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amazeing4art

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About amazeing4art

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  • Location
    California
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    Classic RPGs like Baldur's Gate!
  1. I don't mind at all if the weapon artwork is unique for the soulbound and unique weapons, even glowing or with auras. What I do really hate are GIANT WEAPONS that look so huge they belong in kids cartoons... for example, St. Yedwins Redeemer the PoE great sword... it looked awesome, except it was too huge, which kind of spoiled it a bit. It didn't look like anyone could easily wield it, it was too large. Would have been better to give it that unique artwork but keep it the same size as other great swords. Same with Nightshroud... the metal ball at the end of that mace would have weighed 2
  2. I think an injury system as proposed could be great... but I would recommend that the injuries not be "all or nothing" things that have really bad penalties right from the beginning. So what I mean by that is, for example, there ought to be different levels of 'burn'... mild burn, burn, strong burn, severe burn... with progressive penalties. Same with sprained ankle, or concussion, etc... And there should be lots of different types of injuries, many more than exist currently. It might be interesting if different weapons and creatures were more likely to cause different injuries
  3. I have no interest in this game including PvP, and I think it would be a mistake for developers to include this and devote resources to it. With multiclassing and 10 classes that is really something like (Sigma) 1-10 or in other words 1+2+3+4 ... +9+10 which is a total of 55 possible class choices (like Paladin/Wizard or Rogue/Barbarian or plain Chanter). Trying to balance PVP so that all of these class choice possibilities are viable, if played correctly, against every other correctly played combo would be a nightmare. Either it would take enormous time and resources (if done right)
  4. I agree the in-game descriptions of many spells and talents in POE1 left a lot to be desired. When the description for something like Ironskin is so vague and misleading, it leads to players making bad decisions about whether or when to cast it. Because the description made it sound so weak... "+8 DR until hit..." which basically would mean... since you are incredibly unlikely to get any benefit from the extra +8 DR for grazes at all to begin with... that it gets applied only once when you actually need it, and then disappears. So for the longest time I totally avoided that spell, assuming the
  5. Like a few others may have posted already, I think it might be quite effective and interesting if armor types had a default bonus or penalty to stealthing. Like shields do with accuracy; equipping a large shield reduces your accuracy by 8 and that is just part of what it does. Every kind of armor, from clothing to leather, chainmail to breastplates and up to plate mail, could have a default standard effect on stealth. If you want your whole party to be stealthy, equipping everyone in plate mail might severely detract from their ability to do that. Optionally weapon types could have this pro
  6. Yes ... and the Great Unification seems to happen around when the game developer makes a post about how we are focusing on multiplayer now and how great it will be to play against your friends in the really great combat arena, but before we do that we are rebalancing all 12 character classes so every class is equal to every other because of... you know... the needs of Multiplayer Awesomeness.
  7. I'd like to write about NPC reactions to the player characters actions (especially stealing or aggressive actions), and how in a lot of even really good games the dynamics of this have been disappointing to me. And give some suggestions and hear other peoples thoughts. First, I often find it frustrating and amateurish when all NPC's of a certain faction immediately attack you when you do something too aggressive. Even in amazing games like BG2 this happens; to me it seems in some degree laziness on the part of developers. Or lack of time to implement something more interesting. For e
  8. I would like to add my 15 cents here too: I'd love to see stealth be more realistic. Although I know this is a lot of work and complicated to implement. I find it quite silly, and kind of frustrating to immersion into a game world, when your whole party in full plate mail, carrying giant glowing swords, can walk down the middle of an open road in full sunlight right up to a bunch of enemies and surprise them at close range. It just makes the game world seem a little lame and extra-artificial. Stealth should be hard, it should require rogue-like training, get bonuses from light or leath
  9. I have to reply again as it seems some people are really fixated on "I need six characters to play this game!" Or "every party needs two frontline melee and a priest and wizard always"... or, etc. 1) You didn't need six characters to play POE1, even on POTD. The first time I played POTD yes I used all six slots. But the most fun I've had is later playthroughs all the way through with just two characters, killing every encounter but the dual Llengrath dragons. It's fun and not even too hard ( for example) to go with just a paladin and wizard, or a paladin and chanter, all the way through PO
  10. Deep breaths everyone. I think you will be ok with 5 multiclass level 20 characters. Every argument here that "5 sucks we need six!" could just as well be applied to 6 characters if PoE 1 had originally allowed seven. Would you be now clamoring that "6 sucks we need 7" in that case? Or 8, or 9... or maybe we need 10, one for every class? Five will be fine... and the new game will be designed around it so the encounters will be balanced for it. Deep breaths.
  11. If animancer is a class background like 'Merchant' then maybe it should be Mechanics +2. This would be a really valuable bonus so there could be some sort of downside to being an animancer too... maybe certain people in the game world react negatively to you.
  12. Personally I would like to see more randomization of the special enchants on the unique and powerful items. I think this would reduce the tendency to metagame a character around a single late game item in repeat playthroughs. I.e. If you didn't know whether the 'Axe of Awsomeness' that drops at a certain level 16 location will have legendary accuracy, stunning, extra corrode damage, or spell stealing you couldn't really plan a whole build around it. Maybe the axe is always in that pirate chest on every playthrough... but you still don't know exactly what it will be enchanted with. If I re
  13. Boeroer, I agree totally with your thoughts. My disappointment at the Blade of the Endless Paths was helped by WM 1 and 2 with the presence of soulbound weapons and the other interesting unique weapons. I agree, make the rare and hard to find items (soulbound or not) come with unusual enchants that are powerful and interesting, and the problem Is solved. White March made great strides in that direction.
  14. I take your point that people are mostly using unique items, but actually that doesn't negate or contradict what I wrote about being disappointed that I could enchant my own crappy weapon to be almost as good. People would probably use unique weapons rather than their own enchanted ones if the unique weapons were just 1% better, or even the same probably. Since you find a unique weapon for free, and have to pay for your own enchant. But in any case, my feeling of disappointment when I realized the Blade of the Endless Paths was nothing very special compared to what I could enchant myself is ju
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