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Everything posted by Boeroer
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Removing non class specific talents was a bad idea
Boeroer replied to Boeroer's topic in Backer Beta Discussion
Yes, the current multiclass solution in Deadfire is quite nice in my opinion. Rather transparent and not overcomplicated - but it gives you freedom of choice. -
Hi again and thank you. Three of my four biggest bummers of the beta already got adressed: - Penetration will get a more granular effect - Some universal talents will return - Priests will not be restricted in spell choice anymore - but instead get bonus spells for their chosen deity. That's kind of a double-buff. Which only leaves the overly long casting times on most spells (especially on summoned weapons this is bad). But maybe they first want to check how those compare once the melee-recovery-bug got patched: atm one handers all have 1 sec of recovery only. But only the light weapon should have that, not hammers/swords and so on. those are supposed to have 3 seconds of recovery. They will patch that - and maybe then the spells don't feel as sluggish anymore in comparison. So for my taste it's going into the right direction. And to be fair: there are also lots of cool new things in the Deadfire beta. The thing is: I will not comment as much about the things that I'm ok with but rather write something when I want it to be changed because I don't think it's good. I guess devs only have limited time and attention and I don't want to clutter the beta forums with stuff like "xyz is ok, so leave it in".
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Spiritshift is too big to fit inside the inventory screen
Boeroer replied to AndreaColombo's question in Backer Beta Bugs and Support
Same problem with the Ogre (Transmuter): the sassy pose... Nah - I meant his head is in the clouds as well. -
If you're using Blast then I'd pick wands. They are a lot faster and the Blast' AoE damage is totally independent from the weapon's damage. So: the faster you hit the more Blasts you generate = the more AoE dps. Except when you have the Golden Gaze rod. This one fires two projectiles per attack which each trigger Blast. Which makes this the optimal blasting implement (besides Kalakoth's Minor Blights).
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Hi! In Deadfire Predator's Sense and Merciless + Vicious Companion are still in (playing the beta right now). I can't say if there will be a wounding great sword though. Rangers in Deadfire seem to have lost some melee capability, but you can now multiclass - and a class combination of ranger + rogue seems to be very fitting for this PoE1 build. Because the rogue has some abilites now that grant everlasting wounding effects (targets bleeds out until encounter ends). So that would trigger Predator's Sense all the time as well without having a special weapon like Tidefall. A special subclass of rogue is the Stalker - he gets bonuses when he and his pet fight near to each other - perfect fit. For therogue subclass I'd go with Streetfighter I guess. It's a good class if you want to offtank a bit and get some beatings every now and then (gets stronger then). Not much has changed with this build since I wrote about it. There are some new items and maybe also a few talents, but the core of the build is still viable and unchanged. So - have fun playing!
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Dire Blessing for the win!
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In PoE engagement had nothing to do with reach. You could not engage with a quarterstaff when standing 1.8 meters away, but you could hit. I guess it's the same in PoE2...?
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Removing non class specific talents was a bad idea
Boeroer replied to Boeroer's topic in Backer Beta Discussion
Deep Pockets would be nice on a Nalpasca by the way. I mean: where else to put all dat dope? -
Removing non class specific talents was a bad idea
Boeroer replied to Boeroer's topic in Backer Beta Discussion
Exactly -
True, true. The Watchful Guardian is also a good spell atm by the way.
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Removing non class specific talents was a bad idea
Boeroer replied to Boeroer's topic in Backer Beta Discussion
I disagree the reason casters were so much better was because they each had a combination of area cc, damage, and buff that out classed most of the martial classes abilities to do the same and could be cast at greater rates later in the game. It had near nothing to do with caster ability to be build like a warrior. Those abilities just allowed you to change the traditional role a caster is suppose to occupy enough to make for interesting builds. Let's say for argument that you're correct. It still means, by your very own words, that the caster classes were built to be able to do everything whereas the warrior classes were not. So my point still stands. I think a lot of us disagree because your point was "new people searched for powerful classes and the answer was casters because of flexibility to do what martial classes do," and that rings false to us. As in, yes the answer was casters, but not because of flexibility. A new player searching for powerful classes is looking for a class that is powerful out of the box (with easy to use, powerful spells), not looking to build mages who are good at melee (which is a niche thing that takes knowledge of the systems to pull off, not something a new player would have any interest in doing). That's not true. I was deliberately abstract in my post in not specifying the exact things identifiable with warrior classes vice caster classes. My point was that the caster classes could take on the roles/functions of warrior classes in a party, however those roles/functions may be defined, but the reverse was not possible. Or put another way, one could have a party of entirely casters and successfully win all battles whereas a party of entirely warriors could not do so (at least not for someone like me where I've admitted I am not a hardcore player). That is true. But it has nothing to do with the talents but all with the spells and abilites those casters have. FOr example a wizard can fill the role of a barbarian because he can summon Citzal's Spirit Lance and go wild with Martial Power. He can grab his self buffs and replace the fighter tank. A druid can replace a rogue because he can do MORE single target damage with Spiritshift + Wildstrike + Avenging Storm while also being able to cast Relentless Storm. Those are all results of the somewhat unbalanced spell/ability design and not of the talents which only round the pickture a bit. If a rogue would have get an ability which drops a poisonous bomb and destroys low-level enemies with it - it would be like a spell - and it would be cool. But unfortunately OBS didn't introduce such things. Don't blame the talents for the somewhat poor ability pool some martial classes have in PoE. -
Removing non class specific talents was a bad idea
Boeroer replied to Boeroer's topic in Backer Beta Discussion
Exactly! By the way those "talents" I called for have never been very powerful in the first place. It's just nice to put some flavor onto your melee single class wizard (specialized on summoned weapons), your defensive druid - whatever. I'm totally all in when it comes to more and better abilites for the martial classes instead of making weak stuff like Two Handed Style their "own thing". How I praised Charge when it came out because it was/is a nice, interesting and also powerful ability for a fighter. Not Two Handed Style or Weapon and Shield Style - pah! -
Removing non class specific talents was a bad idea
Boeroer replied to Boeroer's topic in Backer Beta Discussion
Hehe - that made me laugh. You're one of the few persons who can be spocky and intentionally funny at the same time. -
Removing non class specific talents was a bad idea
Boeroer replied to Boeroer's topic in Backer Beta Discussion
Items have no bearing on this discussion. They're largely available for everyone. And pulling the old "you lack knowledge and experience" card is beneath you, Boeroer. I always respected you and thought you to be better than that. I didn't say that you personally lack knowledge - and I also didn't mean it that way. I just wanted to point out that such a general statement as "rogues/fighters can't be good at casting spells" usually stems from lacking knowledge at best (when it comes to PoE). They are actually the better spellcasters - if you give them spells. Nobody complaints that those items gave everybody spells that should be unique to casters, right? -
Removing non class specific talents was a bad idea
Boeroer replied to Boeroer's topic in Backer Beta Discussion
This could be done in PoE1 as well. Remember Scion of Flame? This was intended as caster talent but also worked well if you had a weapon with an elemental lash. Just one example. Then we had Dangerous Implement - another talent that sounds like it's made for casters. But a ranger or cipher focusing on implements could take this talent as well and be quite good with those things. Nobody would complain now that the ranger took away that precious caster talent. -
Removing non class specific talents was a bad idea
Boeroer replied to Boeroer's topic in Backer Beta Discussion
Right, you are the only rational person here. Standing on the hill of sanity and reason, waving the flag of prudence. All those people who oppose you are obviously sentimental, unreasonable or outright stupid. am clear not alone on the hill, but you are correct in observing how the mob has responded in predictable fashion. as an example, you didn't reply to us by explaining why a paladin w/o weapon and shield is current inadequate. instead, you went with... emoji. way to prove our point. HA! Good Fun! How can I? I'm obviously mentally unstable and can't think straight for two seconds. Please cut me some slack. Wait... forgot emoji... -
Removing non class specific talents was a bad idea
Boeroer replied to Boeroer's topic in Backer Beta Discussion
Agreed, but let's keep in mind that the feedback they're receiving is not representative because the testers are self-selected and not randomly distributed. This is my fundamental issue. For PoE1, if you do a search of these very forums for an answer to the generic question of "What are the 'best'/'most powerful' classes to play as," you will get a very solid consensus on these classes: wizard, priest, druid, cipher (which I will group as "caster" classes). The answer to the same generic question in reverse equally generates a solid consensus on these classes: fighter, barbarian, ranger, rogue (which I will group as "warrior" classes). So why is it so much better to play one of the caster classes over one of the warrior classes? The answer is very obvious. The caster classes can all be built to do a lot of what the warrior classes can do but not vice versa. In other words, the casters can make for pretty good warriors, but the warriors can never be pretty good casters. That's not true. The reason is that casters get crazy good abilites (spells) and can spam them in tough fights while they still have good enough per-encounter abilites so that they are not useless in trash fights. It has NOTHING to do with the universal talents and ALL to do with the class based abilites every class got. And the priest ist not the most powerful class in PoE because he can pick Two Handed Style or Bull's Will, but because he can cast Inspiring Radiance + Crowns + Devotions and boost party's accuracy (and defenses) into the sky like no other class, making most encounters jokes. Or he can buff himself into the heavens with Minor Avatar and then cast Shining Beacon which will kill everything that hasn't bought a ticket for the burn-immune train. Note that those things are all priest-only abilites. Also, barbarian for example is a class that turns from ok-ish to one of the most powerful ones - once you get Heart of Fury, a class defining ability. This all shows that the universal talents are nice for flavor mostly, but never gimp or skyrocket a build alone. You forgot monk by the way who is very powerful. Also, saying that a rogue or fighter can never be a good spellcaster in PoE is just lack of knowledge and experience. There are a lot of spell-binding/-holding/-defense/-striking items that can turn a rogue into a caster monster - because the spells work with Deathblows, Deep Wounds (partially) and crit conversion. Same with fighter and Disciplined Barrage for example. On the other hand - it's just cool if you want to play a melee wizard and can pick Two Handed Style for your staff. It will boost your single target melee damage by 15% additive - which is not very powerful - but it fits. The perceived weakness of martial classes in PoE is not that casters can use universal talents, but that the abilites of those martial classes are underpowered. This got a little better with Charge for the fighter for example. -
YES! Gromnir will be happy, too.
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Hm... so nobody even cares that Lightning Strikes puts a 50% shocking lash on spells? Good... then it's all mine!
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Frowning upon proficiency page as a monk
Boeroer replied to Narcolypse204's topic in Backer Beta Discussion
He means PoE1 where fists had completely different stats. In Deadfire they are not especially powerful at the moment. -
Removing non class specific talents was a bad idea
Boeroer replied to Boeroer's topic in Backer Beta Discussion
Right, you are the only rational person here. Standing on the hill of sanity and reason, waving the flag of prudence. All those people who oppose you are obviously sentimental, unreasonable or outright stupid. -
Current size of the beta (spoilers with no tags, open at your peril)
Boeroer replied to dam's topic in Backer Beta Discussion
Ah, right. I forgot the delemgan. Actually the Poko ruins are supposed to be solved first, but doesn't really matter. -
Current size of the beta (spoilers with no tags, open at your peril)
Boeroer replied to dam's topic in Backer Beta Discussion
After doing Poko Loco Whatevoco you can scout around on the island and discover two Lagufaeth chieftains. You can do the quest around the Broodmother and the fruit quest. You can also explore the whole map, but tehre are only a few small islands with some unspectacular items to be found. -
There's a command named "EncounterSpawn" like in PoE which needs a proper id. Unfortunately I can't figure out where/what the ids are atm. I can't access any object browser. Obviously the command for that changed and I can't find any fitting with... well... "find". Eh - I forgot that the object broweser was part of IEmod. How can I get access to the encounter ids now?