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Everything posted by Raven Darkholme
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I don't think that preventing min/maxing altogether is, or even should be, the design goal of the attribute system. IIRC, the main design goal was "no dump stats"/"no bad builds", which is a noble goal in itself. If a stat is there, it should be interesting and desirable. If it isn't, as Crucis said, why is it even there? So I can dump it to gain more points at CC? Then just drop the stat and give me the extra points from the get-go instead of having me run around with a character that makes no roleplaying sense for the sake of combat mechanics (how do you even picture a MIG 18 / CON 3 character in your mind?) I do not think min/maxing is a plague to be eradicated; it is a perfectly viable playing style. What it is not—and should never be—is the norm. Min/maxing should not be the best way to build your characters and play the game, as it is right now in PoE. It should be hazardous. A score of 3 in CON is barely above the threshold for survival; enemies should be able to one-shot you just looking at you sideways. Likewise, if your RES score is 3 your Deflection should be so low that a mild gust of wind could knock you prone. The penalty from dumping a stat should roughly be equal in magnitude to the benefits from maxing another. That would force you to make hard decisions on how to distribute your points at CC, and jack-of-all-trades characters would be rewarded. Last but not least—min/maxing is a powergaming activity, and powergaming is not the norm or the way a game is meant to be played. There is nothing wrong with it, but the game should not be balanced against it, so it is not surprising that the game's very easy when you min/max and powergame—it is balanced against jack-of-all-trades builds like the joinable NPCs. As a side note, imho the attribute system should not be tailored to the shortcomings of other systems, such as AI and encounter design. Each system should be optimized on its own. To say that the attribute system should be X because encounter design is such that Y would ensue is poor design (it implies that Y should not or could not be changed even if it's clearly sub par.) If you are willingly and knowingly exploiting AI's poor targeting clauses, you are powergaming. Again, nothing wrong with it but you can't complain that the game is too easy (though complaining that AI should be smarter and encounter design should be better is a perfectly valid argument, and one I support.) Here comes to play what I complained about before: Wth do monsters do standard damage on Potd? And they don't only do the same damage as on hard/normal but also as on easy. I know raising difficulty solely by damage is bad, but to completely leave damage out of the difficulty is just bad design. While better AI remains desirable, PoTD would be much better if monsters did more damage than on other difficulties. Thats one thing I liked about Skyrim, even though it wasn't a tactical game, the damage calculation was good. 4x monster damage on hardest and lower player damage to boot. (Last part is unneccessary but still considerable in my eyes.)
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Now, as much as I'm still not convinced that changing stats around is necessary in the first place, I do think this is a very interesting idea. If the developers are determined to devote time to this, Crucis' idea is worth looking at. Though personally, I'd be much more excited about the return of auto attack and fixing my Moon Godlike's Silver Tide so it heals me and not just everyone else. PS in regards to something that was said in another thread, again if the developers are determined to devote time to this that they could be spending fixing bugs, also adding in a free respec would be about not feeling cheap using the console. I know it can be done, but it feels like cheating, and I've avoided using it so far. Thank you. I don't even know why MI affects fort to begin with its already a super good stat.
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Points in STR also contributes to fortitude and tends to be more useful because they boost the damage of your attacks/abilities and the potency of your heals. Pumping STR, PER, and RES gives you a decent baseline in each defense and then you can distribute the rest of the points as you see fit to match your build. If you're ever particularly worried about your tank lacking high fortitude choose to make him a Coastal Aumaua for bonuses against prone and stun. In the case of a Paladin INT is very useful for aura range and abilitiy duration, which really leaves nothing for CON. With Faith and Conviction bonuses (5/10/10/10 base, can be slightly higher with disposition bonuses) and the Outworn Buckler (+5 to all defenses, applies to other party members in a small radius, can stack with other item defense bonuses) you can get your fortitude plenty high. Thats why I talked about maxed tanks i.e. solo adra.
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Just finish the game now, there isn't even a changelog yet, let alone a stable version. It's bad because they aren't equally good. If Perception effects accuracy it becomes the single best stat, for everybody. No amount of Might matters if your attacks don't hit. No amount of Intelligence matters if your spells miss. Maxing out Per becomes essential, and if everyone has the same Per, there is no point in the stat existing at all (other than to gimp NPC companions). Now, if it where split, so there where different stats for melee, ranged and magic accuracy, that would be a different matter. I believe your accuracy would stay the same as now if you had 10 PE since it is the base value and only get better above and worse below. Even my ranged cipher which is not pc has 10 PE and RE only so her def is not totally assm
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I don't think leaving her alive is considered a "good" rp choice either.Just look at the dialogue you have with her and you will quickly see she is an evil beast which would rather attack, kill and feed you to her young anyway if you weren't smart enough to pick the one option (which requires you to have a certain attribute high enough if I'm not mistaken) that doesn't let her attack you.
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Someone has to hold him though. If a tank doesn't engage him he will just run at whoever is ranging him and barf on them. So not everyone can stay at range BUT I do get your second point . CCing when hes going to breath is where its at and what saved me late in the fight I should of started earlier. I let the adds distract me. I DID win it just wasn't as smooth as I would have liked. I think he means permahold him with binding roots.
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Jolting Touch has very weird and probably bugged interaction with Barbarian specifically. each Jolting Touch and jump triggers Carnage which in turn triggers another round of Jolting Touch. so every target in Carnage range gets hit with a Jolting Touch + a jump JT hit + a Carnage AoE from Jolting Touch. obviously it doesn't work that way with any other class. Lol thats awesome. And probably unintended as you stated.
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In PoE if you don't solo you pretty much powergame no matter what your stats. As to BG I don't think soloing the vanilla game was hard. The first solo I did on BG 1 and 2 was with ScS difficulty mod and though I did not understand the vanilla game perfectly I breezed through it with a blade. Keep in mind, that unmodded BG is nothing compared to SCS. The big mistake they made with PoE difficulty, they missed out on increasing monster damage, going from normal to hard. They should have increased monster damage by 50% on hard and maybe even increased it by 100% on PotD. I know better AI would be a better buff, but since all unmodded games go the damage route, they should at least have done that too.