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flamewavelight

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About flamewavelight

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  1. I am not sure what your point is here. Shouldn't evey class be able to win solo on Path of the Damned? I'm not bothered by the Paladin's power level. The Paladin just feels pretty bland and non-interactive in combat. Also, he makes a relatively poor tank, it seems, compared to the Fighter, which seems a little out of concept. For tanking I'd expect Paladins and Monks to be tier 1, Fighters and Barbarians to be tier 1 or 2. I am sure that there are some power games who can win with Paladin on PotD. The question is the relative difficulty - plus I would not want to balance classes around solo plays - I would rather that they are balanced to be in a party and contribute meaningfully enough that it becomes a hard choice if people drop a paladin (or any class). Lots of paladin abilities are not very fun now. I would like some changes: 1. Replace the on-kill abilities with something else. Reason: you can't expect a support character to also reliably kill. Its a perfect character then. 2. The paladin is described as someone who buffs individual (compared to the cleric buffing groups). I agree - but give the paladin some good solo buffs - which improve attack speed, might, action speed, whatever. (Not stuff which just delays effects, and is very defensive). 3. Give the auras for free. Let players choose which one to use when - increases player decision, makes it a more active class. 4. Make Paladins / Clerics in the party affected by Reputation too - both positively and negatively. 5. Give them some useful per-encounter abilities (like Holy Radiance for Clerics). Apart from Lay On Hands.
  2. Some more feedback on Readric's Hold: The overall set of maps is really nicely designed, and was the most fun till date (killed Maerwald so far). Some issues: 1. The front assault route needs to be much more difficult. I play on PotD, and: A. The guards were a cakewalk B. The first group inside took 2 tries C. The second group inside is slightly harder, but still took only two tries. D. The two groups (separate) in the hall were down on the first try. Compare this to the fact that I tried to kill Raedric's, and got wiped by his archmages, and champions twice. Plus it feels much harder. MAIN Issue: Raedric's fight seems to be get changed for PotD, but the other groups dont seem to get buffed / improved. Given that there are multiple sneaky ways of getting in, plus the fact that its a frigging keep, it needs to be better guarded. Suggestions for Hard Difficulty: 1. Add one each of mage / ranger / druid to each group in the central pathway. 2. Reduce a paladin in each group (where there are more than two). 3. Add an invisible / stealthed rogue to the groups. The groups in the temple above also need more / difficult / varied opponents. Note that I am not asking for the overall difficulty to go up: the sneaky route does not become more difficult. This is for those who want the frontal assualt option.
  3. I have the "auto-pause on party member finishes ability". This is primarily because after they do they will just stand around. But, I have a paladin (with one active ability, Lay On Hand). Even if it is not being used, I still get the "Paladin finishes ability" pause. Why?
  4. In the keep, while fighting multiple paladins, I noticed that one of them had three stacks of Zealous Focus. Does it stack? If not, why show it three times?
  5. PoE is a great game with a great lineage. I have really enjoyed playing it (just reached a certain keep on PotD difficult - switching down to Hard for some fights without a shadow of a doubt) Some feedback to make it even better (with my personal bias, of course......): 1. Encounter Design: The Good: Monster encounters are nicely designed for variety. Different monsters have different HP, stats, and numbers. Monsters also fit the lore - i.e. different areas have different monsters. The Improvement: Monsters: A. Monsters should have some abilities from classes: Constant Endurance, Savage Yell. Eg: Just rename Constant Endurance to Nature's Gift for Trolls / Forest Lurkers, etc B. Have more ranged monsters C. Find a way to make shades, shadows and other spirit encounters more interesting and less un-fun for the regular player. Humans: Human encounters can be improved a *lot* by: A. Having more rogues, corrupted / fallen clerics, monks or other classes rather than the generic Bandits and Looters will help increase the variety of encounters. B. Give abilities based on their class, or just multi-class them and give them abilities across classes. Dont give them CC abilities. Give them self-buff and enemy debuff abilities. C. Have more ranged antagonists: both archers and casters. Script the casters to buff their team, debuff the enemy, CC and hit from the back. D. Have *more* human encounters. i. Create scenarios where you need to say (a) take out a village (b) defend a village © stealth attack the commander (d) poison the river etc All this could be on one map, of course Doing the above will let you reduce the base HP of the enemies, reduce their numbers and still make the encounters challenging since you can't just auto-attack. 2. Level Design: I really loved the keep level where there are multiple ways to achieve things. One map of this type with four ways to achieve the final outcome is worth has so much replayability that it is worth four maps where all encounters are fight, rinse and repeat. I would love to see more maps like the keep with its: A. Three levels in a single level B. Multiple approaches More ideas to use: A. Let the level be complex. Keep it in a side quest. Then you can make it as complex as you want. B. Keep some more interactivity. i. Go in and remove the warning bell OR kill the man in charge of the warning bell OR do something outside of the keep to lure people there to make taking out easier. Please design more levels where the quests are multi-part, where your choices have meaning. (Age of Decadence anyone) 3. Balance: A. Shades, phantoms, shadows (based on general discussion and my experience) seem to be half a level of difficulty higher than all other encounters. B. Considering that these are not boss fights, please nerf them - I got to the state where I hate them. C. Please balance different classes so that picking them is more about my likes and dislikes than about how powerful the class. Currently, Ciphers are quite OP, while paladins are quite UP. 4. Difficulty Levels: A. The stats increase in PotD reduces the fun a lot. It changes the focus to having a high enough accuracy - requiring a huge focus in that area. It would be better to have other ways to increase the difficulty level. B. Separate the "Number of Enemies" slider from the "Stats" slider for difficulty. (People are intelligent enough to use two sliders). C. Introduce a "Abilities" slider. This will increase the abilities on enemies, and is much more likely to make encounter more than fun, than just not being able to hit them. 5. Manual and Strategy Guide: I got the strategy guide. Some complaints here: A. The spell descriptions should have been in the manual. I should not have to buy a guide separately for that. B. The guide is not really comprehensive, nor does it address difficulty levels. C. The lore in the guide is one of the best parts about it. The Collectors Book lore is unreadable graduate school level stuff - I don't want a treatise or a Phd, I want fun lore. 6. Skills, tool-tips and communication: A. There need to be tool-tips that give details on basic indicators: Eg: My ranger has +12 accuracy for his melee weapon than for his ranged weapon, and I have NO IDEA where it comes from (feature, bug, what?). A tool-tip on the accuracy stat can say, like so: Base: 25 Marksman: 5 Zealous Focus: 6 etc You need to add tool-tips in a lot of places. Seriously. B. You need to make mechanics more clear. I keep reading discussions on whether numbers are absolute or percentage (take Marked Prey, for example, it is mentioned as +20, but is actually 20%). You need to be more clear on whether buffs / de-buffs are additive or multiplicative. (The other POE - Path of Exile with its nomenclature of "more" for multiplicative and "additional" for additive comes to mind.....) C. The tooltips need to be updated to make things clear for damage, de-buffs and what components are (and are not) scaled by intelligence. 7. Patches and Bug-fixes You guys have a great game - and your own IP. You can rock with it. Please patch, bug-fix and balance the hell out of PoE before moving your team to the expansions. Hell, put everyone you can on the patches. This will give you a rock-solid, stable engine to build the expansions on. 8. Add Modding Support Upgrade to Unity 5, if that is what is required to have modding support. Provide modding documentation. This will really help create a modding community which will make PoE's expansions and PoE 2 shine.
  6. Different people like different parts of games. I can understand your feelings, because I do this too. Buy games on sales, playthrough the first few hours - multiple times, and then put them aside. What it tells me is that I really like variety - for example, the Age of Decadence demo has a wealth of options at the start. I really this process in Divinity: Original Sin: I played through the tutorial and the first few fights more than five times with different characters. The learning curve was really nice there. Can't say the same with POE, though. Played once on Easy, once on Hard, now almost finished Act I on Potd (Dropping to Hard for those ****ing shadows......)
  7. +1 Tooltips would certainly help. Detailed tooltips would help even more.
  8. +1 I would like to have the option to have a separate pause and unpause keybind. I dont think it is too much development effort either (to separate two keybinds)..
  9. Added this to the community bug tracker: https://github.com/PoE-unofficial/Pillars-of-Eternity-bugtracker/issues/11
  10. Hi, In the very first map (Encampment), I pulled the wolves to the carvan. One wolf attacked Heodan, and the other got into some other people. They killed the wolves, but the game just refused to get out of combat mode. OS: Windows 7 Difficulty: PotD
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