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Everything posted by Boeroer
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I have to say the new trap implementation so far is really nice. They are dangerous and you can lure enemies into traps that are not your own. And they're really helpful to win fights now (which seem to be harder now). Causing an injury on a tough foe is very satisfying and helpful. Thumbs up! I also like that most of them are visible now. Makes you really watch out in dungeons which makes my nerves tickle. Also thumbs up for the new grimoires. Now please make Deep Pockets accessible for single class wizards.
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If you know what you are looking for you can see every physical trap. By the way my MC with 16 PER and 0 mechanics finds more traps than the mercenary rogue with 14 PER and 7 mechanics. Traps are very nasty now - also for the enemy!
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I swapped the initial wizard with a Bleak Walker/Shattered Pillar and now the game is a lot easier. Offensive casting needs some tweaks. Casting times are too long when compared to the high melee attack speed and misses occur too often. Remember we start with lvl 6 characters, not lvl 1. Casting for 6 secs (wit the high risk of getting interrupted) and then missing all enemies is really bad. In 6 secs I sometimes kill 3 enemies with FoD + Lightning Strikes... Also Zealous Endurance as passive buff combined with thick armor feels very powerful. The numbers of the penetration system have to get tweaked. 30% is too low it seems. The powergamer in me combined high DR with DR buffs with a lot of healing and guess what happens.
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It also didn't work in PoE1 by design. In that case Novice's Suffering. I wanted to try out Lightning Strikes + Wildstrike Shock but couldn't... yet. Maybe Fury + Lightning Strikes is fun. Did anybody check if you can summon the Long Pain while shifted?
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Chanter is a great class in PoE, from beginning to end, if you know how to play him (and adapt your playstyle to his slower pace). But Chanter in the beta starts with phrases - which lets you open combat with an invocation. I start every combat with either Killers or Hel Hyraf (lowering armor is so beneficial right now). And I feel my Skald/Berserker constantly gets new phrases because of crits (berserkers have some stuff that lets them crit quite often). I yet have to find out if Carnage-crits really work with this, too. Because Carnage got changed and now doesn't use weapon damage anymore but raw damage. Maybe those crits don't produce phrases... Beckoner with Skeletons and the ability to break down a skeleton into two lesser skeletons can really fill the map. Too bad there's no Spark the Souls of the Righteous in the beta. And no Heart of Fury (friendly-fire berserker could really skyrocket his HoF attacks with the help of skeletons).
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Removing non class specific talents was a bad idea
Boeroer replied to Boeroer's topic in Backer Beta Discussion
And still single classes are boring to level because there are not enough abilites in each tier to choose from (because talents got removed and now it's only a few abilites). Honestly: where is the fun to always pick 2 out of 3 abilites in one tier? Now, instead of inventing a lot of new abilites to remove that problem I'd say make more abilites universal (preferably those that were universal talents before - seriously Deep Pockets only for rogues?) so that the pool for every class is bigger - without inventing anything new. -
I certainly don't.
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how does the penetration mechanic feels like?
Boeroer replied to Ancelor's topic in Backer Beta Discussion
Yes, now grazing has become another tactical element you can add (and which is important). I'm still not sure but I think I like that despite my initial feeling about it. Those early gauntlets are golden! Hope they also put them into the early finished game. About PoE's grazing being too powerful with CC effects: right. If you grazed with a paralyze or petrifiy it's still a very powerful debuff - only shorter. I once suggested that afflictions should come in stages so that a graze would not only shorten the duration but would also apply a weaker form of affliction. Let's say Sickened is the weaker form of Weakened for example. -
Yes, casting times are generally too long. I understand why they expanded casting times - but you have to boost the effect then else it's not worth to cast a spell. I also like the new grimoire "system". Way more exiting to find grimoires now.
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Removing non class specific talents was a bad idea
Boeroer replied to Boeroer's topic in Backer Beta Discussion
Yes, it is different: read my post above. Single classes will suck unless you invent a whole lot of additional specific abilites (which is hard to do and not necessary). It would be so easy to add a few general abilities which everybody can take and it would cost so little. It doesn't mess up your multiclasses. Multiclassing can be used to mix really specific abilites that are core to the classes that you mix. But why on earth should you multicalss just for getting Two Handed Style and nothing else for example? It's easy to learn how to swing with both hands - nothing that cries out "look, i have to be tied to the fighter because this is fighter business". -
Removing non class specific talents was a bad idea
Boeroer replied to Boeroer's topic in Backer Beta Discussion
And this is the source of most problems in gaming nowadays: taking the player by the hand as if he's a five-year old - preventing that he makes his own experiences. I don't mean that things don't have to be explained. THey should be. PoE did a poor job explaining how things worked. But game designers turning into helicopter parents when it comes to level-ups can't be the solution. You prevent gimpy builds but at the same time you prevent choice, creativity and thinking out-of-th-box. And in the long run you also prevent fun and gimp replay value (like a lot). Where's the problem when a caster has to give up a spell in order to use a shield better? It's like trading a passive bonus for an active ability. If I wanted to build a tanky single class wizard I could use weapon & shield together with the defensive buffs and make myself sturdy while I sling some spells. Sure, not as many spells as a wizard who put all points into spells - but at least I stay alive. Why not? What's unfair about that? Why do I have to be forced to multiclass with a fighter just in order to use a shield better? I pay for that with later spells and not getting the most pwoerful ones. Now that is unfair I'd say. -
Activating the modal for maces seems to be a no brainer. Especially when using Carnage.
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Removing non class specific talents was a bad idea
Boeroer replied to Boeroer's topic in Backer Beta Discussion
Don't want to sound rude, but that's nonsense. Some general or "generic" abilities like gunner, weapon & shield, Two Handed Style and whatnot (those things that everybody can learn without doing a whole apprenticeship) could be made accessible to all classes easily without harming multiclassing at all. At the same time specific abilities should be really unique, interesting and tied to the core of the class. Like rangers getting stuff like Predator's Sense, Paladins getting Flames of Devotion, Fighters getting Armored Grace and so on. Can't see how a general Weapon & Shield ability would break multiclassing. It only adds options for single classes (important) and also multiclassing char (maybe less important, but still nice). -
I agree. At the moment it feels a bit like the Benny Hill Show. Also enemies are disengaging and repositioning all the time like somebody put some really itching powder into their underpants.
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how does the penetration mechanic feels like?
Boeroer replied to Ancelor's topic in Backer Beta Discussion
No. -
I don't like several of the new design decisions. Biggest problems for me are the removal of the universal talents which makes leveling up/building up single class chars pretty railroady and boring - and the new penetration system which forces you to concentrate on penetration and nothing else. You can hit like a flying truck on steroids, but if you have 7 penetration and your opponent has 8 armor your truck turns into a very soft and wet noodle made out of 1-layered, recycled toilet paper.
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You can look them up in the objects folder... or not (seriously asking )?
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Unavailable for the Linux platform?
Boeroer replied to cmcallister's topic in Backer Beta Discussion
I bought Windows 10 just for this beta and set up a dual boot system (think about that ). But if you could make it happen so that the beta also runs on Linux I would appreciate it a lot. I don't like to use Windows because I'm not used to it. And having to reboot every time I don't want to play but to do some work (all my development tools are on my Linux system) is annoying as well. -
perhaps its time for a new game engine?... horrible framerate
Boeroer replied to legoSouls's topic in Backer Beta Discussion
Hm, I'm having zero problems with that atm. Supersmooth performance so far. -
how does the penetration mechanic feels like?
Boeroer replied to Ancelor's topic in Backer Beta Discussion
The main drawback of PoE's DR system was how it worked with lashes. This was obscure and hard to grasp. Also that DR penetration didn't do anything for lashes and that lashes had no MIN damage made it very weird. For example: a paladin with a burning lash, FoD, Intense Flames and Scion of Flame has lashes of 30%/60%/30% worth. He also has a blunderbuss and can shoot with it utilizing 16 DR bypass for his pellets. When he attacks a high armored foe with 20 DR it may happen that he deals great pierce damage (at least only 4 damage points get substracted per pellet) but VERY little burn damage (most of the time coming from FoD while Intense Flames and burnung lash couln't make it through DR at all). So he can decide to only shoot low DR enemies (for what does he need all that DR bypass then?) or to use an arquebus like everybody else (boring). Things like that were not perfect. -
Removing non class specific talents was a bad idea
Boeroer replied to Boeroer's topic in Backer Beta Discussion
I meant that they don't look crowded and there's much space where some shared abilites could fit. Then don't. Martial single classes are railroaded pretty much because you get one ability per level-up, but you can't choose freely because they all come in tiers which limits your choice. That means that in most cases you choose two out of three abilites in one tier. That's... boring? Only partial because they only work with weapons. It's all about weapons. Casters who want to mainly cast don't profrit from those at all and can't be pushed outside of their conventional path. I'm not complaining about the skills. Those are nice but have little impact on combat (and that's all the abilites are about). I'm complaining about the level-ups of single classes being extremely boring atm. Exactly! No problem, all good.