Hoo
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Everything posted by Hoo
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I'm making 4 custom companions for my first PoTD playthough, and giving them their own roles now. I just wonder whether Constitution, including Resolve, is even useful for Tanker, because I've felt that the stats are generally considered as the worst stats and every templates drop both of stats while doing solo playing. Any advice would really be appreciated! Thanks in advance.
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I've never used this weapon at all so far, and I'd like to hear your opinions about this weapon type. Is it useful as much as the other weapons are?... I've felt that the Accuracy penalty, especially, seems too much heavy to pick this weapon instead of other ranged, though the short distance is also significant problem. What is the obvious merit by using the Blunderbuss?
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I've felt that the Spiritshift needs a little more buff, since the form is relatively getting worse and worse because the late game gears are very powerful. Currently, the forms cannot take advantage of those passive abilities at all while spiritshifting. I think Druid builds, which especially focus on the shift form, are somewhat rigid and not funny due to this. I'd suggest the form to get armors' passive bonuses, so Druid builds would be much more variable imo. Of course the AR change from the form should remain as it is. What do you think of this?
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After playing POEII, I've felt that Icewind Dale style RPG, which is focused on dungeon crawling and battles, would be very fit with your team. - The romance was not good - The interactions between companions were not good - The navy-related contents were not good - The main story and quests were bad Now what you've been doing mainly, is balancing items, skills, and classes, with adding much more challenges; combat systems. those things are very important for the IWD style RPG. Your team is doing fine for those. Such dungeon crawling game doesn't need, - Interactions between companions, because all party members are created by players - Full voice acting - The other sub-systems like the navy-related You don't need to make an effort for what you barely do well. You can focus on what you do well.
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Especially, the 8 or 9th level upgraded abilities look less attractive now, so in most cases, multi-classes are superior to single classes imo. I know the balancing is ongoing and the next patch will be the bargain sale of nerfs, but I hope someday we finally get some reasonable buffs for those unattractive abilities, in addition to several subclasses like Corpse Eater.
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The description of Crushing blow shows duplicate +20% Damage.
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Another bug, the blue highlight for lootable objects has been shown again while loading game, even though the loot was already retrieved.
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Berserker's ability tree still shows that the subclass cannot access Spirit Frenzy, Blood Storm, and Spirit Tornado.
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Update #48 - What's Next?
Hoo replied to Mikey Dowling's topic in Pillars of Eternity II: Deadfire Announcements & News
So... don't they consider any balancing-related patch, such as Weapons, Classes, Abilities, Attributes, etc., in 2018?...... -
I'd like to discuss about the current attribute system, because the system is a little unbalanced, especially in the case of Constitution and Resolve. Generally, Offensive/Active stats are considered as being more attractive, because those stats are effective for every characters; either Damage Dealer or Tanker. For example, Might is very effective, may be OP, for every characters, even if for Tanker, since the character even may attack nearby enemies via Disengagement Attack. On the other hand, Defensive/Passive stats seems a bit less valuable, because those stats do not affect until the character who got the stats is attacked by enemies; the defensive stats even need to be valid against the attacker's attack type! Deflection is only against physical melee/ranged attack, Fortitude is only against internal physical systems like Disease, Poison, etc., and so on. Every Attributes, except the two, have at least more than one offensive and defensive stats, respectively. The two Attributes, thus, need to be revised indeed, by either adding a new offensive stat or intercepting some stat from the other Attribute(s). In my opinion, reducing recovery penalty from armor might be a good option for Constitution, I have no idea for Resolve yet though. Any comments and suggestions would really be welcome!
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I'd like to discuss about the current attribute system, because the system is a little unbalanced, especially in the case of Constitution and Resolve. Generally, Offensive/Active stats are considered as being more attractive, because those stats are effective for every characters; either Damage Dealer or Tanker. For example, Might is very effective, may be OP, for every characters, even if for Tanker, since the character even may attack nearby enemies via Disengagement Attack. On the other hand, Defensive/Passive stats seems a bit less valuable, because those stats do not affect until the character who got the stats is attacked by enemies; the defensive stats even need to be valid against the attacker's attack type! Deflection is only against physical melee/ranged attack, Fortitude is only against internal physical systems like Disease, Poison, etc., and so on. Every Attributes, except the two, have at least more than one offensive and defensive stats, respectively. The two Attributes, thus, need to be revised indeed, by either adding a new offensive stat or intercepting some stat from the other Attribute(s). In my opinion, reducing recovery penalty from armor might be a good option for Constitution, I have no idea for Resolve yet though. Any comments and suggestions would really be welcome!
