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About DrakenKin

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  1. Installed the beta, Still have the duplicate icons for watcher ability. Please look at the screenshot.
  2. Volume, not mass But I get what you mean. Since I play PoTD I build my tank with survival to maximize potions. Potions are not always needed, but i am glad i have survival when i do need it. Second thing, best to use mechanics on a class with mechanics bonus, or generally built with options (origin factors etc) for mechanics, meaning not the tank. Third, to handle some of the text adventures that require high survival, you need someone to have it high, might as well be the tank... else team roles get screwy and i don't just mean in role play. But I get your point, there is more tha
  3. This time the enemy had the problem... again open space, with a tree on the right side of my tank, spider keeps running back and forth then stops and does nothing... it doesn't seem to understand how to go around the tree to flank my tank. In other words, pathing is not only stopping players, but also preventing enemies from fighting efficiently. This could easily be taken advantage of by shielding (level 1 cleric spell making someone invulnerable) party members to pose pathing problems for enemies. You could even turn large doorways into small doorways (impossible to get past tank) and so
  4. It is kinda stupid honestly, just now i was in the OPEN, plenty of space for rogue to go around caster group to enemy, instead he kept running back and forth behind caster group and i had to manually queu a path around.
  5. People like you make me mad to no end. I hope developers ignore you and don't turn the game into incoherent arcadey gibberish. Don't make this personal, stay civilized and argue the point instead. Why I said let them go through? Not as a final solution but as a temporary fix until the next game. The truth is pathing is kind of horrible : 1) If you are in a corridor, your tank will keep bumping into your front instead of being able to go to the front. Why is he in the back? when exploring it is better to put your guy with a lot of mechanic in front so he can detect traps before
  6. No and I will tell you why. You find plants, other objects that could serve in crafting. For most games you don't even know if the thing is useful or not. For others, you need to sell a lot of junk to get some money, there is no 10% of items that is worth 20x more as much as all other junk, it is just a bunch of junk that sells for 50 copper each and if you want money you need to ferry it all to town. It is just how most games are built. Not to forget a lot of players start collections... such as getting all the books in skyrim or hell, picking up all the cheese or all the skulls to make a
  7. Yes it does. Fundamentally, i am going back to town because i ran out of "boxes to put stuff in the UI". There is no emotional connexion or benefit to this. It is just pure, misplaced realism. It makes sens, it is logical, but don't confuse logic with immersion. Would it be fun for you if you got hungry in the middle of a dungeon? needed to pee? Needed to sleep 8 hours every 14 hours? All of these things are realism, yet we don't do them because they are the wrong kind of realism. I place inventory management, especially when you have to empty it every hour of gameplay, the same. You a
  8. One other thing going for the rogue is the raw damage from deep wounds. It does apply to pierce, and thus ranged attacks. If you build a ranged rogue using fast attacks like bows, the raw damage could stack nicely. The real question is, does it stack with itself with every attack? Can DoTs even crit? Would be awesome if you crit the raw damage. Third question for this build, would it be better to have low intelligence so the raw damage applies faster, or is PoE one of these games that do MORE damage if you extend the duration? (if the engine applies the same damage per tic over a
  9. I think your problem is not with crafting, but with lack of interesting weapons and effects. I feel that too. Crafting however is good, because it lets you enhance that bow you found at level 2 and make it usable at level 12, keeping the special effects such as prone on crit or extra speed. This I like, being able to update my weapons. However where you are absolutely right is that they need to add new, more interesting and UNIQUE (not craftable) effects. If we get 20 new effects special to every weapon, and a more original than just more speed and dps, i don't see why being able to en
  10. Haha, well it has been a while, but i think i didn't have to make that decision because much earlier on in the story i did something that enabled me to have my cake and eat it. But yes I love Mass effect too. The only thing is, those decisions were few and far between, and they were not philosophical just emotional. Which is also a good way to build meaningful choices too.
  11. If i go to beta 2.02 the save will automaticly be restauted then?
  12. The hallmark of good writing in RPGs is when you have a choice to make and sit there literally 5 minutes staring at the screen trying to make up your mind because there is no clear cut answer. Too many games are still stuck in the black and white, do good or do bad mentality. When you get more complex choices than that, and it is backed by philosophical reaching questions such as [spoiler ALERT!!!] if gods didn't exist should we create them? and if they have been created and have all the marks of true gods are they true or false gods? should they be respected or fought? would a world with
  13. Oh yes !! KOTOR!! I was sitting at the end of the game, reading the dialogs around the existence of gods and such and thinking "wow it has been such a long time since a game went all philosophical on my like this". I could not put my finger on which game it kinda reminded me of, but that's it, it was Kotor. It takes a special kind of game writer to do things like this, love this stuff.
  14. Minor improvements (possible in a DLC / Patch) Stop AOE damaging spells when combat ends... Lost a couple of characters on iron because they moved (revived on top of) frozen ground after battle ended, and that should not happen. When realism spoils fun, fun should win don't you think? what's the benefit of dying stupidly after combat ends? Ability to reorder spells and abilities for wizard, druid, cleric. We usually use 2-3 of each level 80% of the time, being able to reorder them would be better. especially when we work out a battle opening sequence and don't want to dig in the list every ti
  15. I am playing a rogue on PoTD, and I have to say I am very disapointed... too much micro / positionning + enemies switch target even if you wait for your tank to catch aggro before moving in (which is wasted dps standing around) + it's so squishy it dies in a blink + a lot of "meh" per rest abilities, the only reason i picked some is because there was nothing better to take. So I retrained her as a ranged dps. But here again, it seems VERY weak compared to a simple ranger. Lack of swift strike makes it very slow with heavy weapons, and lack of sources of accuracy on PoTD makes it bad at
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