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Boeroer

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Everything posted by Boeroer

  1. No it's not - because we don't have dmg vs. DR any longer but PEN vs. AR. So dmase per hit doesn't matter as much as it did in PoE. Dps is more important. And being able to deliver Full Attacks. Atm two handers will do less dps on average compared to dual wielding, have less deflection and reflex than weapon & shield (while not granting overwhelmingly higher dps) and I guess due to crits giving +25% dmg and *1.5 times PEN (which leads to more dmg because you either prevent dmg reduction or even get overpenetration) two handers do even less dps than a single weapon approach. They don't have significantly higher PEN than one handers except the Estoc (which has quite low base damage). Great Sword even has low PEN. So why use two handers in the first place if they don't give you even a circumstancial benefit (morning stars excluded because their modal is great)? Mainly because of uniques I'd say. +1 PEN wouldn't topple over the balance of weapons but would give a reason to use two handers over one handers in certain situations (when enemies' AR is high). Of course this could lead to a situation where two handers are more valuable on PotD because there the AR of enemies is altered (which I find to be a bad decision for difficulty balancing).
  2. You can just use a savegame, open console, type iroll20s <enter> Then type Attributescore player<hit tab for autocomplete> dexterity 10 <enter> You can test the heck out of everything and keep achievements as long as you don't save the console session. The achievements only get disabled for that current playthrough if you play ahead with the "cheated" characters. If you reload the save then your achievements will be untouched - because you didn't save your "cheating". So no worries.
  3. Doesn't the spell disruption stack? I remember testing it on Aloth and at some point (likely 4 hits) he had 100% spell disruption. Was that changed?
  4. I think at first because it came a bit late (previously it was a high tier ability according to data-mining during beta) - so maybe Obsidian thought it needs to be even better than in PoE. Then they moved it down to PL 5 but didn't change it - that was way too powerful.
  5. You can balance the general weakness of 2 handers with better unique ones, that's true. However I don't think that's the right way. Each weapon type should be equally useful in its "vanilla" state. As I already suggested several times, giving all 2 handers +1 PEN would solve the problem without making those too good. It's also not unreasonable because weapons that get wielded with more kinetic energy should be able to overcome armor more easily.
  6. Cooldowns just lead to spamming abilities without thinking. Managing resources gives more depth. Just compare Tyranny's combat with PoE's or Deadfire's. Which one feels less like console-like button-smashing?
  7. If you think that Deadfire feels 5000 years past PoE you simply didn't get the world lore right while playing PoE. It's quite obvious during PoE that there are cannons, huge ships, more advanced animancy and other more sophisticated stuff outside the Dyrwood - and that the Dyrwood itself has the image of an underdeveloped ex-colony full of renitent and uneducated farmers who like to form angry mobs and burn people on stakes for believing in the "wrong" god etc.
  8. If PoE or Deadfire had cooldown I'd not play them. Cooldowns are just a horrible mechanic - at least for me. Look at the terrible combat mechanics of Tyranny due to cooldowns. I mean I personally find them terrible. Maybe others like that kind of stuff. I don't. Just piling up some special attacks and time the cooldowns so that you can use an ability all the time - feels so boring. I think having a resource pool (finite like Discipline/Guile etc. or refreshing like Wounds/Focus) is a lot better in my book.
  9. Erm, yes? Full Attack on the target and crush damage (not weapon related) in between. That's what I said? It was less powerful than the pre 1.1 Deadfire version because items' on hit/crit effects did not proc in the AoE, only on the target. And it was not overpowered because it came a lot later (measured in game time) than in Deadfire and was the only thing that put fighters back onto level with most classes in the end game.
  10. Great (I mean that you found it ). Would you mind writing a small bug report in the technical subforum (in case it isn't there yet)?
  11. Nooo! They should put the time and money into developing really important stuff! Like a cure for cancer or... or... being douchy!
  12. You can always use the console to spawn enemies and give you levels, items and abilities as you wish. I know no better way to test stuff in PoE or Deadfire.
  13. Nope. Only prolongs the duration. You can also use club + flail for example to apply will and reflex debuff simultaneously. I just used dual clubs because it looks better than club + flail or club + whatever.
  14. Eh, but the initial statement was that it doesn't make much sense to post - or make - class builds while some mechanics of the game are very unbalanced or even break the balance (alchemy boosting decay spells for example). And so can agree to that. Posting builds usually means you show the forum some neat tricks and powerful combos or whatever clever stuff you could come up with. Very few people draw Joy or even satisfaction from posting straightforward standard stuff. But those things will change eventually and also even the cleverest idea pales when you compare it to Plague of Insects with +22 PL or a poison that does tremendous damage per tick. That takes some fun out of it. Whining or not - it's a fair point to make.
  15. That's a good question: why not implementing it like in PoE where it did a Full Attack at the target but "simple" crush damage (not weapon related) to the enemies in between? I personally think that stun is equally useful - just curious why that hassle of reinventing the wheel?
  16. You could use Brand Enemy and then flee I guess. It has no hit roll (always hits) and will be active until the enemy is dead. You just have to be able to run fast. Maybe that would be an option, didn't try though.
  17. Does the will / reflex lowering gets propagated via Carnage? I assume no, but asking just in case.Nope. If you want to do that you can use Flagellant's Path or Clear Out + Upgrades. I had a Devoted with a Morning Star + Clear Out in the party to lower Fortitude in an AoE. I usually focused on one caster with the Mage Slayer and stacked spell disruption and applied will or reflex debuff for a party members to finish the enemy, then off to the next. He also removed the Concentration from every other enemy with the chant so my other party members could interrupt other casters easily. But that is no feat of the mage Slayer. That class itself is pretty good at blocking single targets though - even bosses might not get a single ability off. I wanted to mix AoE "ability disrupt" with the Troubadour and single target disrupt with the Mage Slayer. Spell disruption of the Mage Slayer works ok but I don't know if it's worth the drawbacks. What also helps a lot to shut down ability usage are terrify effects.
  18. Ach - again a thread about game mechanics and its flaws turns into some philosophical debate about <whatever RL topic is slightly connected to the original problem>.
  19. i don't see any 1.1 potd ranged dps sorry.. most of them are tank/melee/solo potd I think there's a language problem that prevents you from getting the joke. But it doesn't matter - it wasn't a good one in the first place... There are not that many ranged caster builds besides the Master of Missiles and maybe a few others. Maybe because casters are not so good at doing sustained dps in Deadfire (besides the PL cheese with alchemy + decay spells or the shock helmet abuse). For example I'm playing Serafen as a ranged dps caster atm and he simply sucks at it (if I don't use Mind Control). Maybe Maia as a Geomancer will be better - but I doubt it. Better go the DoT route I guess.
  20. Na - it's always frustrating if a game's balance is utterly broken. Sure you can circumvent it (like I do) and not use alchemy or arcana - but that doesn't change the fact that some mechanics are not properly balanced. If there would be a chess figurine that allowed the player to reach every field and beat every other figurine with one move you could either remove it from the game or just not move it. I guess most people would say: "If it feels cheesy and makes the game boring and we don't use it because of that - why not remove it entirely from our game?"
  21. I played a Mage Slayer/Troubadour with the Concentration removal phrase + the weakening phrase. He takes out offensive spellcasters and especially healers pretty nicely. He also had dual clubs or flails for lowering will or reflex (what needed debuffing most).
  22. I would like that scrolls are not just lesser versions of actual spells, but something completely different (albeit useful). Something that can even add depth and tactical value to a spellcaster. No second Kalakoth's Minor Blights scroll or a Fireball scroll that competes directly with class abilities. Instead something that complements class abilities.
  23. The self healing part def. works well with a Barbarian, too. I guess Edér would also work.
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