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Everything posted by Elric Galad
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The main advantage for me of Single Class Rogue is Vanishing Strike since it enables backstab and assassination while invisible for its duration. Therefore would you consider Max INT for this build ? Mig is relatively unsignificant for endgame rogue. Con/Res is not the point of such build. Per might not be that important due to assassination already great Acc Bonus. Dex is a very important stat, but this leaves room for at least another maxed stat. So why not Dex=Int>Per for stat priority for such a build ? In addition, Int is highly beneficial for Toxic Strike, which can be optimised too on a Single Class Rogue. So, on paper, it sounds good...
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Critical acclaim. Sales failure. Obsidian managed to provide a better heir to Planescape : Torment than InXile did This is an excellent news and well deserved !
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v4.0.0 is now available on the Beta Branch
Elric Galad replied to Cdiaz's question in Patch Beta Bugs and Support
Multiclassing with casters is the point of the class. Not sure if the regeneration is strong enough though. -
Althought I do think that Balance between classes and races is quite good in PoE1, I couldn't prevent myself from thinking that it could have been even better with a couple of changes. It is not very likely that patches would still be released, so Mods are the only way now. The good thing with mod is that the authors are free to make more radical changes since there is no risk to disappoint or frustrate casual gamers or anybody else. To be honnest, I don't plan to create the mod in a near future due to personnal constraints, but this is an idea I would keep on my list of “things to do in life”. General Principles : So let's go for the detailed list of changes. Feel free to make comments if you have other ideas or if you find some stuff weird or OP. Also tell me if something isn't clear or if you have comment about the post readability. I – Race Balance : II – Resolve & Constitution Balance : III – Rogue Balance : IV – Per Rest Suppression : a) Vancian Casting : b) Other Class Changes : V – Various Changes :
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Roses are red, Violets are blue, Rogues are rouge. But you're probably right about abilitiy cost (but it isn't going to change on PoE2 anyway).
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I think so. We just need to discuss about what will need to be revised or improved, so devs would be able to use this for reference. That is another topic. I was speaking about the time after the final patch. But for sure, discussing here about what will need to be rebalanced could help the devs before this.
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Such as ? Power Strike ? It was buffed in the last true balance patch. They are probably thinking twice before buffing it again. Same story for Hastening Exhortation. Barbaric Blow ? Yup but 1 rage would be too less. So not easy fix either. I don't think there are so many obviously broken abilities with obvious fixes at the moment. Even the title of the thread suggest that they are more "meh" than "bad". By the way, I'm arguing right now, but I'm pretty convinced that a Balance Mod made by fans would be a very good thing at some point. Probably after the "final patch". Really, the main "problem" before making such a patch might be simply that the game is still evolving. It would need time and concertation on forums by the way.
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Not heard of it, and it is unlikely to exist as long as the game keeps being updated. You seem to think that the imbalanced abilities are intended by Obsidian and that a modder with good will could get a better result. What usually happens is that dissatisfied modders buff the abilities they like, usually beyond measure. The result is as imbalanced as the original game, just translated in the direction of power creeping. Balance requires time (so $$) and skill and, to be honnest, has not so much commercial value for single player game. Obsidian simply does not have time for this. At least they are trying to address the most glaring issues. And remember they are still working on it, so there's hope. PoE1 was basically left in a pretty good state (bar rest spamming with Vancian caster which was a problem inherent to the gameplay based on BG2 nostalgia), at least all classes had good abilities. EDIT : sorry if it sounds fanboyish. Maybe Obsidian could do better. But I just wanted to defend the view that balance is not easy to establish, even if it sounds "obvious" for us on forum. Consider that we would probably not agree on the solutions ourselves ^^ By the way, this is another issue with current multiclassing : if abilities have a semi-random level of power, the more abilities you have access to, the more powerful you can be.
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Easier yes. Easy probably not. Obsidian games are like beautiful old mansions full of termites. Especially for the ruleset part. Even if you add a single nail in the wall to cling a painting, you're likely to awaken the whole colony. Sometimes you can't even figure from which new hole they have escaped (new dual wield bug is a good example). (Yet, these beautiful old mansions have way more charm than a standardized luxury Golden Tulipe hotel. I mean AAA games ) Also the rules and balances changes are likely to draw criticisism and discontent, especially from casual players who just want to play the game. And new content can be sold. Balance change has little commercial value.
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Well I still believe that Con is most of the time above 10, even for characters that didn't add points to it. But I can see why you say it is not that much a buff. And you're right, it is supposed to be rewarding for High Con anyway. It won't make the game easier anyway because I suspect foes have usually more Con than party Obsidian games are a bit like Egyptian fields. They are quite likely to become preys of bugs. We must remember which is "Obsidian spirit animal". I admit this is the very best argument.
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Hostile effect reduction is weird because of its incredible increasing return. 30% for 10 points is okay. 30% when one already has 30% is incredible. It is close to a permanent Clarity of Agony. I thought 5% reduction would have been better, but in the form of 1 / (1+5%) reduction. 5% in the current form means immunity to hostile effect at 30 Resolve (or lower hard cap). 4% in the current form means immunity to hostile effect at 35 Resolve (or lower hard cap). This would be too strong. By the way Hostile effect reduction from Resolve is the reason why all stats are capped at 35. Increase the magnitude and you'll mess up the whole system. So I think it's currently okay. People like to play all-in, so invincibility is underrated.
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So did we come to the conclusion that Resolve is balanced ? It is my opinion too. Healing received is clearly the most logical choice, but it has several problems (given that some of the below are mutually exclusive) : 1) Con Affliction would be redundant with Con < 10. 2) It is annoying for UI. The spells and effects won't be able to show the actual healing value since it would vary between targets. 3) If it is added to the current effects of Might for healing done, it would be a big buff to Healing spells and effects. I beleive that Con is above 10 most of the time, especially in the endgame with all those buffs and items. All of them might require tweaking. I believe this is a problem. 4) If it replaces Might effect to healing done, it slightly decreases the efficiencies of healing spells since it is easier to have 1 char with high Might than several with high Con. 5) If it replaces Might effect to healing done, then Might become worse than Per (similar effects for damages, but Per applies to debuff too). Then another bonus should be added to Might. I had this weird idea about Con applying to healing done instead of healing received. Even for me it sounds strange (not much more than might applied to healing by the way) but I can't prevent from thinking that it would actually solve issues #1, #2 and #4 from the above. Issue #3 would not be applicable. Also adding an active property to Con is appealing IMHO from gameplay perspective. Then another effect should be added to Mig
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It sounds good. I don't know if it's balanced (and I admit I don't have the time for a complete review) but as I said above it would have been difficult anyway with the numbers of abilities you added. Anyway, Spell removed while shifting and decreasing defense in human form makes the spellcasting abilities of the druid more dangerous and complicated to use (while still useable). So yeah, now it sounds more like twist than power creeping.
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You don't loose a shield & other stuff. You just trade a shield for dual wield. Dual wield is good too but having dual wield & very high defenses is too much IMHO. Sorry to say this but if you don't see why a bonus that is x2,33 better than the current best class at Defenses (Paladin) is OP, I suppose I won't be able to convince you anyway . It might not break the game but it is still OP IMHO. Your mod sounds very nice, don't worry, and it has a lot of contents (which would make it hard to balance anyway). The problem is that I would have to agree with the following statement : Although "break the game" might be a bit excessive
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I wondered the same and hoped no one would ask. Something like % chance of additional injury ? 3% less injuries for each point above 10 3% double injuries for each point below 10 I simply thought about that because avoiding injuries is more important now that there are Megabosses. Plus I remembered an old Stat table from BG2 which stated Con gave a % chance of resurrecting with a spell (rez spells could fail ?). But it was never implemented The thing is Con is more or less satisfying in its current state (except for items and tough as you said) so a situational bonus would suffice. Not that is is situational but powerful bonus since negating 3/4 of injuries is convenient in extereme cases (such as a party of self-immolating paladin with self rez and +2 zeal upon teammate death). Con is mostly disappointing for tanky solo play were Might is a counter-intuitively a better tanking stat than Con.
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Hastening Exhortation, even upgraded, is meh, especially as a Tier 8 ability. If it costed 1 or added 15% Action Speed, it would be good enough (near insta-buff are nice). HoF would be 1 rage too expensive if it wasn't for Heart of Blunderbuss abuses. For spells, I don't know what to think about these High Tier Single Target Debuff : - Hand of Berath (barely better than Shaken) - Rust (okayish for certain targets) - Entropy (given the absence of clear description) They would sound a bit better with at least a small AoE.