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Boeroer

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Everything posted by Boeroer

  1. That is goes against the aim of the new system is the best part. Also: retraining is a nice feature to ensure you can make best use of a weapon you found and have not the fitting proficiency. Better than making all proficiencies meaningless so that it's no problem to use a weapon with which you are not proficient. Also: getting one proficiency every 3 levels now means you'll have 7 proficiencies at the end of the game. It's very likely that you can spend enough points in the new weapon you found as you go along.
  2. I think it's pretty easy to only trigger the healing once when you activate FoD instead of tying it to every strike.
  3. Proficiencies are half-baked stuff atm. You can see that its not the best approach since the designers obviously had trouble to come up with meaningful and sensible modals for every weapon proficiency. Like rapid shot for pistol (why is reloading a pistol any different from reloading an arquebus? Why can you get +20 ACC with a non-rifled arquebus but not with an arbalest or crossbow?). Would have been better to create those modals for a whole group of weapons like guns (faster reaload)/bows (better aim)/crossbows (faster reaload as well) and so on. But now we have them... The idea of The Balthazar(?) that you can invest thrice in a proficency to: a) get the modal b) increase the bonus c) decrease the malus would be nice to see implemented. You could then leave the modal on all the time after spending at least two points because it would be better most of the time. This also would mean that you wouldn't be forced to take a lot of different proficiencies that don't match with your idea of your character. For example as a rogue duelist who wants to use single light one handed weapons like rapier, dagger and stiletto it's just awkward to be forced to choose mace or axe or whatever just because you don't know where to put the proficiency points. Of course this would render the Black Jacket even more meaningless. Besides Quick Switching builds that subclass is totally underpowered now. Especially since they plan to raise PEN of weapons (not of spells???). The Black Jacket needs something better to counter his harsh malus of not having Constant Recovery. Since the Black Jacket's theme is all about versatiliy, why not give him better versions of the modals - even if the aforementioned solution (a)b)c)) doesn't get implemented at least the Black Jacket could automatically get either b) or c) when choosing a proficiency. Meaning that a Black Jacket always suffers less malus from modals or gets a better bonus. For example: when choosing the proficiency for great swords (modal: Savage Attack) a Black Jacket coud either get +50% damage with only -10 ACC or +75% damage with -20 ACC instead of +50%/-10 like the normal modal would be. Sabre could give +2 PEN/+50% recovery or +3 PEN/+100 recovery instead of +2/+50%.
  4. I can imagine on PotD even +40 ACC is not enough with an arquebus+modal + FoD to avoid grazes entirely. But if you take a single rapier and switch on the modal and use FoD you will have +57 ACC, am I right? Should work also well enough if you don't care about the damage anyways. But I agree that it's kind of stupid why the healing effect is tied to hit/crit instead of just executing the ability like it was in PoE.
  5. I personally prefer the change as per-encounter. It was a big tedium for me that they use campfire as the resource. Could it be per-encounter was badly implemented in DF?. Maybe you should create a separate thread and it be interesting to read through your thoughts about it. Sorry for deviating the thread. And i would like to thank Obsidian team, at least they read through these feedback and concerns and are aware of it. Erm, the emphasis was on "elsewhere" rather than "I feel the urge to discuss". Ach, another ironic post gone wrong on the internt.
  6. If you have ligatures activated then switch them off as well.
  7. When I look at the title of the thread, who opened it and remember what the intention was then I suddenly feel the urge to discuss per-encounter vs. per-rest elsewhere.
  8. Or you take a single rapier in the main hand and activate the modal before using Soul Annihilation. I never had a miss or graze so far when I tried this. Too much ACC. Great modal for a Soulblade "Duelist". But a Kind Wayfarer gets +20 acc when doing FoD. Do you miss/graze often? I don't. The real bugger is the low amount of healing. 14 points... pfff!
  9. Hmm, from a fun point of view? Hard to say. Both will drop down pretty quickly once targeted, so this can be frustrating. From lvl 11 on this is pure fun - especially with a fellow wizard who can provide afflictions. Spell binding gear and scrolls will be rare in the early game, so the beginning will be more rough. But taking Prestidigitator's Missiles and Penetrating Shot early is nice.
  10. Recently played: Unbroken/Street Fighter I hoped that the massive PEN of the Unbroken and the increased Sneak Attack and crit damage of the Streef Fighter (once flanked) would make Disengagement Attacks fearsome and also that Riposte may be worthwhile. Dumped DEX and gave him a sabre + modal + buckler + modal and plate armor, mainly relying on disengagement and Riposte. Well nobody leaves that guy now. They just knock him out and then go on with their thug life. Beguiler/Trickster With Blast I had a blast. Start by causing hobbled + bleeding via Arterial Strike in an AoE, then use Eystrike (and gain focus in the process), Whisper of Treason, then Arterial Strike again... Very nice CC character and ok damage. But I played him with a mod taht reduced casting times a bit. Mage Slayer/Goldpact Knight In theory I wanted to rush casters with Zealous Endurance and Golden Enmity and use FoD and Barbaric Blow in combo with the spell disrupting effect. Seems spell disrupting does nothing in beta 3? It applies an affliction but I never saw that attacks interrupted or canceled enemies' spellcasting. Or was this reduced to kith enemies and doesn't work on Lagufaeth anymore? It used to... Evoker/Fury Pure nuker. I wanted to expand the resource pool for damaging spells and only chose friendly fire spells that either do burn or freeze damage - as well as Returning Storm of course. I took a pale elf and gave him Bulwark and the Stormturner Cloak, too. He wore a breastplate then. With that much AR against burn/freeze I could easily cast Fireballs (also empowered, although that still hurts) on myself while doing a bit of baiting/tanking. Pretty nice - but only with the aforementioned mod that reduced casting times (and recovery) a bit. Else I could never spend all the spell uses during one encounter.
  11. Bad: Offensive spell casting with Druid/Priest/Cipher/Wizard in general, especially casting speed. Summoning weapons is way too slow. I played a mod with 1.5 secs and that is fine. The morale of my crew goes down even if I serve them Rum + roasted Duck al'Orange with 3 Michelin stars. Average PEN is always one or two points below enemies' average AR. Spells' PEN is generally too low. Either passives with boost PEN or a buff of spells' PEN is needed. Worst: I don't like all the ship stuff. It's distracting and also unintuitive and gets boring and tedious pretty soon. But I guess that's only me. It would be great if one could just turn that whole thing off with a switch in the game options menue. That's the worst part for me I have to admit. Long recovery times make the combat feel sluggish. Good: Multiclassing is still a lot of fun. Casters' self buffs are generally good (with a few exceptions). Best: Beguiler getting more focus back than he spend when using Deceptive AoE spells in certain situations. It's really nice and not too powerful.
  12. A pure wizard is great if you focus on spells that scale well with Power Level. For example all Missile spells. But as Gromnir said: customisation is not the strong part. This may change though because we will be getting more passives in the future.
  13. Also remember that in PoE a casting time of 4.5 secs was the slowest while in Deadfire it's medium. Placing a fireball in PoE was also easier because it was a fast cast instead of a 6-sec cast in Deadfire. All the damage on the world will not help the Fireball's viability of you have to cancel it all the time because situation on the battlefield is changing so frequently. Spells that target single enemies are in a big advantage because of that. Also because most of them scale really well with Power Level (see Missiles). At the same time some spells which are supposed to help with damage are inferior to a simple auto-attack with a weapon. The high PEN of Thrust of Tattered Veils is nice, as is the targeting and the fast cast, but I do more damage if my fighter just smacks the enemy with a great sword without spending any resources. Some spells need more balancing. I mean upwards. Look at Kalakoth's Freezing Touch: still the worst spell in the game. At least that didn't change...
  14. That's not true. Instead of wildly speculating the "what if" I played a mod this week which reduced casting speeds by shifting most of the spells' casting times (especially cipher's) one category to the "left" (6 to 4.5, 9 to 6 and so on. Also summoning weapons was changed to 1.5 secs. It's still easy to do an interrupt if a spell takes 4.5 secs or 3 secs instead of 6 secs to cast. Interrupts favor fast weapons though - or you have to wait a bit before attacking just to see if the enemy will start casting something horrible. And that adds a bit more tactics. But the combat overall feels MUCH better with casters. Much better. But still it's easier to do the playthrough with melee character than with casters! Main reason is that combat movement is too fast in comparison to the rest and combatants like to change position very often. Most of the time because somebody dies while the caster is casting. Chars die so quickly in melee. I think weapon damage is too high. If you compare weapon damage to PoE you will see that base damage of weapons is higher. It's difficult to land an oh so mighty Fireball when during casting time the situation on the battlefield is changing thrice because melee chars kill two people while doing a 6-sec-cast.
  15. https://forums.obsidian.net/topic/60459-project-eternity-wiki/page-9?do=findComment&comment=1978272
  16. No, since the White March is seamlessly embedded into the main campaign of PoE (you can go there and travel back and forth as you wish) you can take all party members, items and so on with you.
  17. Also the Carnage malus to damage is less severe. Downside is that damage bonuses and crits don't lead to significantly higher damage and that the ACC bonus of the fists will not work with special attacks like Barbaric Blow or Heart of Fury.
  18. On hit/on crit effects for example. They also work with the cone. @Slack83er: Before getting Stormcaller you can't have exploding arrows. Other candiates are chanter with Stormcaller (triggers the stun invocation cone every now and then) or a cipher (triggers Soul Shock AoE from time to time). But the ranger with Returning Storm is cooler.
  19. I think because multiclass chars already have access to two (complete) resource pools and can combine great low level abilites they are much more versatile than single class chars. I never understood why they also need more ability points at level up than single class chars.
  20. There is the ranger with Stormcaller. It's kind of an exploding arrow.
  21. I meant taking away spells that were there in PoE. If they'd design a completely new game with another background then they can carefully craft fewer spells without taking away anything. I also meant taking away spells in form of "removing them from the game altogether". It's ok if you have a more narrow spell selection at level up. But you should still be able to choose from the variety of spells that were in PoE. That's what I meant with limiting choice. But even if I find it ok that the spell selction is limited now: it takes away flexibility of casters. That doesn't need to be a bad thing per se, but it takes way something, too. The thing you gain is the more "strategic" apporach that you have to think about what spells to choose. That might be nice for char builders but it can also be a trap for beginners. Especially because I still don't see a retraining mechanic in Deadfire.
  22. Removing redundant spells is ok. But taking away choice just because some people can't handle a few more spells is not. For example I really liked Nature's Terror or Spark the Souls of the Righteous. Not many people used those spells because they compete with other really good spells in that particular spell level. So if you take those away I (and others who liked those spells) will be sad and disppointed - and the only thing you gain is that players have to read through less spells. Erm... Also this "Too much choice! Please pick something for me!" is totally beyond me...
  23. That's not right. Different players like different spells (if they are all implemented well and there are no trashy ones). If you want to cut down you could put the ones you like into your favorite list and forget the rest. You'd have waht you wanted without taking away choice from other players. Also: since when is forcing someone to do something in game considered to be good design? I think it boils down to what MaxQuest said: some people are just too lazy (or don't have enough time) to read through all the spells. Fair enough, but this game's target group is not casual players. As if the spell list of druids and priest is that overwhelming... If you don't know what to use and lose track of where which spell is and whatnot you could simply write down your favorite spells on a piece of paper.
  24. I also fear it will be like Tyranny for me: one playthrough for the story, and one for a cool build - but that one I canceled because the mechanics just felt meh.
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