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evilcat

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Posts posted by evilcat

  1. KS, it probably give idea how expected the title is, and how far devs can go. Sure, why not.

     

    Hero, i prefer new hero with his own story. Since i like going from level 1. Just to live again joy of 1st named weapon.

    After PoE and WM there is not many beings presenting threat to fully leveled and geared up watcher.

     

    New companions, some companions as questgivers, some as party members. A whole new journey.

  2. There are different aproaches. For example we could play Cipher as primary CC, so for that style starting with high focus is important.

    Making powers really different in cost sounds very good, since that makes real and fluent tradeoff using a lot of low level powers or one high level, cast small effect now, or wait for bigger.

    Other aproach would be buffing Greater Focus to fallow new values.

    And as we are it buffing Draining Whip. (assuming new cipher is now below class avg)

    Or revoke starting focus change, back to 50% max, so cipher can start big but need to chill for longer, that is always some balance.

    Also high level powers could have effects match new cost (buff them) high price high value.

    • Like 1
  3. I have the feeling that cataloge "Character Builds, strategies & Unity Engine" should contain builds, party comps and other "Estoc vs Greatsword" topics, not compains about nerfs. Valuable beta feedback would look better in General Discussion. It would be even better if Mods would make a separete cataloge for "Beta feedback and suggestions". However this is community forum, so community could make mess here as well. ;-)

     

    It is a bit disappointing since from the topic title i expected something like heavy melee pike cipher, who is more autoattack focused (or something like that). But it was trap. :-(

     

    The good thing about nerf:

    - can play cipher (my favorite class) witout feeling i pick easiest class, more attencion to party

    - steering ciphers to more arcane warrior style (50% AA, 50% casting) which is different

    • Like 1
  4. I do not have big problem with stocking weapons, sell them or keep them for times they will be used (which will never come but nevermind). And just use this couple which are good for me.

     

    The idea of display in stronghold with rare weapons, or other relicts of fallen bosses is interesting. It is probably waste of time since it does not bring that much to gameplay, but it is interesting idea.

     

    I would love the implementacion of special enhancements being craftable, stuff like drain, spellstrike, bash... maybe not spellstroring since that is too much variants.

    + special enhancements would require part of endangered species, even some minibosses could drop special "gems" which could be used for that legendary enhancement (but with any weapon of choice)

    + ability to name crafted loot

     

    It is rather limiting when players choose greatswords since named loot is good and easy to get.

  5. With or without craftable headgear there should come the time to rethink godlike abilities and stats.

    Somewhere early there was talk about Godlike being balanced by lack of hats, and having OP class abilities. But it was not severe limitacion since headgear is mostly cosmetic. But...

    - godlike abilities are not that godlike

    - there is pleanty of good hats and haing +2 to something secondary as perception or resolve is generally good.

    - some of human races abilities (Wood Elf) are by far better for wide range of builds

     

    So that is something to consider.

    Maybe in future release Godlike stats should be mix of base race and +1 for deity based stat. So they will start the game with +19 stats.

    That would be kind of OP we deserve.

  6. Yes Roderick Hold is most interesting dungeon with multiple paths and good background. It is also place which have some fallow up later in the game.

     

    Durgan Battery is well done. That minighosts bought me.

     

    Some other dungeons lack wow-factor, but this not mean they are bad. They are what player would expect.

     

    There is little point in complaining about Endless Path since it is realisation of Kickstarter promise. Endless Paths also have some value to test our builds in combat without too much plot. After Defiance Bay that is variety. It also have some value as exploration on 1st walkthough. On 2nd and after there is less novelty, so it could get boring.

    • Like 1
  7. 5. Rest mechanics. The same players (but not me this time) probably will also now avoid the resting, since now it involves fairly long process of selecting beneficial effects each time when you press the rest button. :) So the game will become harder for them, in a very roundabout way. It's not hard to do, for me at least, so I don't mind. And it's better than it was before, because Survival now actually does something. But I've got some vague feeling there will be complaints that "it's too long doing that every time" or something. Again, for me, it's cool. My problem is different - these bonuses make fairly easy combat even easier. Easier combat mean less Injuries. And Injuries so far are not too noticeable. So again, I think, for Injuries to work, they really need to hit hard. Meaning, after receving two or three characters should already barely walk. They are optional, after all, if you don't like them - disable them, so you can "go wild" with them.

     

    I have a bad feeling about this. Being forced to choose buff at each rest is rather repetitive and does not bring gameplay i like. It is boring.

     

    Imho there should be easier solution, like: Survival - increase potion, food duration AND gives bonus to healing effects on us.

    If that is not enought:

    +Give some small elemental resistance.

     

    I simply would prefer passive buff, which leaves more time for real play.

  8. I think that in category of personal weapon Soulbound weapons nailed it. And also this Ogre Helmet, this and Grey Sleeper have as fancy exposition as possible. And you cant beat that, so just do not overdo it. There could be more soulbond weapons, there is only one 1 handed so that is something to correct.

     

    Hairloom weapons... a lot of work on setting artificial limits upon players (WotC would be proud). Not much gain.

    "Special" enchancements on weapon/shield/armour + name the item option and it is all for me.

     

    Stronghold could be done in a way which compromise time to develop and player happiness. Remove facebook builder elements, raids, and add some story arc, with world recognicion. There could be just one stronghold but more storydriven than so far.

     

    But no big complains, just something to work on in PoE2.

  9. Does sound like the stack defense bug.

     

    As an aside, I think this area is the worst in terms of how much bloody combat there is some areas.

    That is something.

    This is part of quest when we just came to talk (and collect Devil) but before we need to fight in fillers. And all this fights are more or less the same.

    Big improvment to the dungeon: After 1st fight with construct we can use "machine" to call Galvino and explain that we came in peace and stuff. So we can just get in with constructs watching.

    However, if we ever decided to kill Galvino constructs may get mad.

    • Like 1
  10. I do not have major complain about loot in PoE.

     

    However it would be nice if weapon/shields/armours have a 4th enchantments category, lets say "legendary" with unique magical effects (draining, marking, tripping, spellstrike...) Probably not all, but these considered most desired.

     

    Reason: Allows to have interesting effects of our weapon of choice. Not being limited by "best weapons come with Greatswords so this is way to go". (Souldbound walks around it a bit)

     

    + ability to name generic self crafted loot for some personal touch.

    • Like 1
  11. While it is possible to play Paladin in a offensive way, this style is not very encouraged by abilities selection, since most of them are supportive.

    The best offensive ability sacred immolation works just as good on tank, or reading scrolls.

    FoD is not that powerful. And sworn enemy is /rest, so it is hard to count on it in every encounter.

     

    There could be more offensive paladin abilities/talents for folks who enjoy "Eldricht Knight" playstyle. It is popular archetype so its worth.

    Abilities like:

    - Modal cover your blade with flame (or acid)

    - When you slay enemy, they explode

    - You gain the benefit of Coordinated Attacs for yourself as well.

    - Finger of Death variacion of Deprive the Unworthy

    - Make intense flames also grant +1 FoD use

     

    In most classes it is better if there are like 2-3 set of abilities for different playstyles. With casters it is easier since there is always so many spells to choose from, but martial are more limited so far.

  12. A lot of epic loot comes late in game, so fancy builds are played "normal" for most of the game.

    With respec there is a more freedom with builds, and space for experiments, for example player can change character talents to use specific weapon or change the role, with same stats. Which is general improvment.

    Really fancy builds create a bit more buzz, since they are more original, but this not mean they are "more powerful".

    The whole concept of "most powerful build" is hard to measure in single player game.

     

    There are two types of relation of gear and build:

    1st ) Gear just makes things better. Like rogue with gear which blinds enemies, it dosnt change the way we play, just makes easier to land SA. Or Stormcaller ranger could use any other bow(small tweaks) or firearms (avg tweaks) with same stats and many abilities/talents same.

    2nd ) Gear which defines build. Like Barbarian with high int and per for stun/trip on crit weapon. (or apply any other timed effect) Without it, builds still participate and does something, but potencially is not as impressive. In this example: mass interupts are also fun, but mass trip is funnier.

     

    ... and both are ok.

     

    I do not think PoE is lootcentric in way Diablo or Borderlines is. Just getting nice items is part of genre. Players are more or less exited for Soulbound weapons and stuff, so it is a part of making good cRPG.

     

    A lot of "state" of the game may be result not of some deep though but just random idea, which may be not bad, since single spark of genius is worth more than overthinging. Plus, in game is not everything devs wanted, but what they have time for.

     

    I hope that with each PoE episode there will be more: named loot, crafting options, talents opening fancy builds.

     

    Q1: Probably do not using powerbuilds myself, so do not care much about them.

    Q2: I prefer to have character which can do more than less.

    • Like 1
  13. I'm at level 5 (nearly 6) and thus far the only companion I don't have a handle on is Kana. I don't know if it's being a chanter, or just that Kana is fragile, but more often than not Kana bites the dust (trying to use as a tank along with Eder). Iirc I'm playing on normal for my first play through and combat rarely lasts long enough to make user of his chant spells. So o need someone else to fill that Tankie role, I can't as my PC is a cipher.

    For Kana try:

    Talents: Ancient Memory, Superior Defence, Weapon and Shield style, (Beloved spirits) (Cautious Attacks) (Bears Fort) (Deep Pockets)

    Weapons: 1 rifle, 1 greatsword, warhammer + heavy shield

    Chants: Harbringer of Doom + 4sec

    Items: all the goodies like +9 deflection ring, or some + resolve, or belt with slash reduction

    Kana should be enough on hard.

     

    However at least before level 9 You can swap Kana for Pellegia, and Paladin could be a winner.

    • Like 1
  14. IMO it is more important to expand existing classes before creating new one.

     

    Make old classes work better:

    Chanter - some good tier II chants; a way to use high tier chants and high tier invocation.

    Barbarian - high INT barbarians feel a bit weird. Maybe some talent to just increase carnage range.

     

    Just add more talents worth taking, so there will be more builds. Like "all your healing effects +X %" or stuff like that or "Get bonus concentracion" or "Your interups last longer than they should".

     

    Add abilities to existing classes to allow to spec in different kits, like:

    Figter - can go dps, or defender, or CC monster.

    Druid -  spellcaster, or full time beast with specific abilities depending on form (like cat can leap, but boar can charge) and choosen element.

     

    If new classes must apear, they better be somehow related to lore, and be setting specific. Not just copy from DnD. Some ideas:

    - Animancer - trapping souls from fallen enemies, and either turning them into small constructs or for some effects. Never again waste good corpse.

    - Favoured Souls - not like priest but more Champions of God (more warrior type). However it may be too similar to Paladins, or just could be done with Godlike racial talents. The idea is that character serves one of gods as sword, and get blessings for that. And each god have different blessing, and you can have only one god. If done by talents could be more severe than +10% dps. More like "Skaen: Gain 50% Sneak Attack, but lose 30% health".

    - Acheologist - dedicated to study Engwithans technology and redo it creating portable souldevices of different purpose, each Archeologist have his own customized device "Soul Gaunlets". Similar to soul machines which could be found in ruins, but smaller. Unfortunetly Soulgaunlets need some health resource to power up leeching from Archeologist or willing (or not) target.

    • Like 1
  15. Druid tank sounds like an interessting alternative.

     

    Would I use the same stats as mentioned above or would her healing/casting output be too low?

    Druid tank is good alternative, it tanking as much as possible in this game, but then you can play with spells.

    Base would be Might/Resolve/Int 15 and nodumped Con. The rest is up to taste, some points in Perception (12+) helps with landing CC. We can also healself and others so higher Might is good.

  16. I think that there are two instances when you can increase attribute for PC. However both are a bit darkside. No pain no gain.

     

    I doubt mass attribute points increase would improve gameplay in any way. Since high dungeon design will just adjust to that. Monsters hitting harder, more hp and stuff. So there will be just bigger numbers everywhere.

    Talents/Abilities are generally more specialized.

  17. Well there are probably some better combos assuming total freedom of talents/abilities, but things to start with:

    - Monk wounds and swift strikes on any front fighter

    - Every character with some chants, and summoning phantom every 12 sec, or any character with little dragons. Generally with chants/invocation you can pick 2+1 and be done with class.

    - Any melee attacker and rage mechanic. Cipher focus. There should be a lot of focus, and sometimes we can nova something heavy.

    - Every caster running Relentless storm

    - Caster with very high Perception, small Might and just collection of all CC/debuffs.

    - Paladin tank with Priest tier 1. spells in 4/encounter (blessing, arour, healing good trade)

    - Any class with any caster 4/encouter spell level.

    - Rogue with Carnage

    - Recless Attack + Deathblows + Armour Grace  on character with high survivalability.

  18. Something about classes:

    In MOBA games (DOTA or LoL) there is pleanty of champions, and all of them are a bit different, but if we look at them more meta, they consist of 20 abilities with different numbers, animation and fancy name. So generally classes are just permutacion of same action "deal more dmg" "take less dmg" or "stop enemy from doing dmg". Something to consider when thinking about classes being so different.

    And there is nothing wrong in that. Fluff is important part of RPG.

     

    Classless systems:

    In some games it works. IMHO best variant is "skill specialization" like in Divinity Original Sin or Harebrained Shadowrun. PC have some freedom, but specializing in one sill brings stronger stuff. Also some skill trees have better synergy due to using same atribute, or same weapon type (melee/ranged) or from simple fact that character can do just one thing at any given moment.

     

    The problem with classless system is that it leaves less space for class mechanic. So no cipher focus, monkish wounds or chanter chants.

     

    Advantage of classes

    Classes are a bit easier to balance since there is less issues what if we combine any two talents. So some of them could be stronger since they are class special.

    It may also be easier for new players - however it is open to discussion since PoE already have some universal talents (weapon style/focus and similar).

     

    For PoE

    The big advantage of classes in PoE is that they are already in. And polishing them and expanding is less work than dismantle everything and start from ground.

     

    Note: It is something to consider if game have optional tickbox "autolevel companions". Could help new players, but in the same time could result in "autolevel builds are horrible!"

    • Like 2
  19. PC: generally something with dps (cipher, druid, ranger) Wood Elf Gunslinger CIpher was my favorite

    Eder: Sturdy DPS, 2h or dual saber, heavy armour. WM brings some good 2h weapons so it is way to go now.

    Durance: Rifleman, however he mostly cast buffs, heals, so there is not so many shots fired

    Kana: Tank, Weapon and Shield with Soldier Weapons, many toolbelt items, sometimes galant aura.

    Aloth: Fire and Acid blaster with some CC.

    Sagani: typical ranged ranger with a furry friend. Favour visious aim. Pistols, Cloudpiercer, Stormcaller most often weapons. Try to stack crits on her.

    Pellegina: Shatterstar and Shield build with good rifle. More support build (heals, coordinated attacks). To be honest not sure if FoD are really worth it.

    Devil: Ruffian dual wielding with pistols. Try to DPS with her no matter stats.

    Hilvaris: Shock and Awe dps. Specing for dualwielding and shock wildstrike. But it ends with mostly casting.

    Zuhaa: not using that often.

    Mother: Aloth, or PC cipher/druid already fill the spot.

     

    I probably play my party in most straighforward way, without any special fancy builds, oh well.

    • Like 2
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