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Everything posted by Elric Galad
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Guns should have 1-2 turn reload times
Elric Galad replied to neotemplar's topic in Beta Feedback for Turn-Based Mode
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. -
Guns should have 1-2 turn reload times
Elric Galad replied to neotemplar's topic in Beta Feedback for Turn-Based Mode
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. -
Guns should have 1-2 turn reload times
Elric Galad replied to neotemplar's topic in Beta Feedback for Turn-Based Mode
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. -
Guns should have 1-2 turn reload times
Elric Galad replied to neotemplar's topic in Beta Feedback for Turn-Based Mode
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. -
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.
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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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I disagree. Obsidian devs are people.
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To be honnest, if Obsidian manages to achieve a ruleset that can switch from Turn-Based to Real-Time with pause WITHOUT REQUIRING HUGE MAINTENANCE BUDGET TO KEEP THE COMPATIBILITY, it would be great. In this case, they would basically enlarge their market without requiring more investment, which will cause PoE future to look brighter. If the rulesets are too much different, they would have to choose one. It might be turn-based, and this would cause the original gameplay to be abandonned, which makes me sad. Given the current status, I'm not 100% confident.
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Dear Obsidian, I honnestly think that the current 1 action per turn is going to be incredibly complicated to balance given the real time basis of your ruleset. In my humble opinion , it is probably better to implement a turn-based system closer to Final Fantasy X or Heroes of Might & Magic V (as examples) where there is no "global turn", but each character act one after each other and recover more or less quickly for next action. That's just my 2 cents of hasty advice, so feel free to ignore
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I don't know. Enfeeble is a pretty rare status (you need either PL IX or the cumbersome Perishing Strike) to inflict and FF basically gets it for free. +50% Hostile is great for DoT and hard CC and cutting foe heal is situationnaly excellent. You're basically trading most of wound spending for a very powerful effect. Not worth it for Single Class but I don't think it is that bad for multiclass. I think the subclass would be used for some builds once fixed, even if it is more niche than Nalzpaca and Helwalker.
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Yes and no. Light of pure zeal is vessels and spirits only for damages. It would still trivialize encounters against these ennemies. However, it is a MASSIVE HEAL so your actual party member would be incredibly hard to kill. Invincibility is a nice feature too, especially since paladins can slow burn all ennemies with Brand Ennemy. Ring of Focused flame, Magran's Favor, Sun and Moon + Infinite FoD is quite good too. Infinite Sacred Immolation is nice too, but isn't auto-resurrect limited by injuries ?
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Hehe - taking it to the limits. If you have the Chillfog Enchantment it will trigger a Chillfog and summon a creature. I didn't test either but I believe (based in the bahavior those weapons showso far) that the imp enchantment will indeed produce one imp and one other creature then. In case of Ancient Brittle Bones you would then get 1 imp + 1 creature +2 skeletons. Now you add a single class paladin (+2 zeal on downed ally) who spams light of pure zeal to keep your party at full health since he would have basically unlimited powers.
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why? How does it work? Continuously summon skeletons. Kill them yourself with Grave Caller. Recover immediately and increase your action speed with bloodthirst/lust. Generate either foe-only chillfog (most popular variant) or an infinite army of imps.
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The only non-subclass specific self-buff is Minor Avatar. However it is quite strong. Given that it comes pretty late, probably require a billantizing cipher backup, I wonder if it is worth going priest multi for this reason (along with priest party buffing duties). Rogues, Paladins and Rangers have few self inspirations it would provide a relevant buff for them. +20 Secondary défenses is quite nice, especially on a paladin.