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aartz

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Everything posted by aartz

  1. Heya Madscientist, Thanks for the feedback! I've added an issue to our database about talents/abilities that give stacking bonuses having stat blocks that are difficult to parse. I think your suggested solution is great! I added it to the bug as an example of a way to fix it =) Keep the feedback coming!
  2. Great question! I believe that the intention (and after testing it right now this is currently how it works) is for all tiers of inspirations/afflictions to counter each other. So tier 1/2/3 afflictions will counter any tier of the same attribute's inpsiration, and vice versa. So if your character gets paralyzed (tier 3 dexterity affliction), you can cast a tier 1 dexterity inspiration on them to counter the paralyze and end it early. Additionally, if you have a tier 3 inspiration, the enemy can use a tier 1 affliction to counter it. But for resistances, it removes the threat of the tier 1 affliction; the enemy(or you, if a creature has the resistance =P) will have to use a tier 2 or greater to counter any inspiration for that attribute, since the tier 1 will be fully resisted. 1. Petrified still exists, but it's considered the same as paralysis for the affliction system (tier 3 dexterity). 2. The first time a counter is applied the effect is removed entirely. All subsequent applications will stick unless another counter is applied. For example: if you have a Tier 3 Might Affliction, and you use a Tier 1 Might Inspiration, both are removed completely (they counter). The next time you use a Tier 1 Might Inspiration, it will stick and work as expected until it runs out or is countered by another instance of a Might Affliction. If that doesn't answer your question for number 2, let me know! I'll try to clarify =)
  3. Heya Climhazzard, This is actually a pretty awesome find. It seems like a lot of fun! I'll add it to our database so a designer can take a look and adjust the numbers if need be, as it does seem preeeeeetty strong. Thanks for posting it! I'm gonna make a build around it to test just how broken it can get =)
  4. Yep yep, that's the idea =) Afflictions will erase inspirations of the same attribute, and inspirations will cleanse afflictions of the same attribute instead of applying separately. So in your example, your character has a tier 1 Might Affliction, gets a tier 1 Might Inspiration cast on them, and instead of having both, they'll cancel each other out leaving that character with neither buff or debuff. This is another reason why resistance is strong; enemies won't be able to cancel your tier 1 inspirations of the attribute you have resistance in anymore unless they counter it with a tier 2 affliction (since you'll resist the tier 1 every time). Resistances never scale. They will always reduce the tier of an affliction by 1.
  5. Thanks aartz! This explains it nicely) And these racials look way more interesting in the new light. Downgrading some of hard cc effects to soft cc during which characters can still perform actions is really valuable. Now, knowing what it is about, here's the tiering for other attributes: Constitution: - tier1: Sickened - tier2: Weakened - tier3: Enfeebled/Poison? - can't understand exactly (from inspecting statuseffects databundle) Happy to help =) And for Constitution, "Enfeebled" is the tier 3 affliction.
  6. Heya firkraag79, Thanks for the post! I've created an issue and added it to our database. Please let me know if you find any other weird problems with widescreen resolutions like these =)
  7. Heya Silvaren, Thanks for the post! Fortunately it looks like we've got issues in the database for these 3 issues already, but it's good to see them brought up on the forums. Hopefully we can get them fixed for future backer beta updates. Also, awesome to hear you're still in character creation after 2 days! We need people to dig in as hard as they can so we can get as much feedback as possible =)
  8. Heya AndreaColombo, These are some great suggestions! We've got some bugs in the database about improving the user friendliness of our character creation process, so I'll make sure that these are included. Thanks again =)
  9. Don't apologize, necros can be good! Keeping the discussion going (especially during a beta) is great =) Also I see your point. I'll add an issue to our database suggesting another look at Armored Grace. Also also some Mead sounds pretty good right now... I could really use -1100% recovery time to help respond to all these threads
  10. Heya Silvaren, This issue's actually pretty frustrating for me too, so you're not alone! I've added an issue to our database in hopes to get it fixed. In the meantime, you can push the follow camera hotkey (defaults to the period key "." ) to toggle it back on a little easier than clicking the box. I hope that helps! =)
  11. Well, here are the thoughts on the current racials: Resistance to X Afflictions: - as already mentioned it is not intuitive enough plus these talents are accompanied by a quite vague descriptions. - also some of these resistances can easily turn way more important than the others. For example in PoE1 having an extra defense vs stun would be much more impactful than a similar defense amount vs hobble, because a hobbled caster can still keep tossing spells. - additionally it depends on average encounter design. In PoE1 we had to face much more paralyzing enemies than pronning. Not to mention that stunning and pronning enemies were usually already easier to deal with, and that's one of the reasons why I never used a Coastal Aumaua. - and as usual: the interaction with similar effects, like barbarian's Unflinching talent is still unclear. Heya MaxQuest (and everyone else in this thread), Thought I'd drop in and try to explain what "Resistance to X Afflictions" means. I know we're going to release a comprehensive explanation eventually, but maybe I can help ya understand it for the beta since a lot of people have questions about it. So in PoE2, Afflictions have both a "tier" and an "attribute"; the "attribute" is what attribute it affects, and the "tier" is how strong the affliction is within that attribute subset. For example, let's look at Dexterity Afflictions: "Hobbled" is the tier 1 dexterity affliction. It gives you -5 Dex, and is the weakest affliction that affects Dex. "Immobilized" is the tier 2 dexterity affliction. It does everything hobbled does with the addition of some other stuff. It's strictly better than hobbled, since it's a higher tier. "Paralyzed" is the tier 3 dexterity affliction. Again, it does everything the previous tier (immobilized) does, with the addition of more. It's the best of the dexteritiy afflictions. With that information in mind, resistance is actually pretty huge: it downgrades afflictions to their previous tier. So if your character has resistance to dexterity afflictions and gets hit with a paralyze spell/ability, they will be immobilized instead. If they're hit with an immobilized spell/ability, they'll be hobbled. And if they're hit with a hobble spell/ability, they'll resist it entirely and not be affected at all. Resistance does not help your defenses against spells and abilities that apply these afflictions, it only downgrades the afflictions once they've actually hit you. I hope that helps! =)
  12. Heya Silvaren, I believe this is an issue with save/load that causes all HUD elements to flicker every now and then. We've fixed it internally a couple of times, but it unfortunately keeps coming back I'll add your log to the issue in our database in hopes it will help get to the bottom of this. Thanks! =)
  13. Heya AndreaColombo, Thanks for posting this! Our animator actually just fixed these 2 handed weapon alignments before heading home on Friday. He gets really sad when he sees stuff like this make it in to the game, so please keep pointing them out =)
  14. So, yeah, if we tell Obsidian that we think it's going too fast and that we'd love to have a new slow mode back, as it were, this is the right place to do so. You are absolutely correct. Please keep posting how you feel about this change. This backer beta is the perfect opportunity for us as a team to get feedback, both positive and negative, about our new systems and the mechanics we've changed. We're getting some great feedback and we really do appreciate everything our community has to say =)
  15. Dangit Caleb you beat me! =)
  16. Heya divx! Thanks for pointing these out! Fortunately we're aware of both of these issues, and we're actively working on fixing them. You should still gain the benefits from the devoted subclass, only they'll work with all weapons you're proficient with. Please keep posting feedback and bugs! We really appreciate it =)
  17. Heya viajenight! This bug is in our database and currently being worked on. Thanks for letting us know, and please keep the feedback and bugs coming! =)
  18. Heya IndiraLightfoot! This has been brought up a few times internally (for this ability specifically), so I'll add your feedback to the issue we have open to give it some community pull =) Thanks! Keep the feedback coming please!
  19. Heya Madscientist! There's a bug in our database about the description being incorrect; "-120% armor recovery penalty" would be crazy! It's supposed to lower the penalty by 20%, so you're understanding it exactly right =)
  20. Heya mrhawn, Thanks for the info! 1. This is a bug that's been fixed multiple times on our end, but keeps coming back. We're trying to fix it for good but unfortunately weren't able to for the backer beta. 2. Thanks for this one! We're working on our 21:9 support (we want it to be much better than the first game) so I'll add this to our database. 3. We have removed slow mode from the game for now. Our goal for PoE 2 combat was to slow it down in general, and to essentially remove the need for slow mode. The option in the menu and button in the hud don't actually do anything anymore, we just haven't removed them yet. We're looking for feedback on how combat feels without it, so feel free to tell us what you think! Again, thanks for all of these! Feedback and bugs are the whole reason we're doing this backer beta, so everything you post is appreciated =)
  21. Issue should be cleared up! Try restarting steam/inputting your codes again =)
  22. Hey guys, We're looking in to the steam issue right now. Sit tight and we'll get back to ya as soon as we can =)
  23. Heya psyminki, Thanks for the kind words! There's an option in the Auto-Pause section of the settings menu called "Hidden Object Found" that will do exactly what you're looking for! It pauses the game whenever you find a trap or hidden container, so while it's not exclusive for traps, it can be used to avoid accidentally activating them. I hope that helps =) Edit: Thanks for helping out EtherGun! Guess I should have refreshed before posting
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