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Elric Galad

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Everything posted by Elric Galad

  1. If you read the current TB Betas subforum, you'd see that there seems to be a bunch of problem about the way duration/action is currently managed. Many effects simply have too short durations at the moment.
  2. Hmm, Sun & Moon does work with it, but i don't think Magran's Favor does. A good try would be SSS Keeper of the Flame flail. Wow, that's relevant. Could this weapon be even more optimal than I thought for a Skald ?
  3. Best subclasses (in addition to "Forbidden ones") : Stalker Steel Garrote (now we know the nature of the paralysis) Worst subclass : Shattered Pillar
  4. I got your opinion, but that's not what everyone think. People see a difference as mostundesired decribed it above.
  5. Well for everyday's life Boeroer's contribution to the forum is unparalled. But, to be honnest (Min)Maxquest has been invaluable to to dig the trickiest questions (attack speed, as he did for PoE1). He's basically the chosen of Wael. (Boeroer might be the chosen of Hylea because of his sheer creativity ) Thelee too has also made some valuable investigations.
  6. Single Class Assassin for Vanishing Strike is indeed the correct answer I presume. https://forums.obsidian.net/topic/107624-would-you-consider-max-int-on-a-single-class-rogue/ I've not tested it with Salvation of time. Yes, It's only for Endgame, but there shall be a reason to go for Single CLass Ultimate abilities ^^
  7. Nicknamed the Ass/Fist. "Resonant Touch" "The Pain Persists" "The Razor's Edge" "Crucible of Suffering" "Rooting Pain" "Bear's Fortitude" "Two Handed Style" into "Inner Death"
  8. By the way, before patch, Beguiler was not working with Biting and Draining Whip. Was it fixed ? The patch said they fixed something about Beguiler, but it's not specified and it could be another bug.
  9. But what about using the regular cast/recovery durations from the RTwP Mode as a baseline to define initiative between turn ? The whole game has already been balanced according to these durations... With a few minor tweaks, it could work.
  10. I still think Dynamic Turn and RTwP are different, especially if marketing strategy is taken into account. Dynamic Turn can be sold as TB. It is basically a variant of TB. RTwP cannot. But sure Dynamic Turn is much closer to the current RTwP experience.
  11. You should test whether Cadhu Scalth reduction works on self-damages. Self-damages sometimes have strange bypassing properties (such as not cancelling Dance of the Death : https://forums.obsidian.net/topic/100644-scepter-modal-dance-of-death/ )
  12. Sorry, I still fail to see the advantages of Turn compared to Dynamic Turn But again that's my point of view. Of course, "feeling different" from the current RTwP is an advantage. Different ways of playing cannot be bad. Provided it works and it is balanced, of course. I fear it would be plagued by "rounding" and "breakpoints" but well, we'll see. It might be awesome after the beta.
  13. So you'd essentially just want to play the base game, with more pausing? Because that's what "dynamic turn" is and how CRPGS came from ttrpgs. Mmm basically yes. The selling point of TB for me is that gameplay requires 0 reflex (not even to hit the spacebar at the right moment). You can play quitely while drinking your coffee. Auto-pausing in RTwP can mimic it, but is not as suitable. You make decision based on the exact status at a given moment. That's nice because strategy becomes easier to apply. Dynamic Turn or Action(s) per Turn won't change this. So both would be OK if development started from scratch. But we already have a pretty balanced action system where everything is balanced around action times "seconds". It surely requires a couple of adaptations for Dynamic Turns. But I think it would require much more adaptations for Action(s) per Turn (such as the ones you suggest, which are far from being fully specified). Why would we want a totally different ruleset in the first place ? Why would it be good that Obsidian spend time, effort and money for it ? I don't want another game. I want PoE2 with TB. But erh, that's just me. Action(s) per Turn would also kill any possibility to have PoE3 compatible with both TB and RTwP because it would be too divergent. It's totally OK if Obsidian goes for mainly TB for PoE3 (business is business), but leaving RTwP apart would reduce their market, cut them from the original reasons why this serie does exist and cut them for a relevant part of their fanbase. The later point might be a wrong decision because we are speaking about a game crowfunded thanks to RTwP nostalgia.
  14. The number of rounding tweaks required for 1 action per Turn is just absurd. I completely fail to see how dynamic turn could possibly have more breakpoints.
  15. The whole "1 action per Turn" concept should be thrown in a basket and drawn in Ondra's Mortar. Either Action Points or Dynamic Turn (variable action time without round concept) could work, but they would need an enormous effort (=money) to adapt the RTwP rulseset to a "1 action per Turn" system.
  16. Rogue is supposed to be specialised in Single target DPS and Debuff, and this hasn't been nerfed. The nerf isn't fun at all, but Rogue is still a very good class.
  17. Vanishing Strike is indeed the main reason to go Single Class Rogue, no question about this (I have even made a thread about it https://forums.obsidian.net/topic/107624-would-you-consider-max-int-on-a-single-class-rogue/ ), and I did quote Barbarian Shouts in my previous post. In addition : SC Rangers : Imbue : Death + bouncing along with AoE Enfeeble is a good reason to go SC Ranger. On-Hit effect + Twin Arrows and Stunning Shots aren't too bad either. SC Fighters : Toughened Fury could work for fighter. Clear Out upgrades are good. I still have to test Take the Hit interaction with Unbending. Sundering Blow has probably just been inderectly nerfed with the AoE Weapon nerf. SC Paladins : Divine Retribution is enough to justify it anyway, everything else is just icing. PL is only a multiplicator for abilities. However, Martials also rely on auto-attacking with great passive (which don't scale with PL, except Carnage & Sneak Attack). So yes, SC can work. Still I find that their "stricly worse start" and ultimate weakness in long fights annoying. A couple more ressources at start would fix it. No need to give them as much as multi, whose abilities are a bit less strong.
  18. I don't think Single Class are stronger as a general rule. For martial classes (apart monk), the incredibly lower ressource pool compared to multi is a problem IMHO. (Barbarians have excellent 1 rage shouts, and Paladins get Divine Retribution, so the problem is mostly for Rangers, Rogue, and non-tactician Fighter.) This is even more true now that long-lasting Megaboss battles have been introduced. The rest is okay, but not necessarily better than some multi combos, I think.
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