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Lamppost in Winter

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Posts posted by Lamppost in Winter

  1. I am loving the fact that they are including an overland map, and with random encounters included, I think it will do wonders for the game and its exploration.

     

    I don't know that I'm all that crazy about the pre-plopped little loot boxes here and there on the map though. I guess it's another thing to fill it up a bit but I just think it feels a bit weird to have them there and have the character "vacuum" the loot up. I liked in SoZ that loot popped up dynamically and based on what skills you had on your overland map leader. 

    Now, that type of thing is probably out of scope for Deadfire, which is fine, but I do hope they can make it all feel a bit more dynamic for the final game.

     

    But yeah, the exploration system is one of the things that I'm the most hyped about for the full game.

     

     I agree about the little pickups on the world map; unless it's something cool that's guarded by a tough encounter, like the Bounding Boots which you have to defeat the Stalking Terror to get. The random stuff like food scattered around is sort of boring.

    • Like 1
  2. Affliction severity seems to be too low for the hard CCs like Paralyze. Most of them apply a -5 penalty to an attribute and a secondary effect. In the case of Paralyze, this is -5 to Dex.

     

    Here's the breakdown of Mercenary Wizard casting Arkemyr's Dazzling Lights on a Paralyzed Mataru Warrior:

     

    MkW9cng.png

     

    The -5 Dex only applies -10 to Reflex, which only marginally increases the chance of landing a Hit vs. Reflex (Mercenary Wizard has almost completely average Accuracy at 11 Per). Not to mention it doesn't seem to do anything to Deflection, so Paralyzed characters are exactly as hard to hit as able characters. Very odd.

     

    This seems way too low, considering Paralyze is a hard CC. The Hit>Crit conversion is nice, but landing that Hit in the first place isn't much easier than against an unparalyzed foe. Besides, PoE more naturally had this effect by severely reducing Reflex/Deflection, which leads to increased Crit chance anyway.

     

    Stun also only carries a -5 attribute penalty. And gives a -4 Pen penalty, which is very strange as Stun is hard CC, so the character won't be hitting anything to make use of that Pen debuff anyway.

    • Like 3
  3. I have to agree that Penetration is FAR too important a stat right now. Perhaps -20% dmg for every point lower up to say -80% and maybe +5% for each point above capped at the same 30%

    All-or-nothing with something this important causes a lot of builds and weapons to become almost completely useless.

     

     -20% per point below sounds very reasonable, I think.

  4.  

    +/- Empower. WHY ? The concept is great for me. I love it. But... it is like drink away in the combat, with a lot of fail. I don't think its is enough "impressive" ? Or if the player have not enough try (number of empower in each battle ?)

     

     

     

    I've more or less come around on Empower mechanically, but thematically it still feels lacking. Like it's a cold, mechanical answer to "We need some active per-rest resource now that everything's per-encounter", rather than something concretely part of the game universe, like a Priest's spells. I'd suggest making a unique per-rest thing for each class, but I could see this being difficult for the devs, running into problems with multiclassing and weirder class builds.

  5.  

    In PoE 1, you also had the option of switching out weapon types at will as needed to deal with DR or immunity problems, and *EVERY* character could select weapon proficiencies at level up whenever they wanted to help offset accuracy problems, so it was very easy and very fluid to adjust on the fly to DR resistance. You hovered over the enemy, saw what their DR was, and just switched to the weapon set that they weren't resistant to. I literally never had any problems.

    The penetration system, not so much. The weapon proficiencies are gated behind certain levels or classes, so you can't adjust your accuracy with weapons as easily, which means you get locked into weapons more solidly. The penetration system also has much harder penelties for not beating the numbers. The talents to increase penetration compound this problem by becoming must-have talents, defeating the whole purpose of "make any build you want". It's just generally a harsher system.

    But weapon proficiencies unlock modals and don’t increase your accuracy with weapons, right?

     

     

    Fighters and Barbs at least have passives that increase Accuracy with Proficient weapons.

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