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Ideally, all six spendable point lots could be separated into resettable services. The player could choose to refund any of the points spent in: Utility Skills, Active Skills, Passive Skills, Active Abilities, Passive Abilities, and Weapon Proficiencies. The cost to do each could be a portion of the regular reset fee per character level, plus some, and each time a point pool is reset then the price goes up. I suggest being able to reset Active and Passive Abilities separately because sometimes you just want to release the points spent on the left or right side of the table while keeping the others the same (saves mousing over and reading every little icon again and again). Points reset from one side would be free to be spent on either side. All in all it'd make customising characters based on gear we come across and new things we learn about skills and foes a lot more sensible and bearable.
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I checked the mod page again and saw further down the screenshots of the changes. The mod looks like it does a lot of fantastic improvements, though it doesn't do the thing I hope for which is put the affliction and inspiration tooltip text in brackets inline with the name in the original tooltip. My fingers are crossed that either Obsidian or the creators of that mod can make this informational change. Cheers!
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I've played through POE twice and now about 20 hours in to POE 2 and I'm still finding it difficult to get my head around the new afflictions and inspirations system. I like how they're all grouped into the main stats and can be cured or cancelled out with the opposite effect within the stat group. Even after my hours of playing, I struggle to place value on any of them that don't have an overt combat effect (damage, stun and paralysis, etc). I'd be impressed if any player could remember the effects of all 18 afflictions and all 18 inspirations. Part of the problem is needing to click on the word to see the effects it has, the other part of the problem is not then being able to click on the stat it affects to get a reminder of what that stat does (affliction and inspiration tooltips only provide a little overlay window where the stat words like "Resolve" and "Dexterity" aren't highlighted for clicking). This is particularly annoying and limiting when levelling up characters and choosing abilities. My suggestion, to help new and old users alike, is to add a setting option to make the text of the affliction and inspiration tooltips to show inline inside parentheses. For example, the Priest ability Blessing would show in the tooltip: Friendly AoE: Insightful (+5 Perception) for 20.0 sec That way, the stat can be moused over or clicked on for more info, making it easier for new players to comprehend abilities, understand these mechanics, and learn better play styles. Experienced players can turn it off and play as it is. It sounds like such a small thing, but for the user experience I think it would mean a lot in terms of getting involved in character builds and combat factors, and truly appreciating all the skills that do something other than hurt or heal. Cheers!
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FacesOfMu started following A one class party? , Suggestion: Expanded Affliction and Inspiration Tooltips , Mages. and 2 others
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I find one of the hardest decisions in games like POE is deciding weapon proficiencies. I find the decision is always made well before you get a feel for the playstyle of each character and well before any of the powerful weapons appear. In POE2, powerful weapons that get more powerful with enchantments seem to come along quite often, and I don't have the game funds to pay for respecs everytime I want to upgrade my primary slots. Even if I did, the more prohibitive factor is resetting all the other level up points that made my character feel right. Honestly, there's plenty of times (and weapons) where I would gladly pay half the re-spec fee just to pick a different set that would make use of the next best gold weapon. Can you please look at separating the respec of these two systems? That way we can have more fun tailoring our characters to the gear that comes up, even if it costs half or more in respec fees.
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I found the biggest problem in PoE was having money to spend but not remembering WHO had WHAT and WHERE they were. I posted a suggestion in the PoE threads once suggesting a NPC for the fort who would give you access to all merchants you've visited before and for a time delay plus additional fee you could order anything from across the land. For the conditional merchants (accessed only at night, etc), then the NPC can just remind you of the condition and that you will have to go see them yourself or pay an even higher fee to their access. Frugal players will use it as a reminder of where the stuff is and will go travelling for it, less frugal players will just order in. Win/win.
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I had great fun reading this thread and picking out the names that captured the multiclasses beautifully. Here's my own shortlist with refs to the originators. The blue cells appear to have been said by Josh. Direct references are followed by a dash, inspirations are in parentheses, and the rest are my own. I'm really hoping the devs aren't setting their announced titles in stone just yet! Edit: Cipher/Priest: Inquisitor - Hilfazer
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Mages.
FacesOfMu replied to commissar7's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Anything that helps the Wizard class be more of a spellcaster and less of an elementalist is good flavouring in my opinion. Compared to many other titles out in the last few years Obsidian is leading the pack and deserves awards and accolades for their class crafting for the Wizards and their magic systems. I'm all in favour of adding more non-combat utility and expression of the Wizard, and encouraging the Wizard to be a battlefield tactician and commander when it comes to combat options. -
Better Wizard play experience
FacesOfMu replied to FacesOfMu's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Mostly in the sense that four is arbitrary and loreless. Four spells per tier doesn't seem to dovetail with grimoire swapping, number of casts per rest, number of spells available, or anything really. It's possible to make grimoires much more interesting for us. -
Better Wizard play experience
FacesOfMu replied to FacesOfMu's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I agree with you about making the player's activities meaningful. Most things other than an auto-attack should be meaningful, and even then auto-attacking is a fall-back when resources are depleted. You already know that in challenging fights we select which skills to use based on a good number of variables. OR we pick some damaging spells and spam them because the spells aren't differentiated enough. This is a problem of spell design, but also that the Wiz could gain more meaningful things to do in combat other than conserving spells for future fights that may not happen (due to resting before hand). You summarised my suggestions to "wizards aren't very fun a lot of the time because I want to be casting lots of spells all the time, let's make some changes.". When you write that, I feel like the point you want to make is about flaws in my character, motivations, or execution. Is that what you intended, Tigranes? It'd be fairer (and kinder) to sum it as: Or if you insist on simplifying further: "I had an okay time playing Wizard in POE and I can picture a way it could be funner. I've come to the forums to suggest this idea and hear what others think and support their ideas in an open, polite conversation of thoughts and creativity". -
Wondering what would be the funnest single class party? How many of you tried this? A few by now, I'd reckon! Quote this template to give share your experiences, to hypothesise their funness, or to say how you'd differentiate the 6! A party of 6 Barbarians: A party of 6 Chanters: A party of 6 Ciphers: A party of 6 Druids: A party of 6 Fighters: A party of 6 Monks: A party of 6 Paladins: A party of 6 Priests: A party of 6 Rangers: A party of 6 Rogues: A party of 6 Wizards: