage, or at least how it was displayed on the character screen.
  20. The multi vs single class Ranger is going to come down to how important/useful the highest level Ranger abilities are compared to the flexibility that Multi-classing gets. If the pet was substantially weaker with a Multiclass that'd pretty much ruin any reason to ever multi class a Ranger. A Ranger/Cipher gets some huge damage buffs from Biting Whip, +50% damage is no joke. The pet takes a few abilities to make it good which is not a real problem as multiclassing gets a few bonus abilities as they level up. Plus a lot of the Ranger abilities can be skipped. The Marked Prey and its upgrade are good, Wounding Shot is good but the upgrades are easily skipped. Pet Knockdown pales when compared to any sort of Cipher CC. This means it quite easy to focus on a few key Ranger skills while making the Pet powerful and still have room for some cool Cipher stuff. Or go Ghost Heart for the summoned pet and not take any of the pet abilities, instead spending those points on your other classes abilities.
  21. I just rolled up a single class Ranger and a Multiclass Ranger and consoled them up to level nine. The pets are the same, only abilities chosen like vicious make a difference. Their stats on the character sheet are the same and in combat there are no hidden modifiers like penetration. A single class pet is the same as the multiclass pet.
  22. I'm pretty sure that Might, or Resolve in the next patch, are the only modifiers on spells so its all the same as there is nothing else to add to or multiply except for the base damage of the spell itself. Now if 'Sneak Attack' applied to spells that'd make a big difference and be quite interesting. Or Sworn Enemy/Marked Prey or any other type of damage booster.
  23. Directly from Josh Sawyer, paraphrasing (starts at 36:30 on the Twitch stream during a discussion about traps [which are also being tweaked when it comes to player use, but that's another topic]): We want to encourage people to be careful, but we don't want to encourage rest-spam. This presumably that would also cover 'save-scumming'. Also Josh seems to agree that 25%/50% health loss is too much of a penalty for a frontline combatant, which was one of the main things discussed in this thread. Another point seems to be why they want to encourage resting. Paraphrasing again, resting is intended to be more centered around food bonuses gained and lost. I interpret this to mean that rest-spamming for injuries isn't really what they intended for the rest mechanic, so that's one reason the injury system is being tweaked. ==== Sounds good overall to me, FWIW. Four injuries = autodeath (except on Story Mode), some cause health loss and some don't. Less of a health penalty for those that do. And nice balance between injuries matter and injuries matter TOO much. If they tune the difficulty such that you need to have superfood bonuses to overcome the enemy and then limit the amount of superfood available, you could have a system that'd really discourage resting. But that's not in the cards so resting or not will revert back to the old honor system or whatever head canon house rules type scenario each individual chooses to roleplay. Which is just fine.
  24. Only the heavy one handers like swords and sabres are bugged. The spear is actually coded properly at a 3 second recovery just like two handed weapons. I definitely agree that you should first fix a bug before you try and tweak anything.
  25. If Strength becomes additive then there is less need to max it and those points could be placed in Resolve for better healing/Constant Recovery or into another stat like Perception or Dex for more accuracy or attack speed. As it is its just too easy to max Might and then spend the points on whatever is left. Currently I find melee to be great at its job, maybe even too good. Especially dual wielding fast weapons (I'm avoiding the heavier one handers as they are obviously bugged and broken) when you have the Penetration handled via a Skald, Devoted or Berserk. Even my Inquisitor Goldpact/Soul Blade in plate is attacking 0.5 seconds with a 1.5 second recovery with no speed boosts or dex bonus. When the Witch Berserker/Soul Blade gets to rocking with Frenzy, Bloodlust, Biting Whip, Blooded and One Stands Alone its less than a second combined attack and recovery. Add in 50% hit to crit and **** just blows up
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