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Everything posted by wanderon
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Armours in the beta - it's a jungle out there
wanderon replied to IndiraLightfoot's topic in Backer Beta Discussion
There is a difference between "obsessing," and switching to a suit of armor that's better against cold If you knows you're going into a cave full of Ice SpidersTM. Is that the cave with the sign at the entrance - beware of Ice spiders? How many suits of armor should your average adventurer carry "just in case"? -
Armours in the beta - it's a jungle out there
wanderon replied to IndiraLightfoot's topic in Backer Beta Discussion
You don't have to ignore the system to avoid obsessing over it nor does your character need to be an inbred simpleton to not be aware of the detailed damage abilities of every creature in the world and choose his armor based on that information. -
Armours in the beta - it's a jungle out there
wanderon replied to IndiraLightfoot's topic in Backer Beta Discussion
True but it seems like a lot of extra work to me - and then there's MATH to deal with -
Dual Wielding, Styles and Specialization. What why?
wanderon replied to JohnnySideburns's topic in Backer Beta Discussion
So are you saying that dual weilders start off 20% faster than single handed without the talent and don't gain another 20% with the talent? -
Armours in the beta - it's a jungle out there
wanderon replied to IndiraLightfoot's topic in Backer Beta Discussion
That's my point if all builds are viable there is no need to fret over the numbers - ignorance is bliss - choose armor by color coordination and weapons by kewlness factor - make sure you have decent lore and int for dialoge choices and roll with it - -
Armours in the beta - it's a jungle out there
wanderon replied to IndiraLightfoot's topic in Backer Beta Discussion
Forget all that number crunching - the game will do all those calculations for you - meanwhile just choose the armor that looks or feels or sounds the best for each character - after all isn't this the game where all options are viable? -
Just noticed that u can enchant clothing!
wanderon replied to mrmonocle's topic in Backer Beta Discussion
@ Voss Did you even read the information in the wiki? Nudity in combat From Wikipedia, the free encyclopedia Nudity in combat is the practice of entering combat without the use of clothing and armor. It is rarely practiced, however; apart from the social aspects of nudity, the combatant lacks even the basic protection of clothes, for instance when diving for cover or crawling. Also the combatant misses the practicality of hiding/carrying objects in pockets and attached to clothes. As for the Olympics that is hardly similar to the functions a typical fantasy RPG party endures while adventuring - try again. -
Just noticed that u can enchant clothing!
wanderon replied to mrmonocle's topic in Backer Beta Discussion
Apparently it is, because you've completely missed the points 1) Having a wizard put on a robe shouldn't be a punishment for the wizard 2) Some people want robes to be functional rather than bad, even if only for costume variety. 3) Robes are not any more restrictive and confining than several other outfits of the same period, nor do they use thread any more capable of turning sword blades than anything else. 4) The armor system is borked to the point that only specific character builds should bother with any sort of armor at all, and everyone else should lounge around in casual clothing, or be naked. Which given the setting and historical parallels, isn't as ridiculous as you seem to think it is. Why shouldn't it have the same sort of penalty as putting on any other armor? It's not like the robe isn't giving you something in return (just like other armors) and now you have an alternate choice if you don't want to deal with the penalty and still want to wear something enchantable. As for there being any setting or historical parallels that would make adventuring (facing dangerous foes and trekking through towns and wilds comunicating with the local inhabitants etc.) naked a reasonable option from any roleplaying perspective LOL... -
Noticed +1 con replaced +1 intellect in one of the backgrounds. I like that.
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A tanky fighter with a fine large shield and W&S style is going to be around twice as durable as one with a two-handed weapon, so that's going to be a tough argument to win. Unless Josh goes through with nerfing W&S and then shields are going to be terrible on PotD and still pretty good on all the other difficulties. On the other hand isn't the tanky fighter with the two handed weapon going to be doing a lot more damage and thus not need to be around as long to prevail?
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Just noticed that u can enchant clothing!
wanderon replied to mrmonocle's topic in Backer Beta Discussion
I think we all already understood that, it doesn't mean you have to create poorly constructed strawmen instead of actual arguments. Thematically and mechanically, the separation between robes and "clothes" makes no sense, nor does it serve a meaningful thematic or mechanical purpose. Sigh - I think you already understand exactly what I am saying but I will spell it out for you once more since I have nothing better to do at the moment: 1) I think the reason clothes that can be enchanted have been added is to do away with the whole naked adventuring BS. 2) robes already existed with a minimal DR and weapon recovery penalty 3) (new option AFAIK) - Clothes have no DR nor penalty but can be enchanted (at a cost) This gives you two separate choices - robes with a DR and penalty prior to spending any additional cost enchanting them or clothes without both which can be enchanted at a cost but (as far as we know) will never have a penalty. I see nothing wrong with these choices and see no need to change robes from what they are now to make them the same as the new item that's been added - the concept that robes all have both DR and penalty and clothes don't is no more ridiculous than naked adventuring in the first place (see #1) this "fix" is a way to mostly eliminate it by giving people a NEW non-penalty option that looks even cooler than the robes to begin with and certainly looks better than naked adventurers - (and will play out much better in guides etc than the naked adventurer as an option) without having to waste time and resources remaking every robe in the game and they opened another option by being able to add some already enchanted clothing if they wish. It ain't rocket science it's just adding a new option and retaining the old robe and it's fine by me. -
Just noticed that u can enchant clothing!
wanderon replied to mrmonocle's topic in Backer Beta Discussion
In a nutshell - I think it's fine if robes are different than common clothes. -
Just noticed that u can enchant clothing!
wanderon replied to mrmonocle's topic in Backer Beta Discussion
I suspect they included the ability to enchant "clothes" specifically to give people an option to wandering around naked and thus being unable to have any enchantments at all in order to eliminate the recovery penalty in armor. (And the fact that it was just going to be so apparent that traveling naked was an exploit of the system because no adventurer would ever logically do such a thing they they felt a way was needed to eliminate it without penalty.) As to why you have no problem with that scenario (adventuring naked) and yet can't fathom how robes and clothes can be different in armor class is beyond me (other than the whole I want what I want when I want it syndrome.) The fact that they have decided to add a level of armor that can be enchanted without a recovery penalty is in my opinion no reason to change the current status of robes to match it as robes are in fact quite fine as they are and there have got to many more productive things to be done 2 weeks before release. -
Just noticed that u can enchant clothing!
wanderon replied to mrmonocle's topic in Backer Beta Discussion
Well the obvious answer is robes are constructed as a form of armor and unenchanted clothes are not perhaps there is a tailor somewhere that can make you an unenchanted robe if you really must have one. I for one would not want to have to enchant a robe in order for it to have any armor function at all nor would I want all clothes to automatically have armor enchantments. As it stands it's another armor option and I see it as a good thing. -
Abra cadabra! Yabba dabba dooo!
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Just noticed that u can enchant clothing!
wanderon replied to mrmonocle's topic in Backer Beta Discussion
It will be interesting to see how easy or difficult gathering enchanting materials is in the full game as opposed to the BB where we get a fairly large supply in the BB crews inventory as the game starts. Has anyone determined the number of enchantments that can be added to a single weapon or other item? Can you upgrade lower level enchantments to higher level later without issue from already reaching whatever limit there may or may not be? Maybe I should go play with this now... -
From the official wiki:"Traps and locks can be a problem for even the toughest adventurers, draining their resources and maiming or killing those who are unfortunate enough to trigger an unseen floor plate. The Mechanics skill makes it easier to open locks and find and disable traps. Additionally, any character can use the Mechanics skill to place traps of their own. The higher the Mechanics skill, the more accurate the trap. In conversations and scripted interactions, Mechanics can be used to activate or disable a variety of machines." "Stealth allows characters of any class to attempt to avoid being seen or heard. It is used automatically whenever the character is in Scouting mode. The higher the character's skill, the closer they can get to enemies before being detected." Yep I've seen that - no where does it address finding hidden objects (that are not traps) which is what I am asking about - things that show up outlined in pink - Should still be tied to mechanics? Could be - just asking if anyone knows for certain one way or the other (perhaps someone who has been looking under the hood)
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From the official wiki: "Traps and locks can be a problem for even the toughest adventurers, draining their resources and maiming or killing those who are unfortunate enough to trigger an unseen floor plate. The Mechanics skill makes it easier to open locks and find and disable traps. Additionally, any character can use the Mechanics skill to place traps of their own. The higher the Mechanics skill, the more accurate the trap. In conversations and scripted interactions, Mechanics can be used to activate or disable a variety of machines." "Stealth allows characters of any class to attempt to avoid being seen or heard. It is used automatically whenever the character is in Scouting mode. The higher the character's skill, the closer they can get to enemies before being detected." Yep I've seen that - no where does it address finding hidden objects (that are not traps) which is what I am asking about - things that show up outlined in pink -
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Speaking of stealth/scouting mode has anyone determined which skill related to scout/search powers the search function ( stealth or mechanics or a combination of the two?) - I've been fooling with some builds that have the points to boost both mechanics and lore (to deal with locks/traps and hidden items as well as opening conversational options) and have had some mixed results (sometimes only the BB rogue can find a couple of the hidden items).
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I thought the ability to equip both a pistol and a weapon had been removed but I was able to do so yesterday (but too late to actually try it in combat) - is "pirate style" back or was it never removed??
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Spear is one handed in POE and I don't think it is a reach weapon - pike or quarterstaff are the only "reach" weapons according to wiki - seems like Pollaxe should be as well.