Jump to content

QuiteGoneJin

Members
  • Posts

    557
  • Joined

  • Last visited

Posts posted by QuiteGoneJin

  1. Am I doing this to myself? It's just so efficient but I don't like it either. Lol. 

     

    My two favourite non optimal builds are great-swiod coastal aumaua cipher and berath priests using cape of cheat. So its really efficient to alpha with arquebus'. Seeing as how Durance and Kana also are good arquebus users I always end up overusing this tactic. 

  2. World and Story :


     


    Best Story : Torment PS tied with Witcher saga


     


    Best Lore : POE tied With Modded Skyrim if you read everything they are both intense.


     


    Best Protagonist: Geralt tied with Minsc (and Boo)


     


    Best Antagonist(s) : Kefka or Jon Irenicus tied. 


     


    Mechanics : People aren't gonna agree with me here but Witcher 3, Mass Effect 3, and Middle Earth Shadow Of Mordor for game mechanics, NOT for character creation however. 


     


    Best overall Battle Gameplay : Because, let's face it, most RPG are often about battles, preferrably tactical ones.


     


    Best Boss Battle : Dragons in BG 2, Souls bosses (ALL of em!)


     


    Best Character/Party Building Design : Divinity Original Sin, Vampire the Masquerade, Pillars of Eternity, Arcanum; Of Steamworks and Magick Obscura... I can't decide. 


     


    Best Itemization : BG2, talking sword omg. 


     


    Other stuff that contributes to one experience :


     


    Best musics : Witcher 3. I could listen to "A Night To Remember" for ages, love the gothic feel of all the music in this game. 


     


    Best Visual Design : Witcher 3, not just because of graphics but effects too.


     


    Best Interface : Witcher 3, very minimalist


     


    Best Content : Witcher 3, PoE. both super replayable with tons of added stuff via DLC and xpacs. 


     


    Best dialogues : Witcher 3, had me laughing and genuinely upset many times. No clearcut goodguy/badguy decisions really helped with this. 


     


    Best "choose-your-own-adventure" factor : Torment PS


    • Like 2
  3. So, I was thinking, I like the elementalist utility talents (Scion of flame etc) and we could use more interesting talents that broaden and spice up melee.

     

    For example;

     

    DoTs;

     

    Plague Bearer; if the weapon has an on hit dot effect a crit gives it a __% chance to travel to an adjacent enemy.  When a dot expires on this player % chance for it to travel to an adjacent ally. 

     

    Time Master; Dots last half as long but do twice the damage (good for when you want to do this but still have high int

     

    Sucker For Punishment; You can stack the same dot from same source up to three times, DoTs do 1.3x as much damage to the user of this talent however

     

    Prone;

     

    Hit Em While They Down; If the weapon has an on hit/crit prone effect its half as likely to go off but when it does you get one free full attack at 1.2x damage to hit them while they are down

     

     

    Send em Sprawling; If the weapon has an on hit/crit prone effect and you prone someone with adjacent enemies close by they have a malus to reflex saves as they are spending effort dodging their fallen friend.

     

    Something for the 1 handed users only;

     

    Reposte specialist; only usable with one handed and no off hand. You have mastered deflection, you gain xx bonus to deflection (not as good as a medium shield) and if you react within 1 second of deflecting an attack and click an ability get a full attack for free with no recovery. Or something like that, I prefer stuff that's more active. Maybe the player will have an audio queue and a small icon would light up then if you are paying attention within the second you could pause click the ability for the free attack and un-pause. 

     

    Spells:

     

    Spellbinder; if an item has an on hit spell affect it has XX higher chance to go off  and does so one extra time per encounter

     

    Defender; Defensive spells on hit affect now last twice as long and have a chance to spread to one other ally

     

    Precision; On hit aoe spell affects now only affect enemies, cannot be combined with Spellbinder

     

     

     

     

    I know this is just me wishing I worked for an rpg company in game design. Years of CRPG playing and PnP makes me drool over ideas like these. Not fully fleshed out just spitballing. 

  4. I understand the criticism even though I've played this game more than any other I've put in enough hours to finish it 20x over and only beaten it once! And not finished WM2! So I get it, for me the story also wasn't as fully engaging as I wanted, nor as reactive. And combat (as I am much much MUCH more of a melee fan then ranged) was entirely too droll and auto attack centric for my tastes.

     

    Still, I grew up with black isle so nostalgia helps, I like creating characters almost as much as playing them, and I beleive in Obs's passions for making RPGs more then any other company. 

  5. The build basically works as before. This priest can deal some nice single target melee damage if he's not casting spells.  

     

    Empowered Interdiction still only works for the dazing part of Interdiction, NOT Painful (weakening) Interdiction. That's sad, but it is as it is. Just skip it.

    Interdiction itself already has +15 starting ACC and gets +1 ACC per level like any other ability/spell - this applies to dazing as well as weakening - so it hits good enough. With other possible complaints about Painful Interdiction (duration is rather short etc.) I can't agree. It's a powerful debuff with a huge radius which you can get really early. Still a great ability in my opinion. Few other spells or abilites can cause weakened in such a big area. It's perfect if you also have a cipher with Phantom Foes and a rogue in the party who is hoping to deliver some AoE spells with Deathblows. Also great for every chanter who likes to chant "Come, Soft Winds of Death" because it targets fortitude.

     

    Note that (Baby) Sneak Attack bonuses do not work with spells, only Deathblows does! 

    Thanks, corrected myself. Question for you, with builds like this I find pick order a rough choice, I feel like early game going the melee accuracy talents and abilities first would be good cause of spell casts limitations, even though people would be tempted to take interdiction and painful first. 

  6. Every time I play this game it's always him, he does the most damage, becomes the most powerful (cause I never play wizards) and when I think about it him and Iselmyr and his ties to the Leaden Key he has one of the most interesting stories, stuffy annoying pompous attitude aside, its always been him. 

     

     

    I love you Aloth. <3

     

     

     

    PS you too Matt Mercer. 

  7. For me it's just a class thing, and I shouldn't jump to saying your builds specifically  you just have so many... there's lots of classes that just aren't fun for me till 11-13+, but with this one you can have FoD/Remember Rakhan field and an arquebus (Ty Kana) with fine/flame lash with in a few short moments of entering the vale.  

     

    Examples

    fighter aren't fun for me till charge (13)

    and barbarian till heart of fury and then leap (11/13)

    and some of your builds hing on later gear.

     

    One that doesn't and should have been my fav is the Witch Doctor but I just don't like the wounds system the build is fantastic... really It's not the build.  I want to picture an Avatar dodging around and throwing magical fists and kicks at people not some masochist hulk who has to walk in to range to get his face slapped, run away then shoot angry pummels of energy back at someone. 

    /endrant

     

    I'm just weird... No matter how awesome a build ends up if its only awesome for the last 15%-20% of the game and I'm just drudging through and I wont make it. 1400 hrs and I've only completed the game 2x, and still have yet to finish WM2 completely! 

  8. Yes, I tried that in my Bilestomper wizard build. Another key item is Wodewys, because its boost to poison defenses stacks with everything. But that's deep in WM I. And of course you can also stack Hale and Hardy, but you will be stuck to that obviously.

     

    p.s.: You can also get Fenwalkers from Morug the Craig Ogre (he wil be there as a merchant in front of the cave if you don't kill the Craig Ogres inside the cave and choose a peaceful solution). So you can actually get Fenwalkers twice.

    Besides sneaking past the inside ogres (you still kill the outside ones right?) there's some stat checks to do this iirc?

  9. So I'm looking at Kana and noticing his base Chants (not linger) is lessened by something. 

    For example, he has 19 int with gear, Sure-Handed says Duration4.8 sec (in red, mouseover says base 6) with a linger of 4.4 in blue, (mouseover says base 3.)

     

    Now, the more I think about it the more I see the base shortening as a BUFF not a debuff, because shortening the base AND lengthening the linger  means there's more opportunity for overlap.

     

    But my curiosity is getting the better of me, int only seems to affect the linger, what is shortening the base? Level?

     

    hmmmm.

×
×
  • Create New...