hilfazer
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You've talked me into this Multiclassing with level ratio The idea is to make multiclass character maintain level ratio. Level ratio = higher class level / lower class level. Maximum level ratio is a constant real number >= 1. If character's level ratio is lower or equal to maximum ratio player can choose what class to advance. If not - player has to progress in class with lower level. Why ratio and not absolute difference? Because ratio scales. With difference of, say, 8 it is possible to create 9/1 character. If maximum level in that game was 10 we have "17/1" problem. If max level in that game was 200 character would need to keep levels of both his classes very close to 100 - not much flexibility. Features: - character starts as single class and can multiclass later - but not too late! If player would not be able to keep level ratio on maximum level, multiclassing is not possible - "17/1" problem does not exist - more flexible than AD&D, less than D&D3.5. The latter is an advantage in my eyes because character development in 3.5 felt like shopping and made me wonder if they should not just go classless. - there is no "main class". Second class can have higher level than first if multiclassing is done early enough. Although it can be done with addition of second max ratio. - racial favourite class can also be added with addition of extra maximum ratio - we would have favourite class level ratio that is used when favourite class level is higher. But it's not gonna happen in POE2. - there can't be wizard 1/fighter 19 acting like a full class wizard. That's kinda silly as such character is not much of a wizard. - lvl 1 abilities on low levels do not have to suck Example: Max level ratio = 2.0 Max level = 20 Fighter 6 multiclasses into druid and becomes F6/D1. He needs to choose druid levels because 6 / 1 = 6 until F6/D3 ( 6 / 3 = 2.0 ). Now he can choose either F7 or D4. Wizard lvl 16 wants to multiclass into rogue but he can't because at level 20 his class ratio would be 16 / 4 = 4 which is greater than 2. Not really a problem - player with that many levels in one class was not going to multiclass anyway, was he? He had plenty of time to make a decision. Cleric 13 multiclasses into ranger and becomes C13/R1. It's possible becaue at max level he can be C13/R7 with level ratio of 13 / 7 = 1.86. He can only level up as ranger until C13/R7. It's less flexible than Obsidian's idea and at first glance it may look like a disadvantage but... the problem of Obs idea is too much flexibility (hello 17/1 character!) so i don't think it's bad. Also, the flexibility can be adjusted with max level ratio. It can work together with power source.
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As far as I know warthogs only live in warm climate. In PoE lore several tribes of mountain dwarves have a history of being travellers (see Pargrunen). I think mountain dwarf would be OK. And we already had a boreal dwarf companion. I also like "Hale and Hardy" combined with the druid class and the boar theme. I bet you are right. But i'm not sure if you have noticed an anagram
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Instead of being lvl 16 you will be 11/11 (result of experience table). That is 22 levels so 22 talents/abilities. But you can't pick stuff that has minimal level of 12 or higher. Sure, there is some stuff below lvl 12 that is great but it depends on a class. The rule is "higher level = better talents". Such a character would also have accuracy and 'saving throws' of lvl 11 character.
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AD&D multiclassing in POE would result in characters with many more talents but none of the great ones. Whether would that work is a big question. Personally i believe barring multiclassers from the best stuff is a recipe for a crappy multiclassing. It would probably work for just some combinations and that's not good enough.
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https://youtu.be/g041nD0uREI?t=3033 Looks like my concerns are justified after all.
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What talent are you referring to? http://pillarsofeternity.gamepedia.com/Draining_Whip Now it's % but it used to be absolute so it was better with weapons with more hits per second. But "everything must scale with DPS!" rule has changed it into % so Draining Whip is equally good with every weapon. Balanced. Boring but balanced. InXile did better job with aimed shots not depending on damage dealt. Thanks to this energy weapons were still useful vs non-conductive armor (which takes almost zero damage from energy). This saved InXile from going back to drawing board to redesign energy weapons.
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If only games could be party based. Best items could then be obtainable through exploration/shopping but there would not be enough of them to equip whole party. You want everyone to carry a halberd? Sure, here's an Infinity+1 Halberd that will make heads roll. You may also take this Infinity Halberd that is almost as capable. What? You want 4 more halberds? Uhm, there are other halberds but those are not quite up to the task. But wait! You can craft your own halberds. They may not be as awesome as that Infinity+1 monster but they are surely capable enough. Or simply do it like POE did. Not mandatory because there are high level items good enough for endgame content and still useful for empowering items that are not but are something that you'd like to use for whatever reasons you have.
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The whole point of their new armor system is divorcing damage from penetration so no, adding damage roll to penetration is not going to happen. Some fast weapons will have good pen, other will not but will have better damage. The idea of armor pen allowing you to deal extra damage is so unintuitive. I hoped to never see it in any cRPG. Why would Obs replace absolute reduction with %? I see one reason: easier to control. Josh wants to control us. Not only they want to use % that are easier to control, they also give only 3 outcomes of armor pen resolution: 30%/100%/130%. Even more control. At least it's gonna be balanced! (actually i expect those 30% to be raised for balance reasons). The problem with absolute reduction is that weapons with good damage but poor penetration can easily get out of control and outperform less damaging ones but with good penetration when fighting well armored opponents. In % system it's still possible but much less likely to happen. Designers will have an easier job, which is good. In their new system DPH will stop meaning anything. That's sad. It was an important aspect of blunderbuss. Another important thing about blunderbuss is its number of hits per attack, sadly Obsidian does not want it to matter anything as well (cipher talent no longer gives +X focus per hit, same with drugs). I wouldn't be very surprised if they removed Combusting Wounds in POE2.
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I see "a lot", not "all". I also see "50/50". I don't expect Obs to remove all buffs/debuffs from the game for i consider them to be rather good designers. There are also potions and food. Are those going to only give Inspirations as well? Number of proficiencies is going to increase with character level and is constant between classes (with one exception). You don't need to pay for them with talents. It means modals are going to be more common in POE2, especially if enemies use them too. Sadly, current buff/debuff stacking mechanics are not that well suited for modals. Modals and spells are in the same category and it is a non-stacking one. You may be happy with your +damage - attack speed modal, but the moment your priest buffs you with +damage spell you'll like your modal much less - your damage bonus is now overriden by priest's buff and you get to keep attack speed malus. You'll end up not using your modal when buffed and you will be buffed because everything is per encounter now. Please consider making separate category for modals. Stacking won't work the way it did. Source plz.
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I do wonder what it is that's made DoTs so buggy. which they've been since beta (https://forums.obsidian.net/topic/71355-480-some-damage-over-time-spells-still-have-problems/) though most of the problems have been fixed now. If its something in unity I hope its something that works better in the newer version they're using for PoE2. Everyone wonders including devs because they were not attempting to fix it: https://forums.obsidian.net/topic/86058-302-descriptions-for-elemental-boost-talents-do-not-mention-exceptions/?hl=%2Belemental+%2Btalents
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Unless Josh has changed his mind good old buffs and debuffs will still be in game: Number of them may change during development but it can change both ways.
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I want Obsidian to do what they want to do. Sounds banal but it's true. I don't want them to force themselves into doing, for example, past-the-end expansion if they have lots of ideas and passion for doing in-the-middle expansion. It does not mean i have no preferece, no. I prefer in-the-middle expansion because i don't feel like playing a god and yes, i expect POE2 to at least match its predecessor in epicness. The game is going to be more open this time so it either will not have same sense of urgency as prequel or the narrative will suffer already in its vanilla state.
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Now they know because I told them! Sure, modals are very likely going to stack with inspirations (they are pretty much just "positive afflictions") but good old buffs and debuffs are not out and i'm a little afraid Obs could ignore them since they have new child to love.
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