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heldred

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Everything posted by heldred

  1. Integrity check on Steam is fine... /sigh Reporting a bug... why does his feel like work? Only thing I can think of is that the Fire ring (+10 ACC for Fire attacks) is messing with logic.
  2. Running a Warden (Druid-Lifegiver/Fighter-Devoted) in my party. I specialize in Great Sword (Devoted) I cast Firebrand. I have -10 Accuracy (Devoted penalty) WTH? So what is Firebrand? Description is “a powerful sword of pure fire” that requires two hands to use. Sounds like a great sword... Is it a mace? A spear? A duck? Someone please explain what I missing. Thank you!
  3. Exactly, just call the Druid a Mystic, give it some God choices, and we can forget the Priest ever happened in POE2. Priest really is a shadow of it former self... What I would like to see is much better buffs, debuffs, and healing (better defined as quicker cast times and some review of potency). I think the devs need to start deciding what certain classes are known for, otherwise they all kind of do the same thing, and we just play the classes that do it better than the others. Not the end of the world if the Priest is never modified, but the fixes for Priest are really just tweaking the numbers.
  4. Just make it "cool" and "useful" and you have a successful class: Corpse Eater: Eat a corpse and you gain powers (+ACC, +CON, +DMG, etc.). Rules: Only one buff at a time. Ingest another corpse and benefit is overwritten. Buff lasts until rest or another corpse ingested with new buffs. Base buff is: +8 ACC, +5 DEFLECTION (spitballing here, not canon) Each corpse type (kith, beast, etc.) has an added buff (human kith = +2 STR and DEX, Lion Beast = +4 STR and DEX, Dragon = +7 STR and DEX)
  5. This class is definitely way off Zerker, but good news is, you still have access to the standard (relatively good) rage abilities... at a higher cost. Wait, this is awful. Not to hijack the thread, but Mage Slayer is no picnic... if I had to pick, I might actually go Corpse Eater. Mage Slayer should have magic protection scale with level (1-5 = 6%, 6-10= 10%, 11-15 = 14%, 16-20 = 18%) Lucky skill provides a better benefit compared to the current spell resistance
  6. Not necessarily more combat, I would like more interesting combat in the form of: 1) wave battle encounters: where you fight multiple waves of lesser powered creatures. 2) party-on-party encounters: a really competent group to challenge your party build and make a solo character avoid the battle at all costs. Instead of the typical “boss battle” it would be fun to have us run into the “other Watcher” and his/her 4-person squad of synergistic doom. 3) more unique creatures: I feel like I’ve seen all the mob-models about 10 hours into the game 4) more battlefield encounters: similar to battle for Cas Nua
  7. I find the armor designs in POE2 fairly unimpressive, comparing the designs to POE. There are so many types of historical armor to draw upon for inspiration and ways to make armor look even cooler with physical details (wings, animal features, spikes, etc.) or particle effects (slight smoke, fire, lightning, etc.). Yeah, they really did a lame job with armor...
  8. My issues with Priests at the moment are: 1) Yes, you can definitely build a pure, single class, Magran-DPS terror, but the majority of the game the character wouldn’t be that fun to play until outer PLs. Then, the character goes to point-click-dead... also not fun for me and in a party it is overkill. On a separate note, I believe it was a horrible idea to allow players to gain anything over +2 PL. It destroys balance in its current form. They should create a hard cap formula like: Actual_Level/7 = Max_Bonus_PL 2) Many buffs take too long to consider and the time-to-output ratio seems substandard compared to other classes. 3) Lower level skills/spells (PL 1-6), with the exception of Skaen’s, make Priest become a mediocre choice for multi-class. Even with Skaen, I find I could get better efficiency/fun just going Wiz... 4) Fun factor is missing for majority of game... every time I cast a lower level spell, is feels bland, time inefficient, and outclassed by other classes (Druid healing, Cipher CC, Wiz DPS and self-buffs, all Monk abilities , etc.). They could remove the Priest class entirely, rename Druid as Mystic (add god spells) and you would never miss it. That’s probably the biggest problem for me... I wouldn’t miss the class if it was removed, since other classes fulfill the perceived role better anyway.
  9. Templar (Pal+Wael-Priest) is reliable for melee damage, with decent flexibility (buffs/healing), and strong survivability. However, a Wiz+Pal still is way more efficient add to a party and safer bet solo (for my play style). Overall, I like the Templar, but Priest spells are the worst of the lot in my book. Everything is meh, especially for multi-class.
  10. To clarify... 1) Go to wikipedia and look at the dozens of pirate games available over the years, including two big-budget projects coming to market shortly (so yes, plenty of pirate games) 2) If you were to look at the total sales for "all" pirate-themed games and compare it to "all" fantasy-themed games, the generic fantasy games outsell the pirate-themed games. If we wanted to make it a fairer comparison, you could take the top 5 best selling Pirate games versus the best selling Fantasy games. Problem is, there aren't any great selling pirate games... ever... For PC, the all-time fantasy game winners are: WoW: 14M+ copies Diablo3: 12M+ copies Guild Wars: 6M+ copies Guild Wars 2: 5M+ copies Diablo2: 4M+ copies Diablo: 2M+ copies Witcher 2: 2M+ copies Witcher: 2M+ copies Baldurs Gate 2: 2M+ copies Baldurs Gate: 2M+ copies Neverwinter 2M+ copies Dungeon Siege: 1M+ copies Sacred: 1M+ copies Witcher 3: 1M+ copies Divinity Original Sin: 1M+ copies Divinity Original Sin 2: 1M+ copies Sword and Fairy: 1M+ copies Dungeon Lords: 1M+ copies For XboxOne/360/Xbox: Skyrim: 13M+ copies Fable 2: 3.M+ Fable: 3M+ Elder Scrolls 3: 1M+ For the record, I couldn't find one Pirate-themed game in the top 50 best selling games of all times. So yeah, statistically, it is a bad financial decision to go with a pirate themed game.
  11. |__| = pirate game sales |_________________________________| = fantasy rpg sales There are plenty of games out there, they just don’t sell... for a reason. Furthermore, I don’t mind “pirate flavor,” but they should stop wasting dev resources on things that provide no value or synergy to the code library. Pirate hats, swords, guns, even parrots add to the asset library. A mindless text game about shooting cannons is an asset that will find a short shelf life in any expansion or follow on game... unless they keep keep making pirate games, which will statistically be a bad financial decision.
  12. Please, no more Sid Meier’s Pirates or any other Pirates of the Caribbean themed nonsense. If someone wanted to play a pirate-themed game, there are plenty of options. It’s fine to have a pirate-influenced, but too many resources are wasted on word-text pirate battles and mini-map shenanigans. The devs must have loved the game Taipan!
  13. Agree... Ciphers are CC demigods. Wiz buffs (if you select the 0.4 second kind) are plenty fast. The buffs that are 3.0 seconds are 2.6 seconds too long... makes no sense once you taste the crack of half-second buffs. To be fair, the devs should just standardize all buffs to 0.8 seconds and adjust the power/durance accordingly.
  14. Not too many around... Ranger/Priest Call the build, “Holy Treehugger” and know your choices can only be buffed by Devs. Under no circumstances should you choose Monk-multi...
  15. Posted in another string, but my current thoughts: v1.2 Ratings 1) Monk (single or multi titan) - I wish all classes were this effecient, deadly, and flexible 2) Chanter (single or multi deity) - Just when I think Chanters have been fully optimized, I discover some crazy new combo 3) Wizard (single or multi demigod) - Fun, flexible, and nasty DPS if you build for it - dear devs, use wiz as template to fix priest 3) Rogue (multi powerhouse) - Very efficient low level skills make it a great multi-class pick - could be the new monk (especially street fighter) if it had equal single class power 4) Cipher (ok multi, nasty single class) - charm/dominate is the ultimate status effect and no one brings more flavors than the cipher. The Cipher’s effectiveness in the outer levels, as a single class, distort its ranking. To be fair this class has lots of rough spots and needs to be more memorable than a CC/charm bot 5) Barbs (hero) - take your pick, any class from this melee trio (barb, pali, fighter) is effective. I can’t define a clear winner in 1.2 (yet) since each will deliver reliable levels of DPS and survivability 5) Paladins (hero) - if only sacred immolation was made more user friendly and it had less wasted skills that are lame - the good skills are at least still good for now 5) Fighters (hero) - great multi-class compliment, less attractive solo due to nothing special in the outer levels for me - fighters are presently a poor man’s monk 6) Druid (veteran) - single class is a lackluster experience and this class is enjoyable when paired with monk, barb, pali, and fighter. However, a Wiz or Chanter paired with any of those classes is far better 6) Ranger (veteran) - becoming a fair multi-class choice, but still less attractive than the melee triplets (see above) - summons and spells still offer better meat-shields than pet 7) Priest (novice) - where to begin... most Priest spells take way too long, are outshined by other classes, and offer nothing unique/critical to a party or solo. I dislike them solo or multi in their present form. Attention devs, look at what makes the wiz successful and do it for Priest heals, buffs, and debuffs... I am willing to yield DPS and CC if you could make the Priest shine at heals, buffs, and debuffs
  16. There a much better ways to balance an economy than to have it impact one of the best parts of an RPG (item creation and enhancement). Devs would be best to avoid curtailing fun activities and leave supply-side economics to castle/ship upgrades. There is already a limiting factor on item upgrades (components), why bother introduce and balance another (coins)?
  17. For the record, I think Cadhu Scalth is one ugly shield, regardless of the benefits of wielding it. That shield would look great if I was an Adra Beetle... then again a lot of gear in POE2 is pretty hideous in my opinion. Makes a slim list of items, even slimmer.
  18. Overall, the base damage on 2-handers seems disproportionately low to dual-wield (excluding lack of additional buffs compared to wielding two magic weapons) and the selection is incredibly lame. It takes a limited amount of time to create a new item, but for some reason the devs believe a crappy list of weapons sells games... but I digress.
  19. Gorecci Street - Svef Wars You leave Eothas to do his thing and rise up to become the Svef King of Deadfire. Sadly, although less heroic, it might have been a more interesting story.
  20. The main point is, they wasted dev time tackling the spell/grimoire system and they could have spent the time on a better story, more content, diversity of items, balance, etc. i don’t recall this ever being a hot topic of contention, but now it is... Don’t get me started on the waste it time and resources of the pirate ship system/combat. For some reason they forgot the type of game they were making and drank the pirate cool aid. Begin with the end in mind and in their quest to be different they ran the risk of alienating the core (or making us less enthusiastic reviewers to recommend the game). I’m hoping they get their arms around balance and the DLC makes up for the shortcomings of the current game.
  21. Gorecci Street should reveal a 15-level dungeon (equal or greater difficulty) that is home to a liche assassin at the bottom. Heck, just make a separate DLC expansion, focusing on a massive civil war in a larger city called Gorecci: Street Wars
  22. v1.2 Ratings 1) Monk (single or multi titan) - I wish all classes were this effecient, deadly, and flexible 2) Chanter (single or multi deity) - Just when I think Chanters have been fully optimized, I discover some crazy new combo 3) Wizard (single or multi demigod) - Fun, flexible, and nasty DPS if you build for it - dear devs, use wiz as template to fix priest 3) Rogue (multi powerhouse) - Very efficient low level skills make it a great multi-class pick - could be the new monk (especially street fighter) if it had equal single class power 4) Cipher (ok multi, nasty single class) - charm/dominate is the ultimate status effect and no one brings more flavors than the cipher. The Cipher’s effectiveness in the outer levels, as a single class, distort its ranking. To be fair this class has lots of rough spots and needs to be more memorable than a CC/charm bot 5) Barbs (hero) - take your pick, any class from this melee trio (barb, pali, fighter) is effective. I can’t define a clear winner in 1.2 (yet) since each will deliver reliable levels of DPS and survivability 5) Paladins (hero) - if only sacred immolation was made more user friendly and it had less wasted skills that are lame - the good skills are at least still good for now 5) Fighters (hero) - great multi-class compliment, less attractive solo due to nothing special in the outer levels for me - fighters are presently a poor man’s monk 6) Druid (veteran) - single class is a lackluster experience and this class is enjoyable when paired with monk, barb, pali, and fighter. However, a Wiz or Chanter paired with any of those classes is far better 6) Ranger (veteran) - becoming a fair multi-class choice, but still less attractive than the melee triplets (see above) 7) Priest (novice) - where to begin... most Priest spells take way too long, are outshined by other classes, and offer nothing unique/critical to a party or solo. I dislike them solo or multi in their present form. Attention devs, look at what makes the wiz successful and do it for Priest heals, buffs, and debuffs... I am willing to yield DPS and CC if you could make the Priest shine at heals, buffs, and debuffs
  23. Most Paladin skills are average to useless, while the standouts are great. For some reason, I think this dev team balances classes by creating skills no one would ever use. That could be fun... Seriously, if a skill is awful why even offer it, other than to take up space and say “we have 370+ unique skills, spells, and abilities.”
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