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Uni

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Everything posted by Uni

  1. IEmod allows one to set different patterns on when spells become per encounter. Options vary between never and all spells always being per encounter.
  2. Im interested in why you think so. I might be wrong, but quick intuition suggests that being able to get slowed less by armor promotes the use of lightish armor. Something like a fighter in enchanted leather could attack almost in clothed speed while having significant DR. Things like cuirass and propably mail would still be pointless, but even that could change if the DR to action slow correlation of armors get balanced to being reasonable(the -5 recovery penalty to everything exepth clothes, berathian and plate that i suggested).
  3. I dont think so. While they both represent muscular ability, might is more about maximum exerted force for short duration(how hard i can hit/powerlift) and constitution correlates to general fitness and being able to use your muscles for longer time without them tiring. The latter kind of ability is much more relevant to sustain a reasonable level of movement in armor. Oxygen uptake and muscles conditioned to constant stress are way more relevant to fighting in armor without completely gassing out than how much maximum power you can generate with your muscles. I think the recovery while wearing armor in PoE is supposed to simulate getting tired more than how your limbs move slower when you have weight on you.
  4. I was also thinking that good warbow and ranged dps talents(marksman, weapon focus and penetrating shots) might be the most reliable way to generate focus. Especially on battles where there is some thrash for cipher to use as refill fodder. Melee does more damage, but is way too risky unless you have heavy armor, which cuts down your dps so the ranged approach seems better.
  5. I think the problem is not spells grazing but cc spells having too high accuracy bonuses. They could take the +5 or often even +10 modifiers away from cc spells so they would not be as overpowered, but still useful as even the grazes can have big impact. Having grazes is nice for damage spells so encounters are less coin flip -like.
  6. I play with the autoattack option on. In 1.05 my party members used to automatically attack a close enemy after their ordered action ended. Only exeption were people with long range weapons that sometimes didnt attack enemies inside their weapon range. In 1.06 this changed and characters didnt aquire new targets after performing an ordered action. The exeption to this is that they will attack new enemies if they kill their current target with attacks, but wont attack even nearby enemies after casting a spell.
  7. One small thing that really irks me is how the damage reduction to action slow correlation on armors is kind of weird and makes the naked or plate problem even worse. There would be such a smooth curve, but it seems like they almost deliberately made it nonsensical and to promote tank and spank even more. Medium armors(everything between berathian robes and plate) have weird 5% extra penalty. Keeping the slow on clothes(0), berathian robes(5) and plate(50) as they are now and reducing it by 5 for every other armor type would be a nice thing. This way robes would have a slow of 10 and brigandine 45, so more protection would always mean more slow and the bottom(clothes and berathian are way superior to robes) and top(plate is pretty much just free protection over brigandine) end would not be as nobrainer choices. Clothes and plate would still propably be the optimal choices, but at least the mathematical systems wouldnt skew that balance even further for no reason. 5% is not that big deal, but it makes things like durable dps fighter with medium armor and armored grace a bit more reasonable choices.
  8. Aoe CC against clumped up party could end things very fast but its pretty obvious so people would spread their parties more. I could still see per day casters being too good as they can just unload all of their high level spells. This kind of mode would require serious multitasking even if it was slower than the current slow mode and would propably be "more fun to watch than actually play" for me, kind of like how i sometimes find watching starcraft 2 interesting but playing it is to too stressful. I guess what intrigues me is the potential of very varied metagame as classes are so different and you can choose to mix them as you like, which would mean a huge mount of different strategies. There are so many spells and different items to choose from. 6v6 team matches with every player controlling just their player character would be glorious, way less stressful and they wouldnt require slowing down. Being in voice communication with your team and battling against another party sounds incredibly fun. Id also love to watch shoutcasted competitive 6v6 party vs. party action, assuming the metagame wouldnt become completely degenerate causing every match to be similar(6x druid on both teams or smt.)
  9. Edit: What i said was already mentioned. (Can i delete messages i made?)
  10. Surprisingly many just seem to enjoy watching Eder oil wrestling with all manner of beastly creatures. And the rest of the party just throws in ice, acid and all kind of nasty things like the whole thing would be some kind of horrible dark age themed japanese game show. And while we dont have whips there is still the option to use long canes for the spanking portion(and tank monks even benefit from such action). Wizards can also conjure magic ones that steal opponents mojo... But then, what did we expect from internet generations raised by animu. At least they are potentially making perception give accuracy instead of deflection, which makes tanks slightly less stupid but id guess they can still be made practically invulnerable to most enemies.
  11. I dont think we see any kind of multiplayer and most multiplayer solutions would require huge amount of resources and/or changes in the game. It would be interesting to fight party vs. party battles against other people in some kind of arena mode that happens outside of the main game(permanent slow mode or something like that because pausing doesnt really work in multiplayer). Even that is very unlikely as obsidian will propably prioritize making the main game better and they for sure have a lot of things to still improve on that. Most players would also choose better single player over having a multiplayer option. But oh damn id like to try aforementioned style pvp, there is just so many variables and the battles would be hectic and interesting. Id even watch that as a sport, i really think ie style combat has interesting pvp potential.
  12. Concecrated ground and/or moonwell should be enough to deal with the dot, but you will still lose health. There arent that many enemies using insect plague so one can just accept that getting hit by it means you lose more health than from most encounters.
  13. I agree that single weapon style should not work with shield and that it should do something significant like the other weapon styles. Id also rather see something else than the graze to hit which is pretty much least needed thing as already said. The suggested hit to graze conversion sounds good as it fits the duelist concept and helps compensate the lack of shield. Improved crit damage is also one option that would be useful and fitting and not used by other styles.
  14. Talent(s) available on later levels to shorten the initial time of a chant could help in many ways. Also shortening the linger is an option but chanters being able to have more concurrent song layers in late game sounds reasonable. I think its good to keep higher level chants and invocations slower so that the lower level ones wouldnt be totally pointless, but current high level chants with high level invocations are way too sluggish. With faster chants on high level the chanters could cast high level chants and invocations in reasonable time(like they do with low level ones on early game), or layer multiple low level chants and cast low level invocations in quite rapid fashion, kind of like how high level casters also get to use their whole spell arsenal a lot more than low level ones.
  15. I hope paladin auras growing and attack speed boost not working on unique weapons get fixed in next patch. They already fixed some other stacking issues and just making 20% attack speed buff work(like dual wield talent does) doesnt sound very complicated.
  16. I think i wouldnt personally make ai cast spells for me but that option existing doesnt bother me. It is also quite interesting in role play aspect, as you can choose to let your story companions fight as they "want". That could be quite a ride of greatly added difficulty and some might enjoy the party members being more like other people instead of mind controlled puppets. In general im very happy for this because i find the lack of automatically attacking very frustrating in thrash fights. Its tedious to constantly wake up party members that just stand still doing nothing and select all+click is a very suboptimal maneuver.
  17. I think perception giving +1 accuracy is a good step. That combined with making constitution good via the often suggested armor penalty removing(i like the suggestion of Luckmann in this thread) would make every stat valuable and somewhat break the boring pure tank/pure dps min max -dichotomy that the current attribute system promotes. Ofc constitution could be buffed in other ways but the armor one just feels good, logical and gives constitution its cool niche. Only having one stat give deflection helps tanks not getting so ridiculous and they get enough reflex from weapon and shield style anyway. I dont think the added accuracy is problematic outside of CC, but some of those spells are already overpowered and should be toned down anyway. We could use some powerfull cc spells having no or +5 accuracy instead of +10 and so on, they are simple to fix numerically. Internal spell balance as a whole is in a poor state and should be fixed. Casters would be way more interesting without current op no brainers and the never used bad spells. Many interesting spells are underpowered and the game sufffers from that by making encounters more repetitive. If improving attributes makes those imbalances even more glaring then we might even get the op spells nerfed and worse ones buffed in a more hasty manner. Making good systematic changes will sometimes make current balance problems worse but it is definitely worth such hassle in the long run.
  18. You can use both at the same time. 20% damage from savage attack feels like its almost always worth the lesser accuracy and vulnerable attack is good for dual wielding or fast weapons in general.
  19. Concecrated ground or moonwell helps against the insect plague damage over time. Ogres have bad refrexes so aoe disables that target that are golden as they are all clumped up. Things like slicken, chill fog, priest seals and so on really make the ogres do a lot less dmg. You need durable frontline to hold them still initially and after that they are pretty easy to kill with aoe diasables followed by aoe nukes. Using summons for extra frontline also helps.
  20. Monks are definitely good. They are the best class for being tanky and dealing high dps, but require more micro than other melee classes. Basically better barbarians if you remember to spam torments reach.
  21. The damage reduction one is also worth a point. A bear with that is by no means as sturdy as full tank fighter, but will hold enemies quite well considering it as almost a free add on for already reasonable ranged dps class.
  22. I think the item quality is too big factor compared to the unique effects and a major cause for making special items underwhelming. It just gives so much stats that you need a ton of other stuff to even consider using lets say a fine unique over exceptional basic item. Plain bonuses to accuracy and dmg is also the most boring power available, and the damaging, accurate etc. bonuses are pretty much just inferior to quality as enchant space is to my knowledge not a concern with any item besides blade of the endlesspaths that cant be given elemental lash. Its true that the unique item properties are quite boring compared to the ones in for example BG2, but even the ones in PoE would be much more interesting if they had more relative power compared to quality. By simply reducing the stats quality gives, all the unique items and damaging/accurate enchants would become way more meaningfull. Enchanting would devalue unique items a lot less if quality and maybe elemental lash were toned down. Making the unique fast property(20% attack speed) actually work would also be nice as it would be a big chunk of dps one cannot normally enchant.
  23. I agree with this. As stated, flat DR is hard to balance and easily leads to boring situations if you make optimal choices. Fast weapons being next to useless against meaningful enemies, plated tanks being pretty much completely immune to hordes and so on. Pure % DR is even worse as it makes all weapon type choices irrelevant like many of you already said, but a combination of those lets weapon type be meaningful while also dodging the annoying edge cases of flat DR system. The problem of fast weapons being bad vs. all the cool enemies could be partly solved even with the current system by giving some of the tough enemies larger health pools with low DR.
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