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Everything posted by theBalthazar
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Honestly, infinite ressources is not very appealing to me. Per encounter is already a safe pool. 5 x FoD sometimes... means nothing... You know ? Like you say : Empowering can already be used to REFILL your resssources. It is an argument... against yourself : p So... I prefer an other approach where used is used, but with less spend.
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True good point. Infinite meteor shower : p If cost is 1, effect of reduction = 0 So with 1=1, if we want reward "cost 1", we must add a little thing. Cost 1 = Cost 1. PL+1 Cost 2 = Cost 1. PL+1 Cost 3 = Cost 2. PL+1 Cost 4 = Cost 3. PL+1 Side Notes : * Can be used under 30s, it is very interresting and not totally broken. * Cost 1 (with only 1 ressource) stay with a little advantage. Eventually it can be PL+2 but I start slowly... * A theorycrafter can stay interresting by this, we have not "killed" the inspiration. HoF 3 rage I take, Twinned arrow reduced I take etc.
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Personnaly in this game, I think this is a mistake to create abilities with Cost 4. The majority simply not worth it. 3 need to be the maximum. If not : 1) You stay with 4 ressources, and boost few of these kind of abilities (few are already broken). BUT high risk of imbalance. 2) You stay with 4 ressources, without boost. But in this case, all 1 or 2 cost abilities are often always better. 3 = 1 + 1 + 1 = three actions. The only reward is to do a difference faster if damage are really stronger. Not always the case. We also can see that like a gift to single class. Because HoF 4 ressources... ------------- I have suddenly an image. An idea. Why do not Brilliant (inspiration level 3) down the cost of ressources of 1 ? Chanter do his chant. Briliant activated. Cost 1 = Cost 0. Cost 2 = Cost 1. Cost 3 = Cost 2. Cost 4 = Cost 3.
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Hello, I'm not sure but It is intended there is not the first version of At the sound of his voice (Chanter) when you upgrade with the second ? It is not the same cost (3 VS 4). Previously, in the backer beta, when there was a difference of cost, two abilities was available. What is the situation now ? It is normal ? If not there is a bug.
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For me the best for FoD is to return at this previous version : 20 accuracy + 25 % fire damage. [15 % bleak walker ; 20 % personal OR 15 % shared] AGAINST... 2 zeal. Eventually, if we are crazy, Obsidian can create a v3 ON the tree for PAY a diminushing of cost... for single class for example ^^.... (for "personnal" way, for shared, found an other bonus) Penetrating strike is an extrem limit of 1 discipline. But I think It is ok for me. Withering strike need to stay at 3 guile for differentiation (there is enough "trash" active abilities with rogue). But with +50 % damage mini. Blinding strike 1 guile. His extension can stay at 2, it is OK. Strike the bell is too much complex for nothing. And finally 1 guile is enough.
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I especially hope reduction of guile cost for rogue. FoD = 10 accuracy + 60 % damage + intoxication if bleak walker. = 1 zeal. Withering strike = 25 % damage and the same kind of affliction. = 3 guile. First version of blinding strike ? No damage boost, a good affliction yes... Bu I don't know, don't need 2 guile... Rogue tree is extremely weird and that since beta 1. Yes, perhaps a passive with +5 accuracy for spells with affliction ? But I think honestly, the main problem is the disapearance of -20 x -20 y. Now there is always MIASMA. but after that, you only have -10 via new affliction system. (-5 of an attribute) Relentness storm is now a poop because you only cover 3 seconds average (base 2s). Perhaps go on base 3s stunned. Druid need that. It was my favorite class. Now I don't want "this" in my team : p Best C.C. is now a chanter with paralysed.
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Yes Tyranny spell's creator was extremely enjoyable. Perhaps the only thing superior to Pillars. That's why it is a really good game -overall-. 6 Trees are pure fail, poor theorycrafting. 25 % of fire damage in magic tree for...... Weapons. Totally logical. A part of forced investment by line. (not fan of this) Like stalker link for example : p If one day there a minor version of this spell creator for Pillars (like two slots in devotion for the faithful) I will be very happy. With that we could have strong "personnality" of spells of Pillars + a part of customization.
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1 % is very much, because theses 5-10 peoples like you said, -understand and think 95 % of the game- the global balance, the global vision, perhaps better than Dev. Because dev have time constraint, they think the game, they code the game, we -live- the game, we challenging the game. We trying to find the loophole of optimization. You don't adjust balance really for casual. Casual sometimes doesn't see a known bug, or a minor fail in the tooltip. Us, yes. Balance is more important for theorycrafter like us. Casual will play once of the game and never come back. I know that, you know that, everybody know that. Very hard.
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Problem, if you do that, casual player can be frustrated. Casual isn't a great gamer and don't use all options in this kind of game. He can feel "what ? I must already return in town, boring !" So, the best system is a portion of time by encounter. For me, the best idea is = empower refilled after each battle, less powerful, more possibilities (2 vs 1) AND by encounter. With that : - Casual are not disadvantaged. - Empower is not a stupid nuke. - Malicious players cannot rest after each battle for abusive tricks. - Single class have a slighty more advantage to be a master of her art.
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It has been a long time I said, Single class must access to an increased PL with empower. We take the previous proposition : PL+3 / 2 by encounter. > For MULTICLASS... PL+5 / 2 by encounter. > For SINGLE CLASS... Because honestly who can tell single class is actually better ? Few classes doesn't gain really anything. Monk/Wizard are perhaps exceptions, even if an empowered concussive minolietta is already enough for nuke. No need to Meteor shower...
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My best team was : Overworld Priest - Druid (Cat) - Druid (cat) - Chanter - Ranger - Barbarian Bosses Priest - Druid - Druid - Chanter - Wizard - Wizard Each time I used a Paladin, it was clearly inferior in all points. Same for Fighter. The worst classes ever, without any doubt. So When arrived POE2, I was happy theses classes beginning to becoming high tiers. For a single target like rogue, monk paladin or partially for fighter, this is -normal-.
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So if I am a fighter. No Priest because I choose that, no zealous focus (replace it 10 > 5)... And perhaps against boss, I can use my conquerer stance... Short, need to be a solo player : p Why not. But not so much fun for team building... And one of my highter pleasure is team building. Too bad : p Too much constraint while Multiclass was selling an other dream... I prefer NERF+Extend possibles associations personnally. Always good for creativity. Without me if it is like POE1. Paladin was one of the worse class. I don't want go back in this system. Paladin is mainly single target. (more than fighter now) So, if you cut (again) FoD, Choose a paladin more than a Fighter will be extremely difficult. Fighter and paladin need a niche of High single DPS, it is normal. If not I pick 5 assassin-evoker you know ? End of the game. Be careful with that... Rogue need buff, less cost of guile for almost all his active abilities. Paladin and fighter are globally OK. Perhaps a little nerf of Faith and conviction. But no more now. Also, think to a single class paladin...
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Rest spam was present in POE1. That why Wizzard / Druid / Priest was so broken. If you put this to "day", Player can advance time. If you put per encounter, broken actually (PL+10 each battle...). Except IF ! PL+3 x 2 A reduced amount ALWAYS per encounter, no need to rest. Per rest system is absurd. I dislike this system since POE1. I was happy when POE2 go totally with per encounter system. All combats you can do PL+3 x 2. More strategic. Less powerful, less abusive.
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In fact, if you have 15, you doesn't change anything. I left all 5/10 accuracy. I do again devotion like before, end of the strategy. Conquerer stance = always so useless. Zealous = always so useless. I even prefer 10 of accuracy of devotion for the faithful with stack. Tools of paladin and fighter become TRUE tools. What is the point to conquerer stance if not ? To never be used ? Again, except if you don't have a priest in the team or if you are low level, all of this is useless in a great plan. I explain. If I have spend 2 ability point for conquerer stance. Yes the first point you can change for cleave stance (but in fact you change for ever when devotion come) Let admit cleave is useless in a case (one strong boss for example without minion) If I invest in conquerer stance, devotion of the faithful replace it totally. Wrong choice ? No, perfect for this situation (One ennemy, hard to touch = conquerer stance would be normally the response), but Obsidian do not allow that. So, personnally I prefer a big NERF of devotion for the faithful (Even 10...) and more possibles stack. 10 (devotion) + 10 (conquerer stance) + 5 (zealous) = 25. So it is +5 if you have heavy invest. A true invest in fact. Perfectly Normal.
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Empower 2 per encounter (1 now) PL+3 (PL+10 now) Brillant inspiration All 6s (All 3s now) Barring death door 6s+int is already enough. St elcga (aka Tiny barring death door) 4s+int of immortality. Devotion for the faithful +15 accuracy (And stack if possible, like that builders will be happy. Against one strong ennemy, a Fighter/priest can activate conquerer stance +10 (= 2 abilitiy point spend...). Actually is totally useless is there devotions for the faithful. It is even illogical actually in a sense.)
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Extremely difficult to say. Because we can do combinations. Active+Passive. Multi Monk don't have the best active. So it is a point of view. Active bonus is also important at the end of the end. I agree with +5 PL, seems more reasonnable. But in this case, perhaps unlock to 2 per battle. I always found stupid to have only one Trump card. If this is less powerful, I change that for 2 per encounter. Even at PL+3-4 for example.
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No. After many test, if you nerf Meteor shower, you must nerf also others spells extremely powerful. But don't forget : Single class are already not very powerful in herself. Except few exceptions (monk ability etc.) So there is a debat... Empower this is insane yes. After that, wait and see the PotD mod. Less than the paladin. Ok it is via one active ability with paladin, but Paladin share more theorical damage and here you have to increase wounds. So there is a "start". Debatable in a sense. I get 10 until 50 % of damage with a necessity VS 10 accuracy +15 %+25% + 20 % almost instant. At your first phase your max at 2 wound with nalpacza, or more at the first strike with shattered pillars, but halved via cap max. Or if you take a hit. So nerf of 50 % of 50 % is extremely severe I think... Don't forget, there is also Monks there are single class... It is game breaking. Far more few examples you give ! ^^ Because all the team get +20 accuracy and +4 might. Crazy. Too much. But yes you're wright, if you nerf that, priest have almost nothing else actually. And personnally I will never take a priest again. So It is extremely problematic. 15 would be ok. 10 not, because few classes have 5 of accuracy, and the differential become too light and not worth it. I prefer in this case a true additionnal and real fighter. So 15 is a good number. Increase delay of casting is not a good idea, because Priest need to participate more than only the guy who throw devotion for the faithful at the start and do his best after that. We can also consider, each class have a trump card. Fighter = cleave stance (and few times ago, disciplined strike) Chanter = Brilliant inspiration. Priest = devotion etc. When you look the way of thinking of obsidian. The company doesn't like perfect balancing. But more functionnal and viable balancing (which is not always true when you saw few abilities completely useless, they are not even "viable"). So Obsidian will nerf only the breaker. There is only one really breaker actually : door's + brilliant affliction. Devotion for the faithful is unbearable because it remember to me there is locked system of accuracy where the HIGHTER value always win. In this case Devotion is an obligation. It does not go in the direction of fun. It would be fun if it was a bonus of 15 + 5 of others bonus. Same result, but more flexible. But impossible with actual stacking rules. So you take Devotions, and it is all, all others abilities giving accuracy is useless. This is the reason for the "packs" (Paladin and Fighter) elsewhere. Don't believe Obsidian give a gift to you. It is a confession of weakness of this system. You must be able to SWITCH^^ if not your invest (At the creation : Oh yes 5 pt of accuracy !!) is down... Except, generally I do Devotion first, before attacking (first action in a sense) so I don't even activate zealous focus. I stay on defensives auras and there is no special strategy. And for fighter, cleave stance give a reason to never use the two others stances. So... Accuracy is totally useless. Obsidian have created abilities theorically totally useless in this system.
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The only way to "repair" the priest is his main function tradditionnaly : AoE Inspirations. But WTF now it is only 1 target for the majority of cases. Trully Awful indeed. Actually there Might inspiration level 1 If team is at... 2 cm of the priest : p Dire blessing is good but it is the only really noticeable. And why not a function for single target. Ok you SUPPRESS affliction with an inspiration. But because this is specific and there is only one target : the effect re-applie again shorter after. Sort of afterglow effect. With that we have : 1) Single target inspiration with an afterglow effect. 2) AoE Inspiration like dire blessing and new creations (Might / Resolve / Dexterity ?). This afterglow effect can be a reason to create a new passive like : Afterglow - 50 % chance to reapplie an inspiration 3 seconds later after a counter (Inspiration kill an affliction). -------------------------- Secondly, why not an evolutive core ability with BUFF like disciplined strike, lightning strike via HOLY RADIANCE : Berath : +4 accuracy (Level 20 : + 8 ) Skaen : 10 % of damage when there is an affliction (Level 20 : 14 %) Magran : 6 % of fire damage (Level 20 : 10 %) Wael : 6 % of ice damage (Level 20 : 10 %) Eothas : +4 to all defenses (Level 20 : + 8 ) Level 1 + 4 steps[5 ; 10 ; 15 ; 20] = 4 levels of upgrade. 1 pt each level. Easy. All of this for 10 seconds, like the first Pillars. If we are crazy, we applie this on the team (holy radiance...). Priest go back high tiers. And everybody is happy. -------------------------
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Lieu : Evènement de ruelle à Neketaka. L'évènement où il y a le feu avec des "torches fraîchement allumées." Constaté en première phrase/option : [Freeze capacité] Utiliser la magie de givre pour éteindre les torches. MP : [spécialiste du gel] Utiliser la magie de givre pour éteindre les torches.
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