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Archaven

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Posts posted by Archaven

  1.  

    +1 gain with very small aoe and -5 for bigger aoe. If the idea is just for making bigger aoe for party, might as well tweak that ability range cone instead? no need for this shaping just for measly +1 and -5 penalty. Looks exactly like some of the many useless subclass design where penalty outweighs a small gain.

     

    This is the wrong way to look at it. The gain is very small because in optimized targeting situations spellshaping is all upside; you can do +1 PL at no loss of targets. (This is why wizard subclasses started off at +1 PL because if all you do is cast from that spell school you have virtually no downside; the problem is that PL scaling sucked for non-evokers so they bumped it up.) The downside is not even a downside; if you even get one more target it's likely worth the -5 PL. Spellshaping gives you flexibility for all upside; it doesn't force you to take penalties.

     

     

    Not sure i understand what you mean there. When i have spell-shaping on a chanter, when i reduce the aoe, i definitely get a loss of targets for +1PL (for example, thrice was she wronged). when reducing the aoe, definitely there are loss of targets behind the cone?

     

    correct me if i'm wrong -5PL means -15 ACC right? +1PL gains +3 ACC. Also if there is a 5% damage bonus per PL that means that's a -25% damage.

  2. I play Xoti contemplative all the time. Wounds to boost Int, or Con, Force of Anguish to push melee attackers back to the front line, Enduring Dance to offset the pistol modal penalty, and a bunch of subpar priest heals and buffs that make most of the challenges in the game (on PotD) a joke. Give her Tuotilo's Palm, Scordeo's Trophy and Humility.

     

    So, to answer the question "Xoti - ranged or melee?" – both, I say.

     

    Xoti always melee for me. It's also best to turn her evil for the damage bonus? Especially with her lantern. Her sycthe i find it useless though. If not mistaken, she deals better damage unarmed. Alwayse use willbreaker on her. The fort debuff helps Force of Anguish and also her reaper scythe ability. I only use it to interrupt. Her monk subclass suxs as it needs +1 resource. I don't use much of her wound abilites. As a monk there's versatility. But i tend to use her to max intellect for her duration buffs.

  3. All classes should have own form of resource generation. I find classes with resource generation obviously more fun than those without.

     

    Monk - Wounds (receive wounds when receive damage)

    Priest - Prayers (receive faith when praying)

    Paladin - Zeal (receive more zeal when holy slaying :p)

    Barbarian - Rage (receive more rage when deal more damage)

    Wizard - Mana (channeling mana from absorbing essence)

     

     

    There's also a problem with resource generation. I find classes that can gain resource actively (eg. receiving or dealing damage) has inherent

    advantage over classes that generate resource at a time interval (for example, chanter). 

     

    RP wise aside (my emphasis on the discussion is not more to RP but gameplay).

     

    When levelling, you pick the same spell/ability like in poe2. All abilities or spell cost resource (similar like cipher focus).

    You get 70% cost reduction for selecting the spell/ability you want upon leveling.

     

    For example wizard, fireball cost 100 mana to cast. But you have this skill upon leveling and it only cost 70 mana instead of 100.

    For spells/ability that you don't own it will cost 50% more mana. In this case it will cost 150mana instead of 100.

     

    This is just a general idea. Yes some will argue this is boring because all classes played the same. Which the point i want to make

    is that: it isn't fair. Some classes can have infinite resources (depending on time like chanter). There are pros and cons of this

    mechanic which is: time.

     

    Let's say you gain 1 chants per 3 sec. So obviously get 10 chants by 30 secs (for most battle last between 40secs - 1 minute?)

    And you can only do so much within this time period and you have NO other means in recouping more resources and therefore leaving

    not much choices where you can only choose the best ability for that time period.

     

    If you gain resource from other means than time (waiting, in this case of chanter), you don't have to waste time to regain your

    resource where you can end the battle sooner.

     

    This is the reason i find that Cipher is so much fun to play compared to other classes. Worst of other classes like caster, you only have 2 cast per encounter. When you miss (this is often the case you miss alot with your nuker) and after that your nuker is just useless. Otherwise the only thing they can do which is just auto attacking which is pointless (as it deals miniscule damage as that it's not their intended class or they have to multiclass)

     

    Thoughts and discuss?

  4.  

    Worst bits:

    -I know I'm on a low-end machine but the frame rate is ridiculously inconsistent. Some areas play just fine, other areas are slideshows, for no apparent reason. What's going on in Delver's Row that the frame rate is half of Queen's Berth?!

    Yeah, this. Can anyone explain this phenomenon to any degree? I find it totally baffling. Some areas are perfectly fine, no problems whatsoever, and some are so slow you want to go and watch paint dry for some excitement. And I mean these areas are slow without any encounters. Just walking around.

    This totally baffles me. Either the unity engine is plain bad or the developers in obsidian aren't doing it right.

     

    There are places with really bad performance. For example Queen's berth where Cotta party resides. If you add in stealth, the frame rate can come to a crawl.

     

    Also another biggest gripe for me about Deadfire. Many screenshots look awesome but in game they are just plain flat. for example poko kohara ruins.

  5.  

     

    Today is 2018-11-05, version is 3.1.0.0016, bug still ! at #9 I report this problem, now the bug still waiting for me, and my progress still right there!!!!

     

    I insist on going down kraken's Eye from 2F! because this is the basic gaming experience, mine!

     

    Since I bought this game, my experience is extremely bad, very bad, I can't go down from 2F, I haven't started the game for almost a month, it's a scam!

     

    When will it be fix, when will I go down 2F? when?!

     

    while i'm sure it's frustrating in general you really need to provide another output_log (or Player.log) as well as a save if it's still a persistent issue. developers can't magically instantly recreate whatever problem you have, no matter how severe it seems to you (especially because most people have no problem).

    It happened to me few times with latest patch. Where do I obtain this log?

  6.  

     

    I guess more because there is no definite "best" class for solo. :)

     

    So that question is hard to answer.

    I'm going for a SC troubadour. Thoughts?

    Good pick in my opinion.

     

     

    i find chanter quite slow.. even for troubadour  :blink: . yes the infinite resource generation is great but is tad slow even with brisk recitation. i'm also using sasha.

     

    i'm seriously thinking.. should i go with helwaker/troubadour instead? but i'm gonna lose 2PL, ed nary and dragon  ;(

     

    higher MIG better or SC?

  7. Bariarian is decent as single class. HoF is great with a lot of weapons, not only hand mortars. For example Morning Star + Body Blows + HoF is a very nice AoE debuffing/damage tool (if you also have Brute Force: even better). The best part is Barbaric Retaliation - sadly it's PL 9.

     

    SC Rogue's Vanishing Strike is actually better than most people think because it allows you to get the Assassinate and Backstab Bonus with every swing of the Full Attack.

    But I agree that the lowish resource pool is a strong argument against it. Sadly the high lvl passives of rogues are pretty lame compared to Barb's or Monk's. So once your Guile is spend you feel a bit gimped.  

     

    It would be nice if barbarian, rogue, fighter and.. perhaps all classes gain resource when they deal/receive damage. barbarian gaining rage attacking or getting attacked make sense. but for other classes it's abit hard to rationalize though. some abilities are really nice but i hate the idea that you can only have 1-2 HoF and the rest of other abilities there are no more chances to use.

     

    there's only one hope: ancestor memory... but obsidian has to just nerf it.  :getlost:. not only that, they seems to make alot of other stuff like proccing useless as well. i'm not really sure what's on their head.

  8. I'm kinda spoilt with this resource stuff. I wish every class can be like chanter or cipher or monk. For priest, wizard and druid. There are only 2 cast per encounter. Empower returns 1. Maybe i'm playing them wrong. After nuking (missed most of the time.... and you miss alot) and then your caster is just food. 

     

    Other classes should have some form of getting back resources. Barbarian is really good especially with HoF (but only with Fire in the hold /  Hand mortar / Kitchen stove)?

     

    There's one axe Amra, i think that's for a monk/barb somehow.

  9. Blade of the Endless Paths has no cone (or didn't have last time I used it).

     

    That's Whipers of the Endless Paths.

     

    You have to click on an enemy standing in the cone or else it won't register the attack. It doesn't work like other AoE cone attacks that you can target on the ground as well.  Clicking on any part of the enemies' selection circles (scratching them slightly with the mouse pointer) is enough.

     

    Sorry for that confusion.  You are right. Whisper of the Endless Path. Yeah i target on the enemy instead of the ground. It seems to register but maybe the interaction isn't that intuitive.

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