Everything posted by Boeroer
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Spell triggers for self-buffing battlemages.
There will be AI scripting for you in Deadfire ("if this than that"). It's not in the beta, but I suppose you will be able to do such things with it.
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Some simple math about why Helwalker/Berserker rocks, and rogue sucks
Ah, ok. Right.
- The mechanics of Full Attack/Primary Attack are bad
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Wizards are completely useless!
It's the fox that does 80-100 crit damage, not Sagani! I would always give the "Persistence" hunting bow to Sagani (to be found on lvl 4 of the Endless Paths). Best ranged weapon for single target dps AND triggers Predator's Sense for the fox automatically. A good alternative with Twinned Arrows and Driving Flight is the soulbound hunting bow "Stormcaller". But I like sticking to Persistence.
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Does prone have a duration?
The only CC effect I find myself using frequently now is Killers Froze Stiff (paralyze against will) with a Devoted/Skald or Berserker/Skald. Because with dual clubs I can lower the will defense, then cast Killers FS and then wack them with 100% hit to crit conversion which generates a lot of phrases in seconds - more than I can spend (at least at lvl 9). But this is because it's against will and it's a 0.5 sec cast.
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Some simple math about why Helwalker/Berserker rocks, and rogue sucks
Since when? In PoE it was an additive bonus to base damage, not a lash. Has that changed? Because when I used an Assassin/Soulblade I saw no sign of that. Just huge numbers on hit/crit without lash damage except when I use Soul Annihilation which seems to work like a raw lash of some sorts.
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Does prone have a duration?
In the beginning I was wondering why my generic fighter couldn't manage to knock over some silly xaurips...
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Wizards are completely useless!
Yes, the animal companions hit hard but have relatively slow attack speed. Predator's Sense can also be triggered by Envenomed Strike for example (which lasts a very long time with decent INT). It's also a good alternative because it's not connected to weapon damage. So, unlike Wounding Shot it doesn't matter if you use it with a gun or a bow.
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Treasury chest limit (number of items) ?
Isn't there another container in the throne room? For example the vase or urn at the entrance where you could find the Sword "Whispers of Yenwood"?
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Resolve! Huh, What is it good for?
Dex also shortens recovery.
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Stunned / Paralyzed / Prone
Yes, paraylzed is especially weird because it doesn't let you hit the target more easily, but if you don't miss/graze you will crit a lot more often. That doesn't sound right...?
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The strongest beta build
Okay, so not too bad actually. Cool stuf...
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A case for not adding general abilities to Proficiencies
Maybe also the AI scripting tool they announced might take care of this.
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The strongest beta build
Neat thing with Ryngrim's RV. How long does it take to cast?
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Resolve! Huh, What is it good for?
Hm, I have the impression that somebody here from OBS reads most stuff thoroughly and reports the most pressing and interesting things to Josh. Else he wouldn't have said anything about the universal talents and the other discussions we had here.
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A case for not adding general abilities to Proficiencies
I personally have no problems with fighters/barbs/paladins and so on having more passives and others having more active abilites. In a party it can be of advantage if you bring characters that don't need pausing, choosing an ability, targeting, repeat. To be honest for me it's already too much active abilites when I multiclass all my characters. Because those will end up with a ton of actives anyway. This causes a micromanagement nightmare for me atm. A very passive yet effective build can bring some relief. So... focusing on good passives with some classes is not a bad thing for me. But I understand that it might annoy some people if they have the impression that their favored class gets pulled over the barrel when it comes to "cool" active abilites. My first action would be to make Knockdown good again - then bring things like Clear Out and Charge back and don't put them at the end of the level scale. You can make them less powerful but accessible at lower levels and then provide an upgrade that is high-level stuff and makes it more awesome.
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Does prone have a duration?
Really don't understand the decision. If you can keep stun and paralyze, why not keep prone as affliction? As some of you already said: Knockdown is bad in Deadfire, so is FoA. At least FoA pushes targets away a lot and this can be used - for example to push them into my unbroken's engagement. But it's a lot of fuzz and not really worth it. Especially against fast moving enemies (Lagufaeth) it's quite pointless.
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Resolve! Huh, What is it good for?
Yes, I like it too. It makes the game a bit more tactical without adding micromanagement. You can still use inspirations/resistances/immunities to shrug off afflictions, but you have to watch out more if your char has very low resolve. And as a CC guy you could max out INT and cast spells first that lower enemies' RES in order to maximize the CC duration. I like it even more now...
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A case for not adding general abilities to Proficiencies
Yes. But I also don't like that those things should now go to the proficiency category. In my opinion it would have been better to just "copy & paste" them as abilites into most classes and then give the fighter something additional that might build up on this passive ability. Like "Two Handed Style" can be upgraded to "Two Handed Mastery" and would give you either additional damage, a bit more speed, more ACC - whatever.
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What is the problem with misses of the new system ?
No. But I already know what I'm doing in Deadfire and it still sucks to miss all the time OR that I have to cast superlenghty buffs in order to not miss all the time OR have to multicalss with a fighter in order to get Disciplined Barrage aka grazing. It's annoying and frustrating. Nostalgia or not, I believe the old solution was better. Also, the argument of "we took it out because it confused people" gets reduced to absurdity once the same mechanic gets reintroduced, but you have to cast a spell or pick an ability in order to get it back. Like if that's less confusing...
- The mechanics of Full Attack/Primary Attack are bad
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The mechanics of Full Attack/Primary Attack are bad
That is correct. In case of abilites that deal CC effects I wouldn't use Full Attacks because of that reason anyway to be honest. I'm not fixed on how many attacks a light weapon should get with a Full Attack. This could all be balanced. I just find it sad that abilites that give you a weapon based damage bonus are always best with those weapons that have the highest damage per hit. Which leads to some very unintuitive decisions like arquebus or great sword for Backstab and co. If Full Attacks are there to balance out the dps advantage of light weapons then ok. But the weird decisions will remain. Nobody will paly an Assassin who does Backstabs with dual daggers because a) it's a Primary Attack and b) daggers have low base damage. The highest Backstabs I had so far were with a great sword. THis is not very smart design. In my opinion it would be better to rebalance weapons so that they all deal comparable (not the same, but not extremely off) dps with 10 DEX and 10 MIG and use Full Attacks in a way that I described above. Just my opinion though. This will not happen but I still believe it would be better.
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Treasury chest limit (number of items) ?
Are you on console? Because then the answer is "yes, it is limited". If your playing the game on the computer (Win/Mac/Linux) it's not. I can't say what will happen to the reward items if your treasury is full. Maybe you should store your other stuff in another container just to be sure.
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Barb + Blood Thirst + Cannoneer Belt = Death
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).
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What is the problem with misses of the new system ?
your feedback founded 'pon nostalgia for poe? okie dokie. HA! Good Fun! If it makes you happy...