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About Arnegar

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  1. I found turn-based to be a big drop in difficulty, too. Not sure what the exact reason is, it's just plain easier. I think a big part of it is the fact that enemies behave differently and will stop in front of your tanks much more readily instead of pouring right past to cuddle your casters. At level 9 now, my druid has taken literally 0 damage. Every fight just pans out the same: combat starts, every enemy runs up and starts hitting my two tanks, and then I calmly kill them with my damage dealers while the bad guys miss and graze the tanks. In RTwP, getting things to stay on your tanks is a m
  2. Making speed less valuable could be accomplished just fine by simply reducing the amounts gained from dexterity, items and buffs. Instead we've gone from one problematic extreme to the other. Initiative is of so little value that I'd strongly consider making dex the dump stat du jour. Often I don't even want to act first on the opening round because enemy positioning makes it awkward to do anything but stand back and let them come to the location you chose to fight in. After the first turn, it pretty much stops mattering who acts first. If anything, it's actually better to have your party's tu
  3. It's a bit absurd that this frankly gamebreaking bug still exists. It's been months now. There's been a full version update since it got reported and it wasn't fixed. Ship combat becomes borderline impossible with this bug, and all we know is that the report hasn't been closed? Having no control for the first five seconds of the already absurdly stacked ship combat (15+ enemies) makes it a total cluster**** as AI will cause your party to essentially suicide by charging into insane, unrecoverable positions. This is a major bug and it just sits there in a report.
  4. Arcane Archer seems truly awful, like worse than basic no-subclass ranger. The imbued shots aren't very good and you can use so few of them per encounter that it doesn't come close to compensating for the accuracy and health penalties. They don't really scale with the ranger passives and they're just lower-level wizard spells, not even unique abilities. Pretty disappointing. It feels like ten minutes of thought went into the making of this class. At a bare minimum, the bond cost of the spells needs to be halved so you can actually use them more than two or three times per fight. Then get rid o
  5. Are you adding it to the top rows? That's where they actually consume it from. If you just put it in the bigger inventory box, it isn't used.
  6. Shieldbearer of Ecwhatever is way better than the tiny AoE heal from Kind Wayfarer. Rendering targets immortal for 6+intel% seconds is so much more valuable. The sheer mileage you get out LoHing somebody and leaving them unkillable for eight seconds is miles beyond what 15ish heal to two or three nearby characters will accomplish. It's not even close. Often, the character you LoH as a shieldbearer will continue to receive damage and could soak up 50-100 or more damage that would otherwise have killed them moments after the LoH lands. Enemies will continue to attack the character in questio
  7. I prefer to get character to 12 mechanics, and the remainder in athletics for the self-heal, then another character gets 7 mechanics for the +4 party assist bonus. That'll sort out everything. From what I've seen, nothing requires more than 18 and you can use lockpicks for those when you're at 16. If you're stingy, you can stay at 10 on the main mechanics guy and rely on Thief's Putty for the 18 locks. You can even stay at 8 with the +2 mechanics gloves. In short, 18 is as much as you should ever need, and 7 mechanics will give +4 party assist so the main mechanics guy needs 12 without bonuses
  8. Yeah, you don't see it in the character sheet unless it's a completely plain "+x deflection." It still applies as stated in the tooltip. I'm not sure how the AI interprets conditional deflection effects, though. Plain effects will affect their behaviour by making them less liable to attack someone with high deflect, and I suspect that it goes by the value displayed in the character sheet. This would mean that Arcane Veil does not make you a less juicy target, even though it gives +50 deflect against almost everything. This can be good or bad depending on whether or not you want to be attac
  9. Paladin (Shieldbearer) / Chanter (Troubadour) Dump perception and constitution; max intelligence, strength and resolve. Now you've got a character who can just stand around between the front and back lines to intercept anyone who runs past. You don't want this character on the front line both because the low con leaves them a bit frail and because you want them to be able to reach everyone with Lay on Hands. Don't dump dexterity. If you do, your recovery time after actions is so high that you can't react fast enough. However, set this character's attack AI to passive since they're not
  10. Two-handed melee weapons are kind of underpowered. Whispers of the Endless Paths is pretty strong but that's about it. The reason to use two-handers is if you already have a dual-wielder in the party and they're getting the best two weapons, so the next guy in line has to choose between the best two-hander or the third and fourth best one-handers. That's about it. It means 2h can be worth using, but only by association. And if the dual-wielder is a Devoted who has to stick to a single weapon class, odds are that the two-hander only pays off if there are two dual-wielders ahead of him. If you o
  11. It's a good multiclass because the benefits are mostly fire-and-forget, but the class in itself is so bland and inactive. The chants are passive, and you get to cast a pseudo-spell (most of which are weaker than ordinary spells for their level) every 18-24 seconds or something like that. It was the same way in PoE1, but then most classes were pretty simple at that point. The chanter class on its own doesn't lend itself to attacking, all it really brings is your passive chants and then an incantation once or twice per fight. That's pretty miserable design-wise, but it's not underpowered simply
  12. One example is when you have to go back to Fort Deadlight after receiving a letter. FOUR load screens just to talk to an NPC for a moment. Then there's the myriad places where there's a completely pointless exit, like the Imperial Command place. There's a side exit, and if you leave through it, you go out to these stairs that just go up to the upper level. Load screens both times. What's the point? There are stairs inside. Or the Kahanga palace, there's this balcony off the rooftop that has nothing in it, but it's two load screens if you click on it to have a look. It's just such meaningle
  13. Casters SUCK in the first third of the game which is where it's actually difficult. They become powerful later on when everything's so trivial that being powerful barely matters. While the endgame's triviality may change when the difficulty issues are addressed, I'm not convinced it will do much to the dynamic of casters early vs. late. I'm sure it'll still be a lot like PoE was: eventually you get to the point where things just aren't hard (though hopefully not quite as total faceroll as PoE2 is now). If the higher-level wizard spells are nerfed, something needs to be done about the fact that
  14. Priest is a trash class in PoE2, to be honest. Most of their spells are either single target or have a tiny AoE centered around the caster. They also have long cast times. How am I supposed to buff my whole team with Holy Might when it's a slow cast and has such a small reach that my party has to huddle around the priest? You can't start a fight that way. The priest has one saving grace: Devotions for the Faithful. This is an overpowered spell on its own, made balanced by the fact that the class offers very little else. Priest healing spells are surprisingly awful, and other classes can su
  15. There's just too many of these. The load screens get really long, especially until the memory leak is fixed, and they just happen constantly. You're sailing around and some random lore or ship event happens, you click through the pages, and then there's a load screen afterwards. Moving around a city is 50% load screens. Half the areas you click in the world map will come up with some storybook script before letting you in. Sometimes it's to let you search for clues or whatever, but one time it was literally just a cave and then it made me choose between "enter the cave" or "turn around." N
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