Everything posted by Elric Galad
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Obsidian, do not listen to the naysayers
Elric Galad replied to metaladam's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Best subclasses (in addition to "Forbidden ones") : Stalker Steel Garrote (now we know the nature of the paralysis) Worst subclass : Shattered Pillar
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What are barbarians good at?
I really like Unflinching by the way. Almost feels like a 3 for 1.
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The turn order is COMPLETELY broken. Needs total overhaul
I got your opinion, but that's not what everyone think. People see a difference as mostundesired decribed it above.
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Assassin Shadow Form
Yup, that's the point. What you are describing works with Vanishing Strikes.
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AoE weapons (Whispers otEP, Citzal's, Mortars etc.) don't apply afflictions in an area anymore
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.
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Assassin Shadow Form
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 ^^
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Any builds that use new subclasses ?
Debonaire's bonus defense when not afflicted should be nice to stack with Wizard's defense.
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Obsidian, do not listen to the naysayers
Elric Galad replied to metaladam's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)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"
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Obsidian, do not listen to the naysayers
Elric Galad replied to metaladam's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Instruments of pain has a new meaning too.
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Any builds that use new subclasses ?
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.
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The turn order is COMPLETELY broken. Needs total overhaul
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.
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Guns should have 1-2 turn reload times
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.
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Any builds that use new subclasses ?
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/ )
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Guns should have 1-2 turn reload times
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.
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Guns should have 1-2 turn reload times
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.
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Guns should have 1-2 turn reload times
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.
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Obsidian, do not listen to the naysayers
Elric Galad replied to metaladam's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)When Long Pain suddenly has a new meaning...
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Guns should have 1-2 turn reload times
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.
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AoE weapons (Whispers otEP, Citzal's, Mortars etc.) don't apply afflictions in an area anymore
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.
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Single class start with 1 ability?
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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Single class start with 1 ability?
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.
- [Doubt] Is there Build focused on summons?
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Single class start with 1 ability?
Yup, Single Class are strictly worse at level 1. I wish Single Class could receive a bonus of some sort at creation, such as higher ressource pool (and maybe extra PL 1 casts for casters).
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TURN BASED combat in Deadfire?!
Elric Galad replied to Silvaren's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)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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AoE weapons (Whispers otEP, Citzal's, Mortars etc.) don't apply afflictions in an area anymore
Do the modal debuffs still work in an AoE ? This would totally ruin my Black Jacket build planning...