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Boeroer

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Everything posted by Boeroer

  1. Only speak for yourself. I think both is not correct. The last one in an extreme fashion.
  2. You know what might be a pretty smart approach: if your current playthrough (your savegames basically) wouldn't get affected by patches unless you choose so. This is kind of hard to do... but I guess it is doable if you keep that in mind during the developing process. You would need some internal patch- or buff/nerf manager. Then your current playthrough wouldn't be affected by patches and you could finish the game without disturbances from nerfs that potentially destroy your character idea. In the next playthrough you then will use the newest mechanics version. Because that's what annoys most players I think: that the character they currently use changes while they carry him/her through the game.
  3. Actually it's only 12.5% less. Which is exactly the half of 25%. Because CON is twice as high. You should divide 1750 by 2000 to get the percentage that's taken away. ~14% is the gain from 1750 to 2000. But yeah sure, it's only 25% if you assume 10 CON. With less CON it's more (unlikely with bosses though) and with higher CON it's less. But I don't want to look up all bosses and their CON values to give the exact percentage - so I just stick to the basic "5 less CON = 25% less health". 12.5% health with such high base health pools is still very nice though. Besides the other good effects that enfeebled brings to the table this is also pretty nice. I mean you reduced the health pool by 250 points just with an affliction in your example. That's worth some attacks, even for a monk. More on CON afflictions' math for the curious forum reader: https://forums.obsidian.net/topic/109118-how-good-is-enervating-blows-really/
  4. Problem with Disintegrate is that it gets reduced by high RES a lot - and since bosses usually have very high RES... Combined with a graze it does pretty horrible dps. Not much compared to Resonant Touch. But if you can apply enfeebled that not only brings down CON by 5, Fortuitude by 10 and health by 25% but also prevents any healing and makes Disintegrate much more viable on bosses again. Of course... why not combine both in a party? By the way: keep in mind that Essence Interrupter still destroys unique loot (very reliably - always if you manage to crit). I wouldn't use it if you expect good things to drop.
  5. Dirty Fighting is a bit of a joke as well - since it's lying in the dirt. Good idea with a kick in the crotch! I couldn't come up with something that was easy to depict. That could work.
  6. You mean Ali (who's an anti SJW Nazi) dodged lots of punches while Trump doged his draft? Interestingly... nonsensical.
  7. I would choose Battle Axe + Bleeding Cuts over Lover's Kiss. Especially with Full Attacks and a light weapon in the offhand - e.g. Marux Amanth as you said.
  8. Added some Rogue passives to the bunch and altered older ones (e.g. Overbearing Guard, Tumbling):
  9. @One Stands alone: yes. Because if I make it too symmetrical it will look very "circle-ish" once the round mask gets removed (in UIs other than the level-up ability tree). But still looks too circle-ish. So my idea didn't work... @Thick Skinned: I also figured that a Rhino not only has thick skin but also poses a threat - which can relate to the +1 engagement. The Wilder Hunter icon is actually the top of the Xaurip Shamans' quarterstaffs. Took that from some PoE concept art.
  10. Turning Wheel doesn't work with ranged weapons or spells - so you might as well skip it and stick to Duality of Mortal Presence and spare one ability point. Good boss killer (includes Dragons) usually is a single class monk due to Resonant Touch which has no stack limit. Against single targets which are not pierce immune or highly resistant blunderbuss is best since every hit over 10 dmg adds a Resonant Touch - and blunderbusses hit 4 times per shot. Sun & Moon is also nice since it hits twice per swing. Single class Monks also have the potential for very high accuracy via Enduring Dance (+12) and Razor's Edge (+10). If you use a Forbidden Fist with very high RES you can spam Forbidden Fist on the dragon, get a curse duration of less than 3 sec. and get healed and +1 wound while it runs out. Any other affliction also will run out quickly and heal you and give a wound. That way you don't have to spend a lot of wounds and always stay at 9-10. With Crucible of Suffering you will always have raised defenses. Forbidden Fist costs 0 wounds as long as you are not already cursed. It scales with Power Level and Transcendent Suffering and has a base PEN of 9 which leads to pretty great PEN and dmg at higher levels. Since you are stacking RES already you can make a weapon and Tuotilo's Palm build with high defenses. Your weapon should not be crush but some other dmg type. Forbidden Fist does not use your weapon but only does crush. So you csn have all physical dmg types without switching. The Enfeeblement of Forbidden Fist gives DoTs on the Dragon +50% duration. So if you have a cipher with Disintegrate he will like you. Usually Dragons have high RES and thus reduce Disintegration time a lot - with enfeebling you can counter that. Also Enfeebled reduces the dragon's current and max health by 25% which is the equivalent of many hits. More info on CON afflictions and why they are good: https://forums.obsidian.net/topic/109118-how-good-is-enervating-blows-really/
  11. Easiest solution for Josh were if he included multiplayer into his next RPG game: *poof* Critics of balancing disintegrated.
  12. One can believe a lots of things and dismiss stuff with a handwave. That's too easy. Why is it bull****? The thing is that Josh Sawyer gives examples and makes some reasonable arguments in order to explain why he thinks that balancing is good for the majority of players. His experience as a designer (looking at unbalanced products in hindsight) also helps. Meanwhile the opposition of balancing fails to do such things. At least in this thread. It's all about one's feelings - but no effort is made to go into depth.
  13. The "disabling" effects of Withdraw, Beetle Shell and Stasis will not get altered by resistances, immunities or inspirations. They seem to be hard-wired and not part of the usual affliction/inspiration/resistance/immunity system. Generally speaking: push effects will disable engagement, then move the character. Therefore: no disengagement attacks.
  14. Ha - you are one silly boy, aren't you? "It's Michelle Obama! LOLZ!" I wanted to read the textual source of that statement so that I don't have to judge based on your interpretation. Since you are a forum user with a very dubious reputation the question for source was justified. And I was right. Your interpretation is devious and vitriolic. The analogy she used is still bad though. She needs to go to attend an analogy workshop or something. The right analogy would of course have been that USA is the North Pole, US citizens are all little elves, then Santa Claus died and Krampus became your new boss. That would mean Krampus is as bad as Trump (which would be unfair to say) - but who cares about Krampus anyway...
  15. I guess. If the Wheel doesn't get fixed in time. But this time worldwide and also hollowborn animals and so on. And since holloborn seem to be too passive to procreate everything dies out. That's why Rymrgand likes this ending so much.
  16. Don't buy it. The Deadfire Pack can be downloaded for free.
  17. Yes, that was patched. Didn't try Cleansing Flame or Taste of the Hunt.
  18. But Cpt. Hairsplitter sir, I meant the whole D&D franchise including AD&D and whatnot. Since I never played any of those thingies I cannot really know the differences between AD&D, BD&D and CD&D, can I? I only know that all the big IE games had some D&D (as an umbrella term) in it.
  19. Tumbling: +20 Defense against apes that hurl poop at you. Sorry, couldn't resist. Obviously didn't take Bad Joke Resistance. I like petrols and turquoise in general. The lower left would be my favorite I think.
  20. Errr sure, if you think so... i mean correct: you didn't say "totally". You use a lot of rather ridiculous hyperbole though - which makes it hard to take your criticism seriously. You also refuse to name any example, making it hard for me and others to judge if your complaints are somewhat justified of if you maybe just didn't understand how something works or whatevr reason there may be. As some other users pointed out: There was a difficulty adjustment for Deadfire that made the game significantly harder. So it might also be that you feel that your char is gimped now even though nothing about his stats and abilites changed. Also now you are deviating from nerfs to badly explained game rules, difficulty and complexity. This is a totally different topic. If you think the game is too difficult and fights take too long you can lower the difficulty - as a player. But you can't do anything if the balancing is totally off and some abilites are too good (or too bad). You can just avoid them which narrows your choices significantly. I agree that the explanations of game mechanics are bad - but that has nothing to do with your initial topic so maybe we shouldn't open that box now just to stay focused on nerfs and balancing. I gave you a link to Josh Sawyers Tumbler where he explains why he balances and why he will continue to do so. It doesn't sound like you read that. It actually answers some of your questions - first handedly from the designer. You will have to accept that there's different tastes and reasons why players play games - also CRPGs. You don't seem to belong to the group of players that Josh Sawyers design philosophy is targeting. But just because you don't like it doesn't make the game ****ty, abilites "useless" (not totally useless mind you ) or balancing a bad thing. As you can see there are enough people here who like balancing. It's just not your thing. We can objectively discuss if the implementation of nerfs reaches Josh Sawyers design goal or the goals of balaning in general. Maybe the nerfs are too harsh, maybe the buffs are not enough. I don't think so - but I'm willing to discuss actual nerfs and if they are indeed too harsh - or not.
  21. They are born with the souls that are in the beyond until there are no more left. Souls can't pass to the beyond from the in-between without the wheel - so with every death and rebirth the in-between becomes more stuffed and the beyond more empty.
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