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Everything posted by Boeroer
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Yes, you guess. But first of all you can't know until you ask them all before speaking in their name and secondly it's bad style to post your opinion on a matter and then do so as if everybody agrees with it - even if you firmly believe that everybody thinks the same way (which you don't because you opened a thread about that topic and learned that not everybody agrees with your opinion about per rest vs. per encounter). While I may share some of your opinions on the whole matter (I don't think the injury system is nice for example) I don't think that you present your arguments in a way that leads to approval or a fruitful diskussion. I personally really liked the endurance/health system of PoE because it prevented endurance healing from being too strong (see Deadfire) and thus prevented builds and party compositions that circumvent the need for defenses and health by abusing healing. I mean I like powergaming, but breaking the game balance completely is only short-termed fun if you ask me. Others may think otherwise, that's fine - but I think my argument is solid. Of course PotD is too easy in Deadfire. It's known and it's worked on. Bug removal had priority which is a resonable decision. In nearly every thread you say that you don't play Deadfire yet because you wait for PotD to be fixed - which I can totally understand. But if you didn't play it yet: why do you feel the need to discuss its elements so fiercly (using personal attacks every now and then?) even though you didn't experience them? Wouldn't the discussion be more valuable if you at least experienced and "felt" the new mechanics? Maybe they are not as good or bad as yout thought once you dive into the game? I criticized a lot of the new stuff when the first beta came out - but after playing it for a while now not everything is as bad as I thought (I mean I miss my endurance/health and also my per-rest spells as well as the universal talent pools - but the game still plays nicely for me).
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Why do you say that? Livegiver gets +5 PL (on top of the +2 PL it already has and also on top of something like Wellspring) with Rejuvenation spells when shifting. If you anticipate that you need a very strong and long lasting healing effect it's very good to shift before casting Moonwell for example. Sure, after shifting ends you'll get -5, but that's all manageable.
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Shall I put it into the build list? I'd need a name for the build (if it's not supposed to be called "The Solo Arcane Knight" ) and a short description (one sentence) what it does (else I would just use the initial question in the title because it's telling enough I guess).
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Rapiers, daggers and so on have lower base damage because they are a lot faster. Swords can't compete with the dps (damage per second) of a rapier IF you don't face enemies with high pierce AR (or immunity). So: swords = more versatility, rapiers = higher dps against foes that are not resistant to pierce. Dps wise all weapons are pretty well balanced. Some are better for auto-attacks and others better for Full Attacks and so on. But on average they are all pretty close. Besides that I will not engage in a fruitless discussion about (maybe ill-perceived) realism in a fantasy game. Rapiers are there and they are ok. Also the unique ones are ok. What bothers me most about the weapons types is that some get a ton of uniques and others one or two. That's the real shame - the base values are ok. The modals are also a bit "ehh?" in some cases...
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What about the Acute inspiration? It gives you +1 PL as well. Doesn't stack? Stats are capped at 35 by the way. So +10 MIG/INT from drugs and +10 MIG/INT from Helwalker could be overkill. At least if your MIG/INT is already highish. Could be worth it to do a build with low MIG/INT though... MIG of Helwalker stacks with everything (passive) - INT from Duality doesn't (active).