Jump to content

Erik Dirk

Members
  • Posts

    95
  • Joined

  • Last visited

Posts posted by Erik Dirk

  1.  

    Acctually I think the current exp gain is ok.When you have played many playthroughs,you just want to level up as soon as possible to use your builds and enjoy the game.(or new dlc)

    Well said. They can make the less XP as a challenge. No need to to drag around everyone with you because you feel that everyone must follow your ideology. It's no different than social justice warriors
    The issue is the DLC content isn't targeted at end game (I know the next one is) so I had to carefully plan what quest items I wanted so as not to be absurdly overleveled.

    I suppose I could have gimped myself with worse gear instead, but that seems nowhere near as rewarding.

  2. It still sounds like a pretty lackluster boost. It'd have to be larger than 3% for most players to consider taking really high con over might, and then it'd start to become a bit too easy to become immortal through passive healing.

     

    The endurance idea wouldn't be too hard if it extended beneficial effects.

    Alternatively it could give back class resources over time, casters get a % save v.s. a successful interrupt.

     

    Again, does con really need an added effect below 10pts?

  3.  

    Would this mean you could always heal to some extent an 18 con character. I.e nalzpaca with drug crash?

    No, because the healing received malus because of injuries, CON afflictions or burden of the body is multiplicative, or in other words gets applied after all the other stuff was taken into account. If you have Burden of the Body you receive no healing as if you were weakened - no matter your bonuses.

     

    Since I would vote for an additive "healing received" bonus for CON (same mechanics as MIG's "+healing done" bonus) there would be no problem in this regard (look at MIG that does "+healing done"). We had additive "+healing received" as well as "+healing done" items in PoE so I guess it's not a problem when it comes to implementation (code wise).

    It'd be more interesting if con contributed less than might but was applied afterwards too.

    I.e. only 1% per point above 10 (no extra effect below 10 as this progressively

    makes you vulnerable to spike damage)

     

    Alternatively take it to the next level and make this effect only apply to reduced healing but at much higher values.

  4.  

    Spell shape is cool. And the Intellect increase the range of spells right? So with high INT you can shape more the spell right?

     

    With this, Int could turn even more useful to a mage than might, am I right?

    Very good question. I hope the answer is yes.

    The wouldn't make int more useful. Possibly more versatile though. I,E Might is 3% Damage, int might give you 2%.

    1 for sacrificing area 1 for duration.

  5. When we hover our mouse over a character portrait we can see all active buffs. Please give us a method to show hostile effects first.

     

    I'm sure I'm not the only one who's been in the middle of a battle when suddenly a character starts dying from a hostile effect.

    Only Issue is that you have so many active buffs that you can't see what's wrong.

     

    We already have a pretty good idea what buffs are active on our characters and AI scripting can usually handle these for us.

    • Like 10
  6. Keep in mind that 15% reduction is going to have increasing returns. I.e 40% to 25% is actually a 37% reduction

    A linear reduction to 25% would actually be as follows.

     

    0 - 100

    1 - 76

    2 - 57

    3 - 44

    4 - 33

    5 - 25

     

    Given the recovery penalty I'd suggest medium/heavy armor should always offer some protection, I'm not sure if the coding would allow this as a mod but it'd be pretty cool if different armors had different reductions.

     

    Light Armor  

    0 - 100

    1 - 76

    2 - 57

    3 - 44

    4 - 33

    5 - 25

     

     

    Medium Armor  

    0 - 90

    1 - 70

    2 - 54

    3 - 42

    4 - 32

    5 - 25

     

     

    Full Plate  

    0 - 100

    1 - 61

    2 - 46

    3 - 35

    4 - 26

    5 - 20

     

    In regards to over penetration it'd be pretty cool if it could translate to a graze to hit, hit to crit mechanic as this would be a bit more realistic

  7.  

     

    They cant improve the AI.

     

    They AI is allready at what they can do best.

    Settling for what you can only do isn't a good reason, how do you have a group of mod makers who can make more and better AI options?

     

    That just sounds like someones being lazy IMO

    Oh, we do? Please show me which mods modify the AI behaviour of enemies, I'd love to try it.
    I'd certainly take your word for it.

    However wouldn't it be quite easy for Obsidian to allow you to. I.e. give you access to party AI scripting for enemies?

  8.  

    Do we want to see the game made harder on POTD on the late levels?

    But do agree that Obsidian investing time in something that would affect only 5-10% of players might be not as efficient as putting time into something that would benefit all players.

     

    So a question arises: if the late game is easy on PotD for PotD players, is it also easy for non-PotD players on lower difficulties?

     

    If yes:

    - then this difficulty curve thing affects a larger playerbase; and it would be nice to see it tuned.

    Pretty sure the answer depends on your definition of POTD and other items Obsidian are working on.

    Given veteran players can't up the difficulty to POTD without console commands I think it's a safe bet to say it is too easy for them.

    Ofcourse coding to allow players to up the difficulty level at end game is likely a lot easier than balancing.

×
×
  • Create New...