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Boeroer

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Everything posted by Boeroer

  1. Lowish DEX doesn't feel too bad once you have Bloodlust and Blood Thirst. In the early game it's a bit tedious with a two hander even though you'll have Frenzy. You could start with something like dual sabres or so without investing in it (just to benefit from the 50% faster recovery) and switch to two handers (Firebrand) once you got Blood Thirst. Actually the best way to use Blood Thirst is to start with a dual weapon setup and wiggle down enemies as fast as possible and once the first is near death switch to a two hander. But that's not too cool with Firebrand because you would have to summon it in the midst of the fight. I you have a disabler in the party (wizard fo example) then it's nice to use Firebrand with Barbaric Blow once the mobs are disabled and open for crits (especially if you also picked Doemenel's Merciless Hand). Because Firebrand has enormous base damage (average 25), is Annihilating (+50%) and Barbaric Blow adds another 50% to crit damage your first strike might already kill enemies which will start the Blood Thirst chain right at the start. I mean with Firebrand (in this situation) you would deal 106 burn damage on the average crit (including Scion of Flame, One Stands Alone and Two Handed Style). This kills a lot of enemies right away. With crits + Blood Thirst, Firebrand is hard to beat. Only other setup that is more fun is Redeemer + Blood Thirst + group of vessels (that are not above your level).
  2. your feedback founded 'pon nostalgia for poe? okie dokie. HA! Good Fun! If it makes you happy...
  3. If you want to focus on my well-founded feedback about the backer beta and call it nostalgia...
  4. I remember in one of the videos (that came with a fig update) some barbarian was doing a Barbaric Blow with a single mace and hit three times in a row very quickly. Do you remember? At that point I thought "Neat! They are improving Full Attacks." - But either it was a bug or it didn't turn out well - no idea.
  5. That's not a proper comparison. It would be if you took two active abilites like Disciplined Barrage and Lay on Hands. In PoE fighters/rangers also could take talents that sounded like they were more suited for casters - like Scion of Flame, Heart of the Storm or Secrets of Rime for example when they wanted to use Firebrand/Stormcaller/Bittercut. At the same time casters could take Two Handed Style or Weapon Focus. That would be a proper comparison. I'll leave out the "cross class talents" of course because those were just htere to simulate a bit of multiclassing light and can now be emulated with real multiclassing. In Deadfire casters don't even have any passives that could be used by someone else. I wonder why they didn't at least give them stuff like Scion of Flam, Brisk Recitation and stuff as passives. And if they did I would hav no problem with a fighter being able to become a Scion of Flame. Why not? It's nothing that cries out for class exclusivity and if you fing a flaming sword you might want to become one even as a fighter or whatever class you are.
  6. Voted, really like this idea. Yes, it's neat and comprehensible.
  7. ... is amusing to see boeroer (and others) dismissing a nostalgia argument. HA! Good Fun! Yeah, as if I am the advocat of nostalgia. I thought over the last years in this forums I painted a more differentiated picture of myself...
  8. So base FoD is "fixed" with the additinal ability - which is good. But if you don't take that then FoD itself is still broken. I don't know the exact numbers of arquebus - but another example: Rapier + Dagger will not deal the same amount of damage with FoD as two swords - despite the fact that they do comparable damage per second (dps) with autoattacks. So you would switch to dual swords just for FoD (but no Quick Switch) or you don't use Rapier & Dagger as a paladin with FoD at all. And waht about Wounding Shot/Finishing Blow/Backstab? There's no addon-ability that fixes that. It's not as bad anymore as it was in PoE, but still their base damage is a lot lower and so is the result of the FoD/Backstab/wahtever attack. Who says that? They have lower base damage and therefore have to be faster to do the same dps. If they don't they are just not balanced.
  9. Ah, yes. Quite strong for early levels, too.
  10. I'd just give more Concentration with a threshold IF you have any means of getting Concentration after all. Every Concentration "point" gets removed by an interrupting attack at the moment. With a lot of resolve you could get 2, 3 and so on points for higher resolve once you get Concentration.
  11. I'm not set on the numbes I gave (like 4 swings for light weapons and 2 for heavy and so on). That's just examples so that you guys get what I mean. Generally speaking a Full Attack should roughly have the same amount of base damage (added up). So either one hefty blow with a heavy weapon or a couple of swift strikes with light ones and so on. Then all the problems around those abilities are solved. Did you ever use Flames of Devotion with a rapier? Not really I guess. But Darcozzis seem to like rapiers. But few Darcozzi players would consider rapier + dagger a good combo for Flames of Devotion. They'd take an arquebus instead, which is weird...
  12. Who said that they'd cause interrupts? Aren't they only supposed to interfere (aka accuracy debuff on enemy)? Or do you mean this modal prevents interrupts from happening when you use it with an interrupting ability/attack?
  13. Backstab is only one example. We have the same issues with Flames of Devotion, Finishing Blow, Wounding Shot and so on. Every ability that is limited in how often you can use it per encounter and that gives you a big damage bonus that is based on your weapon's damage. Also future abilities that may work like this will have that issue.
  14. ? It's more around 80-100 damage for me (on crits). Depends on the level of course - because the pet's base damage scales with level.
  15. Why don't you go to that hole in the ground instead of using the water closet?
  16. Right - and even further: why are Full Attacks for daggers the same as for swords or hammers? I opened a new tread about this weird behavior of Primary Attacks/Full Attacks and so on. Maybe you want to leave a comment there?
  17. Hi, First thing: did you ever ask yourself why Backstab is best done with an arquebus or a great sword? Because obviously those are the weapons with the highest base damage, and since Backstab's bonus is only applied to the first swing/shot it's best to use a weapon that hits as hard as possible. Now imagine your superstealthy rogue sneaking up on people with his great sword *sneaky sneak sneak* "nobody sees me while I take a biiig swing". Or even worse, how he holds his arquebus, point blank, to the head of an enemy... Erm, yeah. Then this: Flames of Devotion is a nice ability, right? It gives you a good damage bonus but is quite limited in use. So in this case you'd also want to bring the heavy hitting weapons with high damage per hit in order to get the most dmaage out of FoD. But it's a Full Attack, so you can use heavy one handers and get two swings with FoD - or you use a great sword or an arquebus or even dual pistols or whatever. Anything that does the most damage with one or dual swing/shot. This is the situation with every ability that has limited number of uses and derives its damage from your weapon (and which is primarily used to deal damage). You don't want to use light, fast weapons for those attacks. Because they suck with Backstab, FoD and other similar abilities like FInishing Blow and whatnot. Why on earth is a Full Attack not implented as a series of blows/shots that takes the speed of the weapon into account? This would make light weapons a competitor for Backstabs, FoD and so on. At the moment the quickness of a weapon doesn't matter for Full Attacks. If you're holding two war hammers or two daggers: you get two swings for your Full Attack ability. Imagine if a Full Attack was balanced in a way that it would end up with roughly the same amount of damage dealt (generally speaking, has to be balanced around base damage and PEN): - Full Attack with dual light, fast one handers: you get 4 strikes (mainhand-offhand-mainhand-offhand) - Full Attack with dual heavy one handers: you get 2 strikes (mainhand - offhand) - Full Attack with a light one hander and a heavy one hander: 3 strikes - Full Attack with a light two hander (think of estoc with low base damage): 2 strikes - Full Attack with a heavy two handed weapon (like great sword): 1 strike - Full Attack with a bow: maybe 2 shots or only one - depending on the damage and speed - Full Attack with guns: 1 shot That would make light weapons viable for all those abilites as well. And it also makes sense that you can place some more hits with a light weapon when executing a special ability. So, a Backstab coul be a series of quick stabs with a dagger or stiletto OR one mighty swing with a great sword. What Do you think?
  18. Knockdown and Into the Fray are meh while Disciplined Barrage and esp. its upgrade that gives you 50% hit to crit is OP. It stacks with all other conversions and only costs 1 Discipline - cheap and powerful. Grazing and 100% hit to crit (e.g. Barrage/Berserker Frenzy) is ridiculous.
  19. But Hel-Hyraf and Killers Froze Stiff is now as OP as Dragon THrashed was. Another cheesy thing with Hel-Hyraf: the upgraded version prolongs the duration every time the target gets hit. Now shoot at it with a blunderbuss (5 pellets) and guess what happens. Just tried on a chanter/sharpshooter.
  20. An arquebus (activated modal) Black Jacket with Quick Switch and Arms Bearer, multiclassed with an Assassin is pretty nice. You can use Shadowing Beyond three times with enough guile and therefore empty all four arquebuses with Assassination/Backstab. At the moment the only problem is that guns don't trigger Backstab from invisibility. A Black Jacket with Arms Bearer and Quick Switch + Sharpshooter is also cool with dual pistol or blunderbuss. The only bad thing is you have to micromanage the switching. If there would be an AI scripting option that would allow to switch before reloading starts until all guns are emptied, that would be nice.
  21. And I read here in the forums that a guy had his fighter killed because his monk redirected all damage to him.
  22. But what about the low level spells then that only cause a tier-1 affliction? They'd graze and do nothing basically.
  23. Or cast Eldritch Aim? Or dire Blessing. However - casters still suck. Just doing a fifth run with all custom hirelings. All pure casters are really bad while anything with a fighter is good. Chanter, too. Rest is ok if it's no pure caster. Even the OP Nature Godlike Livegiver is a chore to play because you have to time your casting meticulously and keep allies in range for quite some time. Powerful but annoying... I've already put 100+ hours into the beta now. I don't know exactly why... but the combat feels so much worse than PoE's. It's no fun at all. I'm already tired of it and bored. And I can't really say why. It's also very "crowded". All that inspiration counters affliction stuff and Concentration counters Interrupting is all nice and tactical fancy-shmancy and all. But actually while in combat it's just overwhelming so I always end up with "ah well whatever - I'll select all melees and auto-attack that guy there *guy explodes in seconds*". The only thing that I really like is to play solo with a sneaky guy. The new stealth system is very nice. But then of course it's like a totally different game.
  24. Does Sneak Attack work with spells now?
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