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theBalthazar

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Everything posted by theBalthazar

  1. Choice atm is bad. Take the priest. If we say that it is PERFECTLY balanced. Let's admit this state of affairs. (I do not think so, but let's say that) One of the reason of the global disatisfaction of this topic is : we have less choice in two first levels (and more...). But let's take the two first. 1) One school out (Why ? There was too much choice to do that? : p) 2) No general talents if I dislike spells of the first levels. 3) only two spells by level. Spe (constraint)+ One Choice. It is a fact. You can take that in an other way like Grommir and is fabulous "there are already enough choices and fun with the multiclass" but it is fact (and rationnal, what will please to grommir : p) I love the sharing ressource Passive+active (more flexibility), BUT that should not hide a lack of choice...
  2. 0 % (pause) to 200 % with a short ruler. Why not !
  3. Questions :^^ 1) does not the problem also come from the number of variables fonction to kind of spells/abilities ? If there is Penetration / Accuracy / Number / Damage (All buffed by empower like minor missiles of minolettas ?) VS sometimes only : Duration So, empower is an ode to offensive powers ? ------------- 2) Why not increase the effect of base talent for single class ? Like additionnal 50 % for sneak attacks (and more generally duration / damage of base concept) ? In our case of sneak attack. 50 % (multiclass) - 75 % (single class)
  4. Personnally, I CAN fight with normal mode. BUT the major argument to use slow mode is : sometimes, there is two consecutives attacks (interval of 1,5-2 sec). AND there is a chance for the player to act before or between these two actions. So, I always use slow mode in battle.
  5. OTHERS FREE IDEAS TO IMPROVE SINGLE CLASS * An additionnal unic talent at the creation, single class specific. * Improved empower for single class (see previous post) * More power level (see previous post) I have the true feeling nobody will take single class. Yes, we have not seen the level 16-20 Spells (I can't totally judge). But it is endgame, provided that these powers make a real difference (not certain... In POE1, very few were helpful on my side...)
  6. you do not understand that you can also boost the fighter with new active abilities or new passive abilities. If you want a superiority with fighter without sacrifice the feeling of choice : Let the general pool. And add another talent to fighter. Easy and Simple. Like : Two handed style : +15 % for two handed (general pool) SUPERIOR Two handed style : +30 % for two handed (ONLY FIGTHERS, if devs have serious reason to deal this talent to him and not barbarian for exemple) End of the game : p ^^ PS : And don't tell it is the same things by gap : this in any case regulates the multiplicity of choice.
  7. El famoso "beyond question" about multiclass. Like multiclass explain all and that explains we have enough already : p G.G. man^^ In fact not, we can consider multiclass is the special deal of POE2. It is an additionnal deal. POE2 came after the first game. Logical. Talent was in POE1, you consider that replace in part, not me. IF we consider for exemple that general talent of POE1 would be better for the 2 (without even changing them, admitted that we do not change anything = no cost) In this case, it is not the already existing interrest with multiclass, but more interrest with existing content (existing in POE1). So it is the choice of developpers. It is not us and the "we already have a lot and we should be satisfied". Everything is not on / off in life, we can associate several concepts without problems. Multiclass. Talk to that. Because two classes are conceptully new but also old. Two class of POE1 in a certain point of view. Where are new classes ? ^^ Not totally new in itself. It is interresting obviously, but it does not concern talents. I'll tell you: I'm expecting a lot more from Pillars, Not always have the bare minimum. You don't want multiclass PLUS General talents (and new talents among them) ? Grommir, you give the impression of being satisfied with little, without projecting different associations. Like how the game COULD BE better. I am convinced that the multiclass AND the general pool AND new talents can coexist. Code talents is not crazy to develop (no graphical issue/no model/). It is a principaly a thumbmail + few numbers cleverly organized. And it gives an impression of having a more complete game. A reference : Original Sin 2 compared to 1. Abilities +++ Talents +++ (47 in total). it's stupid, but the player likes the content, and I like it and Boroer love it. (the principle of "build" perfectly optimized) EACH little regulating element is a real pleasure. I want to be amazed and have as much content as possible for all classes. Not take a little here, re-distribute it here and here and tell "Go kind players, have fun with the multiclass is good enough". We do not play at the carpet dealer for the content.
  8. Only two forms rather than five, heal in option, but always transformed and damage or accuracy bonus ! The dream of all !
  9. Go explain this new system to beginners, it will be hard... : p It's not that subtractive, it seems that there should be an armor rack ready to optimize its recovery / protection. Big problem is that in Pillars at first meet : Fortitude : ??? Pierce : ??? And personnally in POE1 I have never remembered through and through all the tendance of DR and Défenses for each type of ennemy. In this game : that will be the same. It is problematic because ressources are often limited. So if you enchanting an armor plate, it is difficult to legitimate two armor (max upgrades) by characters. And to conclude, by default, if it is admitted that the strongest enemies will all have strong penetration. Everybody will enchant the biggest armor for the hardiest battles... Hum... Everything will depend on the stats of the strongest enemies.
  10. Finally, 30 % of damage only is also for boost the fighter. : p It seem like Obsidian create Pillars 2 for the Fighter and tanks : p But with this attitude, you punish team glass canon like the one I have on POE1. Except if there a tone of penetration that stack for reach x2 (only +30 % damage boost...), glass canon is actually punish. favor in attack : Average. Favor in defense : Very high. It is a actual game and system design. the system asks us to create a character with average stats and the biggest armor. Combos are limited, since simply to reach 100%, no more, no less (In attack. Give full attack, sufficient) or to be below 100% no more no less (In defense, 30 % sufficient to tank). We turn around the average. The game does not push to take risks and is very closed. Curious to see the fights against the big bosses ...
  11. If I were a developer, I would find this system complicated to balance the game. Because if we think about it : the most important value is Armor class of the ennemy. ONE point more or less can change everything in this system... Balance spells VS spells : ok But balance all creatures compared to the different classes and all ...?^^ Good luck Obsidian : p Old system had problems, but here, it is an another level. This gives me the impression of a minimum value to be exceeded for rule the game. (not good for novices). They still have the different defenses to limit the breakage and the Health points. Case of Big boss for exemple. ----- EDIT Files of Max : So if I understand, you are for a semi-gradual system and Mr Hieronymous a full gradual system ? I prefer this systems that current, but there is another question : everything is connected. So, if you mod like this, Do the weapons (and weapon modals) remain adapted to this system?
  12. It is interresting. I feel that in same way. In original sin for exemple we have always twice true choice. Attribute + Abilities. Or Abilities + Talent. Here, you put your only point, and it is done. Perhaps that is the problem. Merge Ex-general talent + Class talent AND active Abilities (Ex abilities) with the same "money" is what give this feeling I think. This and the weakening of the interrest of each spells. And even more, to no longer have a complete cargo of spells (Druid, Priest), and Wizard (write on the grimoire more possibilities) So this is the feeling of level up the chanter level 1 to 6 in POE1 : p
  13. The problem is : If you can edit a grimoire. Priest are buried. Devs have withdrawn one school for priest (less spells). If you can learn spells, it is the reversed situation of D&D but in worse : Priest are with few spells without possibility to increase their situation. Wizard can learn all spells of the game. Imbalanced at possible. So, I think, grimoire should be more intuitive, and I think devs could be add ONE point each level, -exclusive- to active abilities for spellcasters, inevitably to spend on the actual highter level of spell.
  14. I have an another problem with magic system. Priest for exemple. Now, we know there are 3 levels of inspiration.... Ok, so... Question to 1 million : What is interrest to pick level 1 and level 3, spells of priest (+perception) Two spells that do not stack ? Answer : No interrest. It would not be a problem, if priest wasn't choose each spell at level up...
  15. I started to analyse deeply the game. My opinions and propositions for : SINGLE CLASS, MULTICLASS, POWER SOURCES AND EMPOWER 25h on the beta. And I stay on what I think on Balacing on this subject. There is a problem with single class. I'm not going to talk about passive abilities here (ex general talents in POE1). I already talked about it. More than that, I will tell you that the single class has nothing for it. I propose a modification (this will be more explicit than a long text) ACTUAL SYSTEM AT LEVEL 6 - 1 Empower per encounter. - 2 Empower per rest. - 1 aditionnal level with empower. - 4/3 power source for multiclass. - 5 power source for single class. POSSIBLE SYSTEM AT LEVEL 6 - 2 Empower per encounter. WHY ? There is complain about limit of this big kick (for retrieve the feeling of spells per rest of POE1. There was 4 spells per rest by level of power...remember it...) - 3 Empower per rest. WHY ? Numerically, I think there is not enough. 2 fights : No more empower. And with 2 empower by encounter, it is more logical. - 1 additionnal level with empower FOR MULTICLASS. (no change) - 2 additonnal level with empower FOR SINGLE CLASS. WHY ? You are the specialist (More deadly with mono-core of power). You rule the game, less choice, but more powerful ! In my opinion, it is more logical to balancing !^^ - 4/3 power source for multiclass. (no change) - 7 power source for single class. WHY ? With 5 you are at 1 POINT of the 2 power sources of the multiclass ! WTF^^ ? ----- No need to nerf here (Source power is limited, even in multiclass...), but drastically increase Single class like this. That would be cool, I think. 4+3 = 7 for multiclass VS 7 for single class. KNOWING THAT, multiclass still has the advantage of the variety. So, it is not too much...
  16. One of the worst subclass of the beta. I prophesy nobody will never take this subclass if it stay like that.
  17. My pov is simple : you have less choice in this niche of talents. It is fact not a "feeling". I have the feeling of this fact if you prefer : And quickly, we can understand this is entirely true. More than less is the rule dude. Buyers of the game -since youre taking about- that want new things when they discover the game. A simple fact. It is visual, by music etc. The feeling is perhaps not the good word. Level of fun ? Level of complexity ? Level of new things ? Guys have the "feeling" there is less choice in this niche if you prefer. Do not play on words. It is the feeling of the void in the priest panel is an illusion ? No. Feeling is not totally against rationnal thing you know ?. Right. In addition, do not deny the feeling too much, this is what is most important in a game. If you have not a good feeling, you don't play to this game = bad buzz. For me, it is a mix with new things + More options for build + Logical things + Consistent world etc. ------ For discussions. Lol... Guys, the purpose of all this is... discussion. Don't take the role of the guys over the melee by commenting on the finery the uselessness of certain debates.. We discuss and the developers do what they want with these returns. Point. And since you like things strictly logical. From a strictly logical point of view there is less choice in the talents, for each class (atm). It is a fact. At the level of the sensations, you can not say that this observation is false. If not prove it. We can talk of multiclass yes. But multiclass is a new thing. It is normal to have more choice in abilities side. And for the moment there is not a crazy number of new things on the spells side. It is credible to think that we can imagine 2-3 news spells per line. It's still only 20% new things each level. We're not even there yet. They have changed the concepts (Inspirations etc.), but there are very too few new spells on abilities. So even on this side, it's still not madness. It is a beta, I'm ok, The game is far from complete, it does not prevent to say things.
  18. 2 solutions to that : 1) A true choice of many grimoire. (In POE1 who use grimoires ? Nobody. Not intuitive and not useful) 2) Add an additional spells each level for singleclass. Seems legit. But the system is not bad himself. Per Encounter is more fun.
  19. Lol I just realized it: p In fact it was my dedication to this movie of course : https://en.wikipedia.org/wiki/Shaft_(2000_film) : p
  20. Today 2 Notes, my friends. NEAR DEATH (For Hariwulf mention) True, true, true. Seriously... 25 % of health = go heal urgently. Human passive, death godlike passive, all of this stuff is never use. Perhaps to interrest the deal at 33 %... or 50 %. MY UNIVERSAL NERF SHIFTER I thought back to my definition of the universal side and what bothered me about the shifter. For the universal side, the perfect definition is perhaps, "Do not scare the player with a loud penalty". That he has as much probability, that the player takes this class as the base class. So now, my proposition for universal shifter : p Actual version 5 transformations Massive heal (40 + level) 15 seconds Penalty : Can't use spells when shaftshifting. Possible version 2 transformations (An additional transformation only) Heal 3/4 of the actual version (like 30 + level) +15 % damage when shaftshifting. 20 seconds Penalty : Can't use spells when shaftshifting. ----- Staying on this penalty, it make sense. Only 2 transformation, 5 it's really too much with the heal... More time and damage, this is the master of this form. Concept of 'choice' among the 5 forms !^^ This becoming universal : it keeps the extra transformation side but couples with more builds. Why ? Because "essence" of spiritshifter (^^) is DPS (He cannot use spells, so he only can do a normal attack during transfo = specific specialisation...).
  21. 1) And... Where is petrified now ? Still exist ? 2) If a counter is applied several times, the effect disappear totally ?
  22. To give you a secret, I try to see wide. to posterity and replayability. AND ... an "open" class (what I called universal) while keeping a "strong concept" or a strong identity is the ideal. It is good except if the penalty is too strong. And I repeat it: "special" is not bad. But first exotic, difficult to associate to all way to play. I tell it in the description of the Shifter: "It is not particulary a bad deal" BUT it is big concept with massive penalty (you can not use spells while shapeshift) This class is awsome, but cleavant. It can not be totally "universal". She is great with her great regeneration (amazing...) and I agree that it is one of the best but if you take this class, it is for his transformation. So you can forget spells. So the spells are a little sacrificed. You unshape then use spells etc. But, it is not universal. The penalty is completely related to the use of the bonus. So it is a choice, and if you take this subclass, is for shapeshifting the major part of time, so, that the explaination. More, if you finish the battle in 15 seconds, 4 additionnal transformations is useless. So it is not totally universal.
  23. There negative effects and positive effects. And if I have to choose.. Per encounter for me. I was the guy who came back as soon as he had no more devotion of the faithful... I think you do not hesitate to send your spells with this system. Personally I prefer. If you want this aspect yet : it's the way. Empower IS the feeling of put a big shot. Perhaps the limit of ONE empower ? Indeed. I agree with you (perhaps 2 empower by encounter ? (actually 1) and more empower per rest globally ?), but the concept is here, and the beta is not finished. For me, the best number is 4 spells (by level in POE1) / 2 = 2. 2 empowers by encounter. everyone will be happy with that.
  24. Aumaua, Coastal: Resistance to might afflictions. Seems legit with artz explaination. Aumaua, Island: Immunity to "slog zone" attacks. Useless. Dwarf, Boreal: Can graze primordials and wilder. Useless, too specific + more if you are very accurate. Dwarf, Mountain: Resistance to constitution afflictions. Great. Elf, Pale: +4 burn armour, +4 freeze armour Correct but too specific Elf, Wood: Resistance to dexterity afflictions. Insane. You pass Paralysed to immobilized. Not the same thing... !... Godlike, Death: +20% damage. It seems to be too good to really be that. You have test ? If yes, it is 20 % at all time ? IF its all time, this is the best race. If not, the worst because near death (25 % PV...) Godlike, Fire: +2 burn armour. Strangely bad like said Tamerlane. I think to an error : p Godlike was too good, Obsdian want to destroy them. : p Godlike, Moon: +10 health to allies in AoE first time hurt, bloodied, or near death. LOL... Nerf of the absolute. No scale = Buried. Godlike, Nature: +2 power level when under the effect of a might, constitution, or dexterity inspiration. Best godlike in my opinion. (Subject to Death godlike) "Human: +7 accuracy, +15% damage when bloodied or near death." I didn't feel good when 25 % health. I heal as soon as possible. Totally useless, in all point. "Orlan, Hearth: 10% of hits converted to crits." Good but...Nothing more. "Orlan, Wild: Resistance to resolve afflictions." Great.
  25. I have practice more and more the beta. I can now give my opinion more reliable on this subject. Even if I play a bit more better with casters since a few sessions, there is 2 points which remain problematic for me : 1) Too long cast time. There is 2 small problems with that. A) interrupting by myself (Heal my companion, now !) or ennemy during CASTING TIME. YOU LOSE the point definitively. B) Globally, it is too much ineffective (Miss) for the time loss. It remain differents buff and no-graze spells. But it is not enough. 2) The lack of Talents for priest and others. Priest who... also have a restrictive school ! So, less spells too ! Imbelievable !
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