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theBalthazar

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Everything posted by theBalthazar

  1. A... Simple... exemple ! Battle against Titan. (Mini boss ?) My wizard try a "expose vulnerabilities" (6+2 seconds now...) I finished the fight after 10 seconds. Absolute gain (if that does not miss ...) : 2 seconds. In short : It was useless. It is -urgent- to look into the matter...
  2. +3 penetration +25% crit Without doubt the best compromise. +2 is not enough indeed. Because there is others classes at +2 for less penalty.
  3. I think it is a bug. When you are at the character creation with multiclass. When you arrive at the second class = no naming classes Only the title. (+ Tempest) For me it is ok, but If I am a beginner/casual player, I don't understand what the game tells me.
  4. Devoted useless now
  5. Paladin was pretty bad in POE1. I never took it for this reason. I am happy to see this is not the case in POE2. Malus was a little bit problematic because you can't chose base paladin like others classes. So, to me, it is a good choice. Goldpact knights with auras. Good. Heal with +25 % corrode damage. Good. Paladin is not god tiers, so it is a good choice to expand inspiration for a players who want a class but dislike the penalty. So, Hieronimous is right. Be careful to the ratio Bonus / Penalty. Some classes are worthless because of that.
  6. Perhaps indicate a Growth rates in the description ? Minor Missiles of Minoletta with +1 power level = +x penetration +x accuracy, +x missiles etc. With empower = +x etc. For each spell/ability ?
  7. Too much versatile, and heal x5. I love the druid, my favorite class since the first. I always had 1 or 2 druids in each of my team, I know it by heart. HOWEVER...^^ In my opinion, need a nerf/change. If you don't like 2 forms left, choose 3 forms. It is always "Ok". 3 forms you have already a good versatility. But don't add the heal... (Give this to Lifegiver ! Transfo = heal. Only once = no more cheat.) and to compensate, a boost of damage and accuracy. You are a shifter, you are better with spiritshift than others druids = logical. More precise, more lethal. More bestial. You cannot send spells during shifting... It is not crazy to boost damage/accuracy a little ?
  8. I agree with that. 5 forms are too much. Stay with 2 or 3 for shifter is better. Concept of choice, concept of improved damage and/or accuracy. ACTUAL VERSION 5 forms Normal damage and Accuracy. Improved duration. Massive heal for each transformation. POSSIBLE VERSION 2 forms only. Players choose among 5. Improved damage and accuracy. Improved duration. No heal for each transformation. Massive Heal at the transformation = lifegiver... (Once per encounter with spiritshifting)
  9. Like Physical classes. Atm, there is no wizard, cipher and priest in my projected team. Truly... 1 abilitie point = 1 spell point now. Disciplined barrage (Instant) VS The excellent... the wondrous Necrotic Lance (6 seconds). I hesitate... I hesitate... No seriously...
  10. The main problem is. Long cast time = risk of auto-interrupt. "Holy crap, I MUST heal my team... and I charge since 8 seconds..." If atm you cut your move = Big loss of time AND loss of power source point. No this system is very very bad...
  11. Hum... There is a thing with proficiency that bothers me... You take a modal with your choice. But, this modal is not... a real bonus. It is 50 / 50. This choice is... weak. For me, a good way can be to : ACTUAL SYSTEM - Proficiency give a neutral modal. POSSIBLE SYSYEM - Neutral modal accessible to everyone. - Proficiency give an improved version of this neutral modal. - +x accuracy for each proficiency (even a small number like 3) ___________________________________________________________ So, we have "neutral" modal WITHOUT investment. A neutral modal like now in fact. AND with an investment, you gain a better modal. Like : VULNERABLE THRUST - ESTOC (Base modal without investment) : +2 penetration - 20 deflection IMPROVED VULNERABLE THRUST - ESTOC (Upgraded modal with investment) : +3 penetration -10 deflection +x accuracy We stay with a malus, no problem with that, but more... attractive.
  12. For me, Synergy is important. I mean : you take an option, your creativity must be rewarded... Druid + Monk is a good idea. Now. If it is OP, why not divided / 2 the bonus of monk when spiritshift ? You GAIN a bonus, a reward for your good asociation but, with a malus. ( /2 round to up) After all, you don't have this nerf for a devoted / berserker... You can use all the stuff for your 2 classes. Feeling of Synergy > perfect balancing for me. (There is already top tiers) The only thing is boost classes in trash tiers, but you can't balance perfectly a game with multiclass. You can do a good job (only top tiers / mid tiers and no low/trash tiers for exemple) But there always will have a difference of efficiency.
  13. At the begining, I proposed a solution for shifter. (topic first impression) The player don't need 5 transformations... You push the player to choose 2 TRANSFORMATIONS. (One for normal druid, two for shifter) BUT in compensation, you give a bonus in accuracy and damage. (With the problem of resolve of new system, it is not crazy...) Because the problem with actual Shifter is the cheat x5 heal... with a massive heal... = invincible. The player has the feeling of choosing among 5 possibilities, and he gains bonuses. I find that the deal is better as well.
  14. +1 Good. And why not a level-1 for new game (new adventurers, like POE1, like now). And actual level for another playthrough (NG+) ? (Saved adventurers from an another playthrough)
  15. Obsidian want to dynamise his system. You see that with the number of companion in party. You see that with penetration system. You see that with the multiplicative approach. You see that in their will to prohibit the slow mode. etc. It is a knowingly choice... This allows: to get rid of trash mobs faster. Clarify and accelerate the fight. I would not be surprised if they want to position themselves against the approach of Original Sin 2 (turn-based) to attract a different type of player.
  16. It is ironical, because Helwaker is a very interresting class (much taken by players...) by I still think 50 % damage taken is far too much. At max, 10 % might / 20-30 % damage taken would be much more acceptable (2 or 3 % damage taken by wound)
  17. In this case, I think there is no bonus. It is more logical. Black jacket is like an opportunistic, so if there is no fluctuation, no gain.
  18. There is two aspects : 1) Change during the battle and all actions needed fo that. 2) See the list of spells, easily. If you need each battle a spell in another grimoire. useless clicks. For counter that, you must make a general panel with all spells of all grimoires on the belt. ...When you click on a spell witch is not with the current grimoire. = auto change. If not, I'm afraid the system is too heavy. Like in the first game. But, in POE1, we can avoid multi-grimoires. I have never used this fonction. Here it is different... So I resume : On the bar, you see ALL the spells you have on the belt + the main grimoire in inventory. If it's a spells in belt's grimoire : (Change needed) On the description of the spell. The game do the change of grimoire and start the spell at the same time. Like that, you create a practical system AND you see all your possibilities.
  19. 9 new abilities is nothing. 13 + 60 = 73 choices in POE1 13 + 16 = 29 choices in POE2, with +4 levels. So, even 9 is strict minimum to link POE1... : p There is 3 choices : 1) You keep POE1 system. 2) You keep POE2 system and there only convergence of few general talents. 3) You keep POE2 and create a bunch of new talents. If you want repel the first solution, with general talents, each class must have a great bunch of talents. So the third option is the only way. Attractive talents ! Exemple : Yesterday I created a druid. First level. Nothing inspires me. I told myself that if I could, I would have taken an interesting passive abilitie. But yeah... There is not a lot of choice. Or create a waiting turn. If nothing inspires me, I keep my point ? For ulterior levels, more interresting ?
  20. % of new things on Fighter In the skin of a random player, not hardcore but a simple guy who buy the game. Active abilities Disciplines barrage = POE1 Knockdown = POE1 Vigourous defense = POE1 Unbending = POE1 Into the fray = POE1 Guardian stance = POE1 Conquerer stance = NEW ! Mob stance = NEW ! ----------- Passive abilities / Ex Class talents exclusive Constant recovery = POE1 (core abilitie) Rapid recovery = POE1 Armored grace = POE1 Confident aim = POE1 Determination = NEW ! Fearless = NEW ! Weapon specialization = POE1 --------------- Ex general talents connected to Fighters Body control = POE1 Two handed style = POE1 Weapon and shield style = POE1 Two weapons style = POE1 One handed style = POE1 Hold the line = POE1 Arms bearer = POE1 Unstopabble = POE1 Quick switch = POE1 Superior deflection = POE1 25 items. 4 new things. 16 % of new thing which are all rather unimportant liabilities. There are indeed some improvements in some abilities, but they already existed. Be careful, If I am a new player, I am not totally impressed by the novelty, at first glance.
  21. The feeling of choice is more important than perfect balancing. [1 choice / 2 choices] is better than [0 choice / 1 choice] Because in the second situation you have less choice. If you consider fighter have enough accuracy, you can stay with the first step only (Weapon focus in my exemple). If you specialize, 2 talents. (Superior weapon focus). So, you have 3 choices : 1) No weapon focus + 2) Weapon focus only + 3) WF+Superior weapon focus. In your version non-Fighters have 0 choice. The train passes and you can not be in it because this not provided by the game, even if you wanted to put your point in something better, than the little choice you have (especially in single class).
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