Hoo
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Everything posted by Hoo
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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!
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Does Spiritshift still have 12 second duration?... Is it even not a bug? OMG
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Druid Spiritform Balance
Hoo replied to Arctic's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I think the per rest ability while spiritshifting should be per encounter ability, at least. -
The current Spirit**** is not so bad, but I think this needs some adjustment in terms of playthrough. The ability is semi-overpowered while playing in the early of game, but getting worse and worse with passing time. Suggestion: Make this ability a little weaker in aspect of dealing damage, especially at low level. And Give some "progress" for Accuracy, Deflection, duration, etc. In addition, the special ability which can be used while spiritshifting, e.g., Bear's Terrifying Roar should be usable per encounter instead of per rest imo.