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evilcat

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Posts posted by evilcat

  1. Thumbs up for Barbarian (Barbarianess?), was missing that raging meatshield.

    I like idea of story mode. It is optional. There should be tactical mode and story mode. Everyone have it is own preferences.

    I must admit that on 2nd playthough in 4th chapter in dungeon i just switched to easy. Wasnt really in the mood for big combats.

    Even better if story mode could crossset with difficulty. Story mode just skips trash battles, leaving quest battles. So no more random mobs. Does not work for Cuad Nua.

  2. Weapon and armour specialization proccess naturally. Very fast you need to pick weapon group and combat style (s&b, 2h, 2wf, range). Still can go outside build, but missing +6 Acc, and like 10% dmg ... not good. Talent slots are limited.

     

    For armors: Ranged wear light, tankish heavy, and some dps (rogue, barbarian, monk) light/medium.

     

    There are no hard limits, but some choices are just better. Rogue can wear heavy armor and greatsword, but is wearing lighter robe and two weapons is just better.

     

    I do not understand complain about lady with musket. There is Pelegina (avian paladin), she is from specific order and land, and starts game with firearm. So there are specific order for Paladins just as OP wanted. Unfortunetly Paladin Orders are not so good, since for npc character devotion does not build up, and some of order specific talents are uninspiring (weak).

     

    Devs have limited time, and there can not be many orders for each class. Such development would be with cost for ather aspects of the game.

    We can hope that each class will have 2-3 supported styles  - like fighter could be tankish, dps or range or shouter or mix - with enought talents/abilities to make that style viable. But in open way, so players can experiment and come with some sick combos, or create "own" build which in fact devs ware thining off as 2h style just without tagging it with official specialization.

  3.  

    Casters have good talents: Extra level 1 spell, extra level 2 spell... they do not need more.

     

    Those talents are abysmal, they are mediocre at best. You might wish to think those talents are good but adding 1 more spell is not such a big deal especially since you can always rest either on the nearest town or twice per dungeon(potd) if out of spells. Furthermore casters don't really need more spells per rest to begin with they got more than enough already. It's like giving a few extra bucks to a billionaire he won't care.

     

    When I compare these talents and  make the claim that they are worthless I compare them to what other spellcasters in similar systems used to get. Feats/talents that would make your caster interact more actively with his spells like changing a spells shape or element for instance duration or any other spell specific parameter. That to me is more interesting and would allow for more variation in comparison to just being able to cast one more low level spell from the 4 available slots per level. They don't have to be overpowered they just have to be more interesting and interactive because right now class specific caster talents for me at least are plain boring also why would someone pick + 1st level spell when you can pick +20 % more damage with certain element(which can affect more than a single spell for a given element). Right now the 20% elemental damage utility talents overshadow any class specific talents  especially when it comes to druids/wizards.

     

    The typical wizard build for example consists of at least 3 utillity elemntal talents then the mediocre at best 1 whole extra low level spell/rest or some kind of extra interrupt coupled with extra damage for wands/scepters again mediocre at best since it's only useful for low level gaming after level 10 you won't even bother autoattacking with your wizard any more.

     

    Furthermore why would you bother to spend an entire talent point in order to gain a single spell when there are items in game like rings of wizardry that give you more than enough spells to begin with? You gain 3 spells/rest from Telda's and 4 spells/rest from Seloam's and that's with 2 items permanently. That's how crappy those talents are.

     

    Again spellcasting talents don't have to be overpowered they just have to be more interesting and interactive with the spellcaster's weapons(i.e. his spells)

     

     

    That would be interesting, there is possibly a lot of talents to pimp casting:

    + more dmg to specific element

    + more acc for specific alement

    + Casting spell of favorite elements gives caster "shield"

    + Gain some iconic spell as 3/encounter (like magic missiles or flame fun)

    + more healing (either clean or vampiric)

    + longer range

    + longer duration

    + higher accuracy for spells

    + larger aoe

    + faster casting

    + longer summons

    and so on...

     

    The problem is... caster in comparison to no casters are doing quite well, so if such talents be introduce one of two must happen:

    1) Non caster receive similar buff and to keep game difficult everthing is pimped

    2) Everything else stay same, but base of caster spells base is reduced.

     

    Not telling it is bad idea, just a lot time needed.

    • Like 1
  4. Only thing I would do is add more talents and class abilities(where applicable). You can do this in a way to get even more focus in your class/build.

     

    I still think certain classes have too few class specific talents. Chanters come to mind. They could use some active abilities to use between invocations, and talents could bring that.

     

    I like the fairly open design on the classes themselves though.

    OMG this.

    Game just need more abilities/talents. And improvments to some of existing one. This will spawn more builds.

    That is especially true for no casters, since casters have many spells and at least some of them are ok.

    There could be more love for abilities + talents combo, that is heavy investment and should do something impressive. Too often effect is just ok, overbalanced.

    There could be some alternative paths support, not exclusive, but number of talent/ability slots is limited so you can never have it all. Like:

    Barbarians seems to favour 2H weapons, but having some talent which would pimp 2wf and make it somehow different.

    Fighters seems to be more into melee, but maybe they could have some talents tailored for range.

    Most important Chanters have like none class specific talents, but definetly could benefit from some.

    Good example is Ranger, who can go for bows, or xbows, or beasts. Some of these are better, but it looks as there are different builds.

     

    But keep it open.

    • Like 1
  5. Casters have good talents: Extra level 1 spell, extra level 2 spell... they do not need more.

     

    As for OP... no. PoE is not another DnD clone, and keep it that way. Being in theory able to use an weapon is good, since everbody have own sense of what is right.

    You need some really twisted and arbitrary logic to prove that Monks cant dual wield axes because... reasons.

     

    Having possibly open system solves itself. Since everyone have some prefered build in mind, so just can execute it. The more limitacion, the less possible builds, less likely everyone will find something interesting for him/her.

     

    Dev time is limited resource, Obsidian cant just make 5 talents for each of of 8 Monk Orders (or whatevers) since some players just do not care about monks at all, and would prefer having 2 extra talents for each of main classes.

  6. Wizards wasnt garbage.

    The perception: Cipher good, Wizard bad, comes from two sources:

    1) Early mind blade and mental binding

    2) Cipher cant run out of spells

    Wizards (or other full casters) have early problem of lack of spell slots. It is easy to run out of it. So player is more conservative with use of it, resulting in less dmg and casting, since there is always waiting for better time. This problem disapear on second playthough when players knows which fight is important. And also is less important as levels progress (more spell slots) and disapear after level 9 ( slicken all the fight).

  7. My ranger is level 5, all others are level 4. I'm using melee weapons with fighter / paladin and range weapons with the other members. I don't have a special tactic. I just send my fighter and paladin in, and see how the fight goes.

     

    Ranger: Vicious Companion, Swift Aim, Swift and steady, Stalkers'link

    Paladin: Deep Faith, flames of devotion, enduring flames

    Fighter: rapid recovery, guardian stance, hold the line

    Druid: Fire element, catform

    Priest: Brilliant Radiance

     

    It seems that you lack some crowd control.  So adding 6th party member with some CC would help. You can go with classic wizzard or cipher (story companions are good enought) or Barbarian with tripping weapon or Chanter with stun and pets. Generally pets are always a option to draw some agro and attacks before we snipe that casters.

     

    Of course just ignoring this encounter and leveling up somewhere else (this is higher level area) is good enought.

  8. But... WHY?

    I do not think that this ideas focus on things that matter.

    I do not think that Wizard spellcasting is weaker than Druid/Priest.

    Ciphers have even smaller spell selection as wizards, yet are as much useful.

    Generally full spellcasters are extremly powerfull from level 10+.

    I am not interested in fit the spells in the book minigame, it is boring and stupid. Filling 4 slots, or combining chants is as much as i can bear.

     

    Drawback "gets attencion from enemies" is worst drawback. They can't run if they have no legs (or are slicken, paralyzed, webed). Or if they come that is even better (fan of flames is so hot).

     

    You want special Grimoire? Just add more talents:

    - Your spells have 10% larger aoe.

    - Your healing spells are more effective

    - Your spells (Necrotic theme) are better (longer duration, larger aoe,more dmg)

    ...

     

    Do not fix what is not broken.

    There is enought important things to do to keep busy till next summer.

     

    You want refreshing spells?

    Blood Magic (talent) - sacrifize your health/endurance to restore last casted spell slot. Amount of endurance depends on spell level.

    Which is totally overpowered from the same reasons OP idea is.

    • Like 1
  9. Haven't picked this up yet, but how has hacking changed?

    The matrix has like 2 states: silent brake in and spoted intrussion.

    If you go silent you move in "stealth minigame" where you try to avoid "watcher" IC. And hide or run from their sight. There is also some memory minigames to break into data nodes.

    If you got spotted to often there is a alarm and battle IC shows up (like in Berlin). And you can also blow up gates to data nodes instead of play minigames.

     

    In is generally improvment over previous, since matrix play is different from meat world. And hiding from IC or solving puzzles feels more like hacking.

     

    Also some parts of matrix are more stylish.

  10. There is stealth ?. I thought you were just supposed to run past the detector programs while their FOV cone is pointing the other way. 

    I mean the run from watcher line of sigh. It resembles some stealth game like splinter cell, exept you are running.

     

    Amazing game, something to look at is how Companions gain special abilities, and rewards after finishing their story.

     

    Also there is so many cool things i would love to buy, but so little nuyen.

     

    And too many builds to try. I played with Decker Gunman, but Melee Cyber Samurai could be fun. Also there are new drones to check. Choices choices

  11. So far havent much problems with hack IC minigames. Generally was going for 1 keypad, and then rulette machine. I think the key to symbols is to not discover whole sequence, just spot the symbols which are unique, and does not exist on that position in any other set. Also using PC decker with good tools may help. (+15 sec or something)

     

    Having more problems with stealth minigame, having discovered Suppresion yet ;-) so the trace goes up and it ends in bloodsheet. At least on normal IC combat isnt that hard.

  12. i played only Sagani as ranger, and it she did good as for NPC. Was generally pleased with her performance, however i also like pewpewers, and casters was more CC/Buffing rather than all out blasting. And it matters who we pay more attencion, and who is idle in combat.

     

    Good stuff:

    - Both shooting modals are good i suppose (was using visious aim with warbow).

    - Rangers could reach some high crit chance which opens some on crit effect.

    - Warbow from 12 was good, with martial classes alot depends of good weapon. Could you find your superior DT breaking stick of death striking?

    - Talents which allow to stun on crits bring some fun. It is cool to have such ability. (amybe other martials could to, hmm?)

    - Using penetrating shot to line up some enemies was fun. AoE potencial always helps, even better if i could crit zapp them.

    - Suprisingly Rangers have some utylity with pet knocouts and trap.

    - At worst pet could serve as body blocking. ALways good.

     

    Issues:

    - Really hard to measure up pet dps. I sunk some talents into pet attacks, but if pet claws do not scale with levels it was kinda pointless. It also creates weird situacion when at level 4 is fine, but as level progres rest of party gear up faster than pet, so it loses value.

    - Pet was dead a bit too often. There could be some ways, abilities, talents to heal/revive pet by ranger (other than scrolls). A lot of paladins lay of hends and resurects went on Itumak. Train pets to wear shield (horse armour?) would be a bit extreme.

     

    Vanity:

    - More abilities, talents always good. 

     

    Gun vs Bow

    Game seems to favour firearms. Since heavy highters are better against high dt enemies, and high dt enemies are also more annoying. Rifles have also better synergy with abilities +100% dmg from one hit. Something to consider.

  13. The image is nice.

     

    I am all for Barbarian companion and even meeting him early to avoid caster party.

    But this character i dont like.

    - Death Godlike is a bit extreme, and having circus runaways is good only in limited quantities. I need some normal characters.

    - I have not noticed much effects of his Godlike. He could be human and it would look just fine in this story.

    - He does not speak or feel like Barbarian, more like badass fighter.

    - Cynical Insane is already Durance. I prefer Barbarian who speas like barbarian.

    - Why to miss opportunity of having Barbarian from Twin Elms who can serve as our guide, and bring us his home to finish some unfinished bussiness.

    - Personal vendetta is just another day in dearwood. It is nice when companions are a bit deeper and selfless. Also i do not see personal dilema in that character. We need to go deeper. Quest of finding meaning of life. Redemption. Saving souls of family member gone bad. Bringing hope to hopeless land. Changing paradigm of the tribe.

     

    Just no. And for me it cant be saved.

  14. Every class could pick Hold the Line or pick specific named weapon with +1 engagement. And 3 slots is quite a lot.
    Fighters could get there 5 opponents, but i am not sure how often you really could grab 5 engagement.

    Some reason "Why fighters has something more?" is "Because other classes have something else" For example Paladin could Lay of Hands, resurect, generate DT, defence, healing auras. Fighters on the other side are more solo players.

     

    I am totally fine with the fighters having something more, or being better than Paladins in some circumstances.

     

    I am more concern about how Paladin, Fighter, Chanter compares to Wizard, Cipher, Druid at level 12. And if we can say that martial classes contribute to party success in same quality as full caster, even iif in different way.

  15. I checked a little more steamspy, and both Divinity Original SIn and Shadowrun got like 900k copies on steam alone (acording to steamspy). On GOG they probably do better than avarage. However these games was around year or more, and was already on steam sales. PoE is like 6 months out.

    Both D:OS and Shadowrun just keep making new versions. And so is PoE.

    I think it is safe to asume that PoE did "good enought".

     

    Not sure why it should matter for player. There is expansion in motion, so game is not dead. And Obsidian plans to expand game at least for another year.

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