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Posts posted by Lamppost in Winter
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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:
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.
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Complete penetration = full damage. Full is 100%. That's common sense a lot of games follow. I think PoE1 followed this logic as well.
Pen=AR gets you full damage. You only get bonus damage when you get Pen=2*AR
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I'm finding it hard to make a character with well-rounded skills as well; it feels like I have to specialise to be competitive. Possibly because of the party assistance mechanic.
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I've seen this come up a lot, and I'm curious as I've never played it; why do people say the beta feels like Tyranny? The whole talents kerfuffle aside.
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Good to know all my whining is heard.
it just goes to show......we must Never. Stop. Posting.
98 posts?
sorry, guys, i'll Do Better (incidentally, this is my 100th post)
And more on topic:
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My concern was more that Paralysis doesn't seem to as severely reduce the victim's Reflex/Deflection (-5 Dex corresponds to -10 Reflex, if I recall correctly), so landing that Hit in the first place isn't as significantly easier than Paralysis in PoE. I may be missing something here, I'm not sure.
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Good to know all my whining is heard.
it just goes to show......we must Never. Stop. Posting.
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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.
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Blind seems to have a disproportionate amount of effects compared to other afflictions (even Paralyze is just -5 Dex and 50% Hits to Crits, which is a whole other issue)
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I have to agree some spells shouldn't have a Miss range - it's very odd aiming a Fireball into a crowd and somehow "missing" them. That being said, I guess it would be hard to balance all the big AoE damage spells not being able to miss.
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They said it wasn't ready to include in the beta yet.
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https://twitter.com/jesawyer/status/931611039833063424
Josh did a tweet thread regarding the feedback, including, among other things: lack of talents, combat speed, Afflictions/Inspirations and caster abilities, so our concerns have at least been acknowledged.
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Good news everyone, our yelling may be fruitful.
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I think an in-game codex entry or out-of-game explanation of all the various Afflictions/Inspirations is needed. Combat in PoE at higher difficulties was largely juggling Afflictions so your attacks could crit, but since everything's been reworked it's harder to test this aspect of combat.
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+/- 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.
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I do miss it a bit when thinking about party comps, but in actual combat doesn't feel bad at all.
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When resting here, the Mercenary Priest character's injuries aren't removed, regardless of what food I use. The injuries are also not displayed on the portrait, but the health loss is still there.
Update: Resting in the next level of the dungeon cleared this up.
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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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Or have Talents separate from spells, same as PoE?
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Press the ~ key
Enter "iroll20s" (without quotations)
Enter "giveplayermoney x" (without quotations x=amount of money you want) -
I like the idea of the Penetration system, but to spitball some alternative scaling for Pen vs. AR difference:
-1-2 Pen vs. AR: -20% damage
-3-4 Pen vs. AR: -50% damage
-5 or more Pen vs. AR: -70% damageI'd probably keep damage bonus from excess Penetration capped at +30% or have it scale much more gently.
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Related, the general description of how numbers correlate to poor, fair, amazing, etc. seem off. Surely 9-12 is Average, not "Amazing"?
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I don't believe there are any other merchants in the current backer beta, but you can cheat yourself items with 'GiveItem <name>'. You can use 'FindGameData <string>' to help find the names to use.
Thanks, I'll give this a shot.
Feedback on new World Map (Overland Map)
in Backer Beta Discussion
Posted
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.