Jump to content

George_Truman

Members
  • Posts

    255
  • Joined

  • Last visited

Everything posted by George_Truman

  1. I really like the implication that tripping balls would improve your combat effectiveness. I'm pretty sure if I was high on LSD, cocaine, marijuana, opiods, and methamphetamine I would be on the ground ****ting myself, not in some state of heightened acuity.
  2. Well I don't know about you guys but I play PotD for that sweet sense of humility that accompanies defeat.
  3. Missing String is looking pretty crappy though. On a serious note are there no crash effects?
  4. What is the point of playing any game on a harder difficulty? Some people find the extra challenge fun.
  5. I'm pretty sure this statement is objectively wrong on account of calling [your game] a spiritual successor to [other game] is giving credit for the style.
  6. So how do we smarten up the game? I think they should add difficult math questions and maybe some quicktime events.
  7. Oh **** you're right the endless paths ogres are ridiculous. Going down the tunnel and killing the drake is always easier. Also not sure if you guys knew this but you can sneak around every single ghost in the courtyard and only fight a wisp by hugging the south wall (with minimum sneak).
  8. You can’t make that type of bold statement without a pic...
  9. Getting rid of health isn't necessarily bad in my opinion. Same with the spell limits. It means that they can balance fights way easier because they know the relative power level going into every battle. Losing the macromanagement isn't so bad as long as they raise the bar on micro.
  10. Imagine how goofy you would look with 4 2handers on your back
  11. Definitely the platoon of phantoms inside the Caed Nua main keep.
  12. I always try to play an unusual class and after getting my ass kicked a few times in the first fight, I start over as a fighter (or a rogue so I can scout ahead and don't get stumped by traps or locks). I'm doing it right now in the Deadfire beta. If you have to count on magic protection and good attacks that run out mid fight you have no choice but to hang back. That's a little like you're in the game's game if you know what I mean. I look for characters that promise exciting interesting play and storyline. I don't play dwarves because they are (traditionally) slow and don't feel different enough to be compelling in spite of that. I've played Godlike in PoE but (I don't think) you can change the appearance so it hasn't become my thing. Everyone who plays is playing the same character and that doesn't appeal. I don't think I've ever played a human in an RPG. I've also never played as a white dude though I do in fact make the character resemble me as much as possible. I currently have 3 play throughs as a dwarf. A Barb, a Battle Priest of Magran and a Chanter (Solo). I love Dwarves. Borreals for exceptional DPS builds and Mountain Dwarves for more of a RP/Story experience. BGEEs brought us Dwarven Defenders. Played that class first upon the EE releases. I have 3 close friends who played PoE, they all played at least one completed game with a dwarf. I guess they can track metrics these days via Steam and what have you but that they are saying no one plays dwarves and no one plays Priests seems very odd to me.It doesn't seems odd to me. Play any MMORPGs and watch how many DPS they are compared to tank and healers (answers: healer and tanks are super rare) and the race distribution: dwarf is always at the bottom.But this isn’t a MMORPG. I fully understand the DPS solo play of the MMORPG. POE is a completely different type of monster.It's pretty obvious that most people like to play a character that is similar to their own physiology. It's basic psychology. As for healers, same psychology applies, people want to be leaders, not support characters. Of course this doesn't mean everyone plays like this but we are talking about averages, not individuals. True, and a reason I made the post asking why people play the classes that they do. I'd say that perhaps the DPS popularity is more commonly associated with a need to feel empowered and strong, being able to enforce one's will over others. A leader can be the healer/buffer/speaker like real life leaders who orchestrate the team to their strengths. Isn't it one of the reasons the D&D Cleric was made into a heavy armor tank that could bash people's brains in with a mace, and gradually became an all-conquering, all-powerful meat grinder at higher levels? Because nobody wants to be a wimpy healer? I'm sure I read that somewhere about the original design of the Cleric. Golly that's a lot of quotes
  13. I hope they got Gilbert Gottfried to voice Eothas
  14. They said there would be an upscale-only option right? I would pick upscale for "all" if thats an option
  15. I agree. My point is that Obsidian obviously doesn't but I do think they are open to ideas that address their concerns. My guess is that they won't go back to the old system but I would bet they are willing to adjust their current system. Aren't fast weapons much weaker against the strongest enemies though? I feel like most of the toughest fights involve high DR enemies and against those enemies the bigger weapons tend to do considerably more damage. Around what DR do fast weapons become stronger? Edit: So I did the math and the DR ranges where (superb, durgan-refined, lashing, 20might, vulnerable attack) slow 1handers beat fast 1handers are ~ (12-18),(16-23),(18-31) (graze hit crit). So as far as 1 hand + shield I am definitely wrong. 2handers (2 handed style instead of VA) always deal more, but have the defensive trade-off of no shield or (in the case of dual wielding) less armor for similar% recovery.
  16. The system you suggest rewards buffs heavier armors as it rewards stacking pen over AR. It would not only solve problem discussed, but push it further, by punishing light/medium armor by adding extra damage for every point about its AR. Not to mention in that case pen would become a god stat for every weapon as it would mitigate any advantage an AveragePen/HighDamage weapons have over HighPen/AvarageDamage making the latter not only more likely to do 100%, but boost it’s damage done to low AR targets as well. You could easily reduce the numbers I suggested. There is already a bonus for over-penetrating significantly. The system I described at least makes some armor always provide better protection against damage than no armor at all. Also, @Boeror, I personally like your suggestion but I think another problem the devs had with DR is that fast-attack weapons become significantly weaker than the slower, bigger weapons. I think that makes perfect sense but I can see why they might want to avoid that. How would you 'fix' how poorly low base damage scales versus phat lategame dr? What about just straight %damage reductions (varying between damage types).
  17. I actually posted a question about this a long while ago on Josh's tumblr. I understand that the system as it is now makes choosing your weapon much easier, but it makes armor almost impossible to balance in an enjoyable way. Even if they make it so that overall every armor is relatively balanced, certain armor will be entirely useless (detrimental, even) in certain fights. It leads to the feeling that the player is punished for not changing their armor every fight, and not already knowing what they will be up against. I think a good answer to this problem is to make every point matter. I would love to see a system like: 20% damage lost for every point below enemy AR, up to a maximum loss of 80%, and then maybe 5% damage gain for every point above (The numbers could be anything really). This brings back the mushy problem though. What do you guys think a solid solution might entail? Do you even agree that a solution is needed?
  18. In Pillars 1 I would occasionally (very rarely) run into a bug where I would select my party and issue an attack on a single enemy and they would almost completely envelope him instead of bunching up behind the two front party members. This is extremely frustrating when it happens. If I want the entire party to attack one unit then I would have shift-queue'd every individual character into position like a sane person. Also, sometimes I might select a unit to attack a ranged enemy on the opposite side of a brawl and instead of performing his usual back-and-forth juking maneuver he would just make a beeline for the target. Have these issues been addressed at all or is character movement still prone to the same 'issues'?
  19. I believe all companions are found in the Dyrwood. None are found in Eir Glanthath, and to the best of my knowledge the White March is part of the Dyrwood. Please no bullying
  20. Funny that you say that because the companions you meet outside of the Dyrwood are typically the last companions you meet!
  21. > white > dude wat Pls try and keep up with my sick references.
  22. On the topic of boarding: do you guys find those boarding planks suspect? Like, do both parties agree to pull up next to each other and place the planks right next to their respective steps? Does somebody hammer these planks into the gunwales so they don't fall into the water when the ships rock?
  23. What we all mean to say is that we pick rogues and barbarians because we like to play white dude assassins.
×
×
  • Create New...